skill.c 372 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include "../common/timer.h"
  8. #include "../common/nullpo.h"
  9. #include "../common/malloc.h"
  10. #include "../common/showmsg.h"
  11. #include "../common/grfio.h"
  12. #include "skill.h"
  13. #include "map.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mob.h"
  19. #include "battle.h"
  20. #include "party.h"
  21. #include "itemdb.h"
  22. #include "script.h"
  23. #include "intif.h"
  24. #include "log.h"
  25. #include "chrif.h"
  26. #include "guild.h"
  27. #include "date.h"
  28. #define SKILLUNITTIMER_INVERVAL 100
  29. #define swap(x,y) { int t; t = x; x = y; y = t; }
  30. int skill_names_id[MAX_SKILL_DB];
  31. const struct skill_name_db skill_names[] = {
  32. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  33. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  34. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  35. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  36. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  37. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  38. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  39. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  40. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  41. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  42. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  43. { AL_CURE, "AL_CURE", "Cure" } ,
  44. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  45. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  46. { AL_DP, "AL_DP", "Divine_Protection" } ,
  47. { AL_HEAL, "AL_HEAL", "Heal" } ,
  48. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  49. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  50. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  51. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  52. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  53. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  54. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  55. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  56. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  57. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  58. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  59. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  60. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  61. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  62. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  63. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  64. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  65. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  66. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  67. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  68. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  69. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  70. { AM_REST, "AM_REST", "Vaporize" } ,
  71. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  72. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  73. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  74. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  75. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  76. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  77. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  78. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  79. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  80. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  81. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  82. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  83. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  84. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  85. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  86. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  87. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  88. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  89. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  90. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  91. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  92. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  93. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  94. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  95. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  96. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  97. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  98. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  99. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  100. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  101. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  102. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  103. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  104. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  105. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  106. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  107. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  108. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  109. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  110. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  111. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  112. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  113. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  114. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  115. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  116. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  117. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  118. { BS_GREED, "BS_GREED", "Greed" } ,
  119. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  120. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  121. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  122. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  123. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  124. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  125. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  126. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  127. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  128. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  129. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  130. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  131. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  132. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  133. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  134. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  135. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  136. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  137. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  138. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  139. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  140. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  141. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  142. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  143. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  144. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  145. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  146. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  147. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  148. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  149. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  150. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  151. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  152. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  153. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  154. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  155. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  156. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  157. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  158. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  159. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  160. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  161. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  162. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  163. { CR_TRUST, "CR_TRUST", "Faith" } ,
  164. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  165. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  166. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  167. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  168. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  169. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  170. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  171. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  172. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  173. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  174. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  175. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  176. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  177. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  178. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  179. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  180. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  181. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  182. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  183. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  184. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  185. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  186. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  187. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  188. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  189. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  190. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  191. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  192. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  193. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  194. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  195. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  196. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  197. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  198. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  199. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  200. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  201. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  202. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  203. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  204. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  205. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  206. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  207. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  208. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  209. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  210. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  211. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  212. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  213. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  214. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  215. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  216. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  217. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  218. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  219. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  220. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  221. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  222. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  223. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  224. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  225. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  226. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  227. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  228. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  229. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  230. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  231. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  232. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  233. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  234. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  235. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  236. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  237. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  238. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  239. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  240. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  241. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  242. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  243. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  244. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  245. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  246. { MC_VENDING, "MC_VENDING", "Vending" } ,
  247. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  248. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  249. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  250. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  251. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  252. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  253. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  254. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  255. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  256. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  257. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  258. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  259. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  260. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  261. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  262. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  263. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  264. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  265. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  266. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  267. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  268. { MO_DODGE, "MO_DODGE", "Flee" } ,
  269. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  270. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  271. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  272. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  273. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  274. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  275. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  276. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  277. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  278. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  279. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  280. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  281. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  282. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  283. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  284. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  285. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  286. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  287. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  288. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  289. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  290. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  291. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  292. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  293. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  294. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  295. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  296. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  297. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  298. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  299. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  300. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  301. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  302. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  303. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  304. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  305. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  306. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  307. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  308. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  309. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  310. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  311. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  312. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  313. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  314. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  315. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  316. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  317. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  318. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  319. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  320. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  321. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  322. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  323. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  324. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  325. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  326. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  327. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  328. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  329. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  330. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  331. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  332. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  333. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  334. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  335. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  336. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  337. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  338. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  339. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  340. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  341. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  342. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  343. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  344. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  345. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  346. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  347. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  348. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  349. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  350. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  351. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  352. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  353. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  354. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  355. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  356. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  357. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  358. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  359. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  360. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  361. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  362. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  363. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  364. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  365. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  366. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  367. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  368. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  369. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  370. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  371. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  372. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  373. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  374. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  375. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  376. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  377. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  378. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  379. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  380. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  381. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  382. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  383. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  384. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  385. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  386. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  387. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  388. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  389. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  390. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  391. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  392. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  393. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  394. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  395. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  396. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  397. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  398. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  399. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  400. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  401. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  402. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  403. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  404. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  405. { SA_COMA, "SA_COMA", "Coma" } ,
  406. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  407. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  408. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  409. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  410. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  411. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  412. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  413. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  414. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  415. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  416. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  417. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  418. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  419. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  420. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  421. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  422. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  423. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  424. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  425. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  426. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  427. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  428. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  429. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  430. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  431. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  432. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  433. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  434. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  435. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  436. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  437. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  438. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  439. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  440. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  441. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  442. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  443. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  444. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  445. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  446. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  447. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  448. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  449. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  450. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  451. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  452. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  453. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  454. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  455. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  456. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  457. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  458. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  459. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  460. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  461. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  462. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  463. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  464. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  465. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  466. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  467. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  468. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  469. { SL_SKA, "SL_SKA", "Eska" } ,
  470. { SL_SKE, "SL_SKE", "Eske" } ,
  471. { SL_SMA, "SL_SMA", "Esma" } ,
  472. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  473. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  474. { SL_STIN, "SL_STIN", "Estin" } ,
  475. { SL_STUN, "SL_STUN", "Estun" } ,
  476. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  477. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  478. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  479. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  480. { SM_BASH, "SM_BASH", "Bash" } ,
  481. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  482. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  483. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  484. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  485. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  486. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  487. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  488. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  489. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  490. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  491. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  492. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  493. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  494. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  495. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  496. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  497. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  498. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  499. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  500. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  501. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  502. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  503. { TF_POISON, "TF_POISON", "Envenom" } ,
  504. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  505. { TF_STEAL, "TF_STEAL", "Steal" } ,
  506. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  507. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  508. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  509. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  510. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  511. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  512. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  513. { TK_MISSION, "TK_MISSION", "Mission" } ,
  514. { TK_POWER, "TK_POWER", "Kihop" } ,
  515. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  516. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  517. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  518. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  519. { TK_RUN, "TK_RUN", "Sprint" } ,
  520. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  521. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  522. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  523. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  524. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  525. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  526. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  527. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  528. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  529. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  530. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  531. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  532. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  533. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  534. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  535. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  536. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  537. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  538. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  539. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  540. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  541. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  542. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  543. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  544. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  545. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  546. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  547. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  548. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  549. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  550. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  551. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  552. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  553. };
  554. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  555. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  556. /* スキルデ?タベ?ス */
  557. struct skill_db skill_db[MAX_SKILL_DB];
  558. /* アイテム?�?ャデ?タベ?ス */
  559. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  560. /* 矢?�?ャスキルデ?タベ?ス */
  561. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  562. /* アブラカダブラ?動スキルデ?タベ?ス */
  563. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  564. // macros to check for out of bounds errors [celest]
  565. // i: Skill ID, l: Skill Level, var: Value to return after checking
  566. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  567. // for values that might need to use a different function just skill_chk would suffice.
  568. #define skill_chk(i, l) \
  569. if (i >= 10000 && i < 10015) {i -= 9500;} \
  570. if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
  571. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  572. #define skill_get(var, i, l) \
  573. { skill_chk(i, l); return var; }
  574. // Skill DB
  575. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  576. int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].inf : guild_skill_get_inf(id); }
  577. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  578. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  579. int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].max : guild_skill_get_max(id); }
  580. int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? skill_db[id].range[lv-1] : 0; }
  581. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE) : 0; }
  582. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  583. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  584. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  585. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  586. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  587. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  588. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  589. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  590. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  591. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  592. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  593. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  594. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  595. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  596. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  597. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  598. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  599. int skill_get_delaynowalk( int id ,int lv ){ skill_get (skill_db[id].delaynowalk[lv-1], id, lv); }
  600. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  601. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  602. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  603. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  604. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  605. int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
  606. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  607. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  608. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  609. const char* skill_get_name( int id ){
  610. if (id >= 10000 && id < 10015) id -= 9500;
  611. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  612. return skill_db[id].name;
  613. }
  614. int skill_tree_get_max(int id, int b_class){
  615. int i, skillid;
  616. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  617. if (id == skillid) return skill_tree[b_class][i].max;
  618. return skill_get_max (id);
  619. }
  620. /* プ�?トタイプ */
  621. int skill_check_condition( struct map_session_data *sd,int type);
  622. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  623. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  624. int status_change_timer_sub(struct block_list *bl, va_list ap);
  625. int skill_attack_area(struct block_list *bl,va_list ap);
  626. int skill_clear_element_field(struct block_list *bl);
  627. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  628. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  629. int skill_greed(struct block_list *bl, va_list ap);
  630. int skill_landprotector(struct block_list *bl, va_list ap);
  631. int skill_ganbatein(struct block_list *bl, va_list ap);
  632. int skill_trap_splash(struct block_list *bl, va_list ap);
  633. int skill_count_target(struct block_list *bl, va_list ap);
  634. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  635. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  636. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  637. int skill_unit_effect(struct block_list *bl,va_list ap);
  638. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  639. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);
  640. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  641. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  642. int skill_get_casttype(int id)
  643. {
  644. int inf = skill_get_inf(id);
  645. if (inf&(INF_GROUND_SKILL))
  646. return CAST_GROUND;
  647. if (inf&(INF_SELF_SKILL|INF_SUPPORT_SKILL))
  648. return CAST_NODAMAGE;
  649. if (skill_get_nk(id)&NK_NO_DAMAGE)
  650. return CAST_NODAMAGE;
  651. return CAST_DAMAGE;
  652. };
  653. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  654. int skill_get_range2(struct block_list *bl, int id, int lv) {
  655. int range = skill_get_range(id, lv);
  656. if(range < 0) {
  657. if (battle_config.use_weapon_skill_range)
  658. return status_get_range(bl);
  659. range *=-1;
  660. }
  661. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE.
  662. if (id == AC_SHOWER || id == AC_DOUBLE || id == HT_BLITZBEAT || id == AC_CHARGEARROW
  663. || id == SN_FALCONASSAULT || id == SN_SHARPSHOOTING || id == HT_POWER) {
  664. if (bl->type == BL_PC)
  665. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  666. else
  667. range += 10; //Assume level 10?
  668. }
  669. return range;
  670. }
  671. // Making plagiarize check its own function [Aru]
  672. int can_copy(struct map_session_data *sd, int skillid)
  673. {
  674. // Never copy NPC/Wedding Skills
  675. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  676. return 0;
  677. // High-class skills
  678. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  679. {
  680. if(battle_config.copyskill_restrict == 2)
  681. return 0;
  682. else if(battle_config.copyskill_restrict)
  683. return (sd->status.class_ == JOB_STALKER);
  684. }
  685. return 1;
  686. }
  687. // [MouseJstr] - skill ok to cast? and when?
  688. int skillnotok(int skillid, struct map_session_data *sd)
  689. {
  690. nullpo_retr (1, sd);
  691. //if (sd == 0)
  692. //return 0;
  693. //return 1;
  694. // I think it was meant to be "no skills allowed when not a valid sd"
  695. if (!(skillid >= 10000 && skillid < 10015))
  696. if ((skillid > MAX_SKILL) || (skillid < 0))
  697. return 1;
  698. {
  699. int i = skillid;
  700. if (i >= 10000 && i < 10015)
  701. i -= 9500;
  702. if (sd->blockskill[i] > 0)
  703. return 1;
  704. }
  705. if (pc_isGM(sd) >= 20 && battle_config.gm_skilluncond)
  706. return 0; // gm's can do anything damn thing they want
  707. // Check skill restrictions [Celest]
  708. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  709. return 1;
  710. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  711. return 1;
  712. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  713. return 1;
  714. if (agit_flag && skill_get_nocast (skillid) & 8)
  715. return 1;
  716. if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
  717. return 1;
  718. //printf("skill %d, flag restricted=%d, zone=%d, zone*8=%d, skill_get_nocast (skillid)=%d, skill_get_nocast (skillid)&8*zone=%d\n",
  719. // 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));
  720. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  721. return 1;
  722. switch (skillid) {
  723. case AL_WARP:
  724. case AL_TELEPORT:
  725. case MC_VENDING:
  726. case MC_IDENTIFY:
  727. return 0; // always allowed
  728. default:
  729. return (map[sd->bl.m].flag.noskill);
  730. }
  731. }
  732. /* スキルユニットの配置?﨣��ヤす */
  733. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  734. int firewall_unit_pos;
  735. int icewall_unit_pos;
  736. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  737. {
  738. int pos = skill_get_unit_layout_type(skillid,skilllv);
  739. int dir;
  740. if (pos != -1)
  741. return &skill_unit_layout[pos];
  742. if (src->x == x && src->y == y)
  743. dir = 2;
  744. else
  745. dir = map_calc_dir(src,x,y);
  746. if (skillid == MG_FIREWALL)
  747. return &skill_unit_layout [firewall_unit_pos + dir];
  748. else if (skillid == WZ_ICEWALL)
  749. return &skill_unit_layout [icewall_unit_pos + dir];
  750. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  751. return &skill_unit_layout[0];
  752. }
  753. /*==========================================
  754. * スキル追加?果
  755. *------------------------------------------
  756. */
  757. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  758. {
  759. struct map_session_data *sd=NULL;
  760. struct map_session_data *dstsd=NULL;
  761. struct status_change *sc;
  762. struct status_change *tsc;
  763. struct mob_data *md=NULL;
  764. struct mob_data *dstmd=NULL;
  765. struct pet_data *pd=NULL;
  766. int skill,skill2;
  767. int rate;
  768. nullpo_retr(0, src);
  769. nullpo_retr(0, bl);
  770. if(skillid < 0)
  771. { // remove the debug print when this case is finished
  772. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  773. src, bl,skillid,skilllv,attack_type,tick);
  774. return 0;
  775. }
  776. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  777. switch (src->type) {
  778. case BL_PC:
  779. sd = (struct map_session_data *)src;
  780. break;
  781. case BL_MOB:
  782. md = (struct mob_data *)src;
  783. break;
  784. case BL_PET:
  785. pd = (struct pet_data *)src; // [Valaris]
  786. break;
  787. }
  788. switch (bl->type) {
  789. case BL_PC:
  790. dstsd=(struct map_session_data *)bl;
  791. break;
  792. case BL_MOB:
  793. dstmd=(struct mob_data *)bl;
  794. break;
  795. }
  796. sc = status_get_sc(src);
  797. tsc = status_get_sc(bl);
  798. if (!tsc) //skill additional effect is about adding effects to the target...
  799. //So if the target can't be inflicted with statuses, this is pointless.
  800. return 0;
  801. switch(skillid){
  802. case 0: // Normal attacks (no skill used)
  803. {
  804. if(sd) {
  805. // Automatic trigger of Blitz Beat
  806. if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  807. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  808. int lv=(sd->status.job_level+9)/10;
  809. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  810. }
  811. // Gank
  812. if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  813. (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  814. if(pc_steal_item(sd,bl))
  815. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  816. else if (battle_config.display_snatcher_skill_fail)
  817. clif_skill_fail(sd,skillid,0,0);
  818. }
  819. // Chance to trigger Taekwon kicks [Dralnu]
  820. if(sd->sc.count) {
  821. if(sd->sc.data[SC_READYSTORM].timer != -1)
  822. status_change_start(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
  823. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  824. else if(sd->sc.data[SC_READYDOWN].timer != -1)
  825. status_change_start(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
  826. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  827. else if(sd->sc.data[SC_READYTURN].timer != -1 && sd->sc.data[SC_COMBO].timer == -1)
  828. status_change_start(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
  829. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  830. else if(sd->sc.data[SC_READYCOUNTER].timer != -1 && sd->sc.data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
  831. {
  832. rate = 20;
  833. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  834. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  835. status_change_end(src,SC_SKILLRATE_UP,-1);
  836. }
  837. status_change_start(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  838. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  839. }
  840. }
  841. }
  842. if (sc && sc->count) {
  843. // Enchant Poison gives a chance to poison attacked enemies
  844. if(sc->data[SC_ENCPOISON].timer != -1)
  845. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
  846. sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  847. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  848. if(sc->data[SC_EDP].timer != -1)
  849. status_change_start(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  850. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1),0);
  851. }
  852. if (tsc->count) {
  853. if (tsc->data[SC_SPLASHER].timer != -1)
  854. status_change_start(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  855. tsc->data[SC_SPLASHER].val1,0,0,0,
  856. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1),0);
  857. if(tsc->data[SC_KAAHI].timer != -1) {
  858. if (dstsd && dstsd->status.sp < 5*tsc->data[SC_KAAHI].val1)
  859. ; //Not enough SP to cast
  860. else {
  861. battle_heal(bl, bl, 200*tsc->data[SC_KAAHI].val1, -5*tsc->data[SC_KAAHI].val1, 1);
  862. if(dstsd && dstsd->fd)
  863. clif_heal(dstsd->fd,SP_HP,200*tsc->data[SC_KAAHI].val1);
  864. }
  865. }
  866. }
  867. }
  868. break;
  869. case SM_BASH: /* バッシュ?i急?�?U??j */
  870. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  871. //TODO: How much % per base level it actually is?
  872. status_change_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  873. skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
  874. }
  875. break;
  876. case AS_VENOMKNIFE:
  877. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  878. skilllv = pc_checkskill(sd, TF_POISON);
  879. case TF_POISON: /* インベナム */
  880. case AS_SPLASHER: /* ベナムスプラッシャ? */
  881. if(!status_change_start(bl,SC_POISON,(2*skilllv+10),
  882. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0)
  883. && sd && skillid==TF_POISON
  884. )
  885. clif_skill_fail(sd,skillid,0,0);
  886. break;
  887. case AS_SONICBLOW: /* ソニックブ�?? */
  888. status_change_start(bl,SC_STUN,(2*skilllv+10),
  889. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  890. break;
  891. case AS_GRIMTOOTH:
  892. {
  893. int type = sd?SC_SLOWDOWN:SC_STOP;
  894. if (tsc->data[type].timer == -1)
  895. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time2(skillid, skilllv),0);
  896. break;
  897. }
  898. case MG_FROSTDIVER: /* フ�?ストダイバ? */
  899. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  900. {
  901. rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
  902. if (rate <= 5)
  903. rate = 5;
  904. status_change_start(bl,SC_FREEZE,rate,
  905. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  906. }
  907. break;
  908. case WZ_STORMGUST: /* スト?ムガスト */
  909. tsc->data[SC_FREEZE].val3++;
  910. if(tsc->data[SC_FREEZE].val3 >= 3)
  911. status_change_start(bl,SC_FREEZE,100,
  912. skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  913. break;
  914. case WZ_METEOR:
  915. status_change_start(bl,SC_STUN,3*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  916. break;
  917. case WZ_VERMILION:
  918. status_change_start(bl,SC_BLIND,4*skilllv,
  919. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  920. break;
  921. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  922. status_change_start(bl,SC_FREEZE,(3*skilllv+35),
  923. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  924. break;
  925. case HT_FLASHER: /* Flasher */
  926. status_change_start(bl,SC_BLIND,(10*skilllv+30),
  927. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  928. break;
  929. case HT_LANDMINE: /* ランドマイン */
  930. status_change_start(bl,SC_STUN,(5*skilllv+30),
  931. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  932. break;
  933. case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
  934. if(dstsd)
  935. pc_damage_sp(dstsd, 0, 15*skilllv+5);
  936. break;
  937. case HT_SANDMAN: /* サンドマン */
  938. status_change_start(bl,SC_SLEEP,(10*skilllv+40),
  939. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  940. break;
  941. case TF_SPRINKLESAND: /* ?サまき */
  942. status_change_start(bl,SC_BLIND,20,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  943. break;
  944. case TF_THROWSTONE: /* ?ホ投げ */
  945. status_change_start(bl,SC_STUN,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  946. status_change_start(bl,SC_BLIND,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  947. break;
  948. case NPC_DARKCROSS:
  949. case CR_HOLYCROSS: /* ホ?リ?クロス */
  950. status_change_start(bl,SC_BLIND,3*skilllv,
  951. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  952. break;
  953. case CR_GRANDCROSS: /* グランドク�?ス */
  954. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  955. {
  956. int race = status_get_race(bl);
  957. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
  958. status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  959. }
  960. break;
  961. case AM_ACIDTERROR:
  962. status_change_start(bl,SC_BLEEDING,(skilllv*3),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  963. if (dstsd && rand()%100 < skill_get_time(skillid,skilllv) * battle_config.equip_skill_break_rate / 100) { //fixed
  964. if(pc_breakarmor(dstsd))
  965. clif_emotion(bl,23);
  966. }
  967. break;
  968. case AM_DEMONSTRATION:
  969. if (dstsd && rand()%10000 < skilllv * battle_config.equip_skill_break_rate )
  970. pc_breakweapon(dstsd);
  971. break;
  972. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  973. status_change_start(bl,SC_STUN,(15+skilllv*5),
  974. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  975. break;
  976. case PA_PRESSURE: /* プレッシャ? */
  977. if (dstsd)
  978. pc_damage_sp(dstsd, 0, 15 +5*skilllv);
  979. break;
  980. case RG_RAID: /* サプライズアタック */
  981. status_change_start(bl,SC_STUN,(10+3*skilllv),
  982. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  983. status_change_start(bl,SC_BLIND,(10+3*skilllv),
  984. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  985. break;
  986. case BA_FROSTJOKE:
  987. status_change_start(bl,SC_FREEZE,(15+5*skilllv),
  988. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  989. break;
  990. case DC_SCREAM:
  991. status_change_start(bl,SC_STUN,(25+5*skilllv),
  992. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  993. break;
  994. case BD_LULLABY: /* 子守唄 */
  995. status_change_start(bl,SC_SLEEP,15,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  996. break;
  997. case DC_UGLYDANCE:
  998. if (dstsd) {
  999. int skill, sp = 5+5*skilllv;
  1000. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1001. sp += 5+skill;
  1002. pc_damage_sp(dstsd, sp, 0);
  1003. }
  1004. break;
  1005. case SL_STUN:
  1006. if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
  1007. status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  1008. break;
  1009. /* MOBの追加?果付きスキル */
  1010. case NPC_PETRIFYATTACK:
  1011. case NPC_CURSEATTACK:
  1012. case NPC_SLEEPATTACK:
  1013. case NPC_BLINDATTACK:
  1014. case NPC_POISON:
  1015. case NPC_SILENCEATTACK:
  1016. case NPC_STUNATTACK:
  1017. status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,
  1018. src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv),0);
  1019. break;
  1020. case NPC_MENTALBREAKER:
  1021. if(dstsd) {
  1022. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1023. if(sp < 1) sp = 1;
  1024. pc_heal(dstsd,0,-sp);
  1025. }
  1026. break;
  1027. // Equipment breaking monster skills [Celest]
  1028. case NPC_BREAKWEAPON:
  1029. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  1030. pc_breakweapon(dstsd);
  1031. break;
  1032. case NPC_BREAKARMOR:
  1033. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  1034. pc_breakarmor(dstsd);
  1035. break;
  1036. case NPC_BREAKHELM:
  1037. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  1038. pc_breakhelm(dstsd);
  1039. break;
  1040. case NPC_BREAKSHIELD:
  1041. if(dstsd && rand()%10000 < 10*skilllv*battle_config.equip_skill_break_rate)
  1042. pc_breakshield(dstsd);
  1043. break;
  1044. case CH_TIGERFIST:
  1045. status_change_start(bl,SC_STOP,(10+skilllv*10),0,0,0,0,skill_get_time2(skillid,skilllv),0);
  1046. break;
  1047. case LK_SPIRALPIERCE:
  1048. status_change_start(bl,SC_STOP,(15+skilllv*5),0,0,0,0,skill_get_time2(skillid,skilllv),0);
  1049. break;
  1050. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1051. status_change_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1052. break;
  1053. case PF_FOGWALL: /* ホ?リ?ク�?ス */
  1054. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1055. status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1056. break;
  1057. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1058. {
  1059. //?�?が良く分からないので適?に
  1060. int race = status_get_race(bl);
  1061. if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6))
  1062. status_change_start(bl, SC_BLEEDING,50, skilllv, 0, 0, 0, skill_get_time2(skillid,skilllv), 0);
  1063. }
  1064. break;
  1065. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1066. //?�?が良く分からないので適?に
  1067. status_change_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),
  1068. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1069. break;
  1070. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  1071. {
  1072. int sec = skill_get_time2(skillid,skilllv);
  1073. if(map[src->m].flag.pvp) //PvPでは?S束時間半減?H
  1074. sec = sec/2;
  1075. battle_stopwalking(bl,1);
  1076. status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,sec,0);
  1077. }
  1078. break;
  1079. case ASC_METEORASSAULT: /* �?テオアサルト */
  1080. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1081. switch(rand()%3) {
  1082. case 0:
  1083. status_change_start(bl,SC_BLIND,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,1),0);
  1084. break;
  1085. case 1:
  1086. status_change_start(bl,SC_STUN,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,2),0);
  1087. break;
  1088. default:
  1089. status_change_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,3),0);
  1090. }
  1091. break;
  1092. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1093. // skilllv*5%の確率で呪い
  1094. status_change_start(bl,SC_CURSE,5*skilllv,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
  1095. break;
  1096. case WS_CARTTERMINATION: // Cart termination
  1097. status_change_start(bl,SC_STUN,5*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1098. break;
  1099. case CR_ACIDDEMONSTRATION:
  1100. if (dstsd) {
  1101. if (rand()%10000 < skilllv * battle_config.equip_skill_break_rate)
  1102. pc_breakweapon(dstsd);
  1103. // separate chances?
  1104. if (rand()%10000 < skilllv * battle_config.equip_skill_break_rate)
  1105. pc_breakarmor(dstsd);
  1106. }
  1107. break;
  1108. case TK_DOWNKICK:
  1109. status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  1110. break;
  1111. case TK_JUMPKICK:
  1112. //Cancel out Soul Linker status of the target. [Skotlex]
  1113. if (tsc->count) {
  1114. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1115. break;
  1116. //Remove pitched potions effect.
  1117. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1118. status_change_end(bl, SC_ASPDPOTION0, -1);
  1119. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1120. status_change_end(bl, SC_ASPDPOTION1, -1);
  1121. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1122. status_change_end(bl, SC_ASPDPOTION2, -1);
  1123. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1124. status_change_end(bl, SC_ASPDPOTION3, -1);
  1125. if (tsc->data[SC_SPIRIT].timer != -1)
  1126. status_change_end(bl, SC_SPIRIT, -1);
  1127. if (tsc->data[SC_ONEHAND].timer != -1)
  1128. status_change_end(bl, SC_ONEHAND, -1);
  1129. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1130. status_change_end(bl, SC_ADRENALINE2, -1);
  1131. }
  1132. break;
  1133. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1134. if(attack_type == BF_MISC) //70% base stun chance...
  1135. status_change_start(bl,SC_STUN,70,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1136. break;
  1137. }
  1138. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1139. { //Pass heritage to Master for status causing effects. [Skotlex]
  1140. sd = map_id2sd(md->master_id);
  1141. }
  1142. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1143. int i, type;
  1144. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1145. type=i-SC_COMMON_MIN;
  1146. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1147. if (!rate)
  1148. continue; //Code Speedup.
  1149. rate/=100; //For some reason user effects are on a 10000 scale...
  1150. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1151. }
  1152. }
  1153. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1154. //Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
  1155. if(sd && !status_isdead(bl) && src != bl &&
  1156. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1157. struct block_list *tbl;
  1158. int i;
  1159. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1160. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1161. //Prevents skill from retriggering themselves. [Skotlex]
  1162. if (skill == skillid)
  1163. continue;
  1164. //skill2 reused to store skilllv.
  1165. skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1166. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1167. if (rand()%1000 > rate)
  1168. continue;
  1169. if (sd->autospell[i].id < 0)
  1170. tbl = src;
  1171. else
  1172. tbl = bl;
  1173. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
  1174. continue; //Autoskills DO check for target-src range. [Skotlex]
  1175. rate = skill_get_inf(skill);
  1176. switch (skill_get_casttype(skill)) {
  1177. case CAST_GROUND:
  1178. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
  1179. break;
  1180. case CAST_NODAMAGE:
  1181. skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
  1182. break;
  1183. case CAST_DAMAGE:
  1184. skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
  1185. break;
  1186. }
  1187. break; //Only one auto skill comes off at a time.
  1188. }
  1189. }
  1190. return 0;
  1191. }
  1192. /* Splitted off from skill_additional_effect, which is never called when the
  1193. * attack skill kills the enemy. Place in this function counter status effects
  1194. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1195. * from cards) that will take effect on the source, not the target. [Skotlex]
  1196. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1197. * type of skills, so not every instance of skill_additional_effect needs a call
  1198. * to this one.
  1199. */
  1200. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1201. {
  1202. int rate;
  1203. struct map_session_data *sd=NULL;
  1204. struct map_session_data *dstsd=NULL;
  1205. struct mob_data *md=NULL;
  1206. struct mob_data *dstmd=NULL;
  1207. // struct pet_data *pd=NULL; Pet's can't be inflicted!
  1208. nullpo_retr(0, src);
  1209. nullpo_retr(0, bl);
  1210. if(skillid < 0)
  1211. { // remove the debug print when this case is finished
  1212. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1213. src, bl,skillid,skilllv,attack_type,tick);
  1214. return 0;
  1215. }
  1216. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1217. switch (src->type) {
  1218. case BL_PC:
  1219. sd = (struct map_session_data *)src;
  1220. break;
  1221. case BL_MOB:
  1222. md = (struct mob_data *)src;
  1223. break;
  1224. case BL_PET: //Only mobs/players can be affected. [Skotlex]
  1225. // pd = (struct pet_data *)src;
  1226. // break;
  1227. default:
  1228. return 0;
  1229. }
  1230. switch (bl->type) {
  1231. case BL_PC:
  1232. dstsd=(struct map_session_data *)bl;
  1233. break;
  1234. case BL_MOB:
  1235. dstmd=(struct mob_data *)bl;
  1236. break;
  1237. default:
  1238. return 0;
  1239. }
  1240. switch(skillid){
  1241. case 0: //Normal Attack - Nothing here yet.
  1242. break;
  1243. case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
  1244. //阿?C羅を使うと5分間自然回復しないようになる
  1245. status_change_start(src,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
  1246. break;
  1247. }
  1248. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1249. int i, type;
  1250. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1251. type=i-SC_COMMON_MIN;
  1252. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1253. if (rate) //Self infliced status from attacking.
  1254. status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1255. rate = dstsd?dstsd->addeff3[type]:0;
  1256. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1257. status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1258. }
  1259. }
  1260. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1261. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1262. {
  1263. struct block_list *tbl;
  1264. int i, skillid, skilllv, rate;
  1265. for (i = 0; i < MAX_PC_BONUS; i++) {
  1266. if (dstsd->autospell2[i].id == 0)
  1267. break;
  1268. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1269. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1270. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1271. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1272. if (rand()%1000 > rate)
  1273. continue;
  1274. if (dstsd->autospell2[i].id < 0)
  1275. tbl = bl;
  1276. else
  1277. tbl = src;
  1278. switch (skill_get_casttype(skillid)) {
  1279. case CAST_GROUND:
  1280. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1281. break;
  1282. case CAST_NODAMAGE:
  1283. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1284. break;
  1285. case CAST_DAMAGE:
  1286. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1287. break;
  1288. }
  1289. }
  1290. }
  1291. return 0;
  1292. }
  1293. /*=========================================================================
  1294. Used to knock back players, monsters, traps, etc
  1295. If count&0xf00000, the direction is send in the 6th byte.
  1296. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1297. If count&0x20000, position update packets must not be sent.
  1298. -------------------------------------------------------------------------*/
  1299. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1300. {
  1301. int dx=0,dy=0,nx,ny;
  1302. int x=target->x,y=target->y;
  1303. int dir,ret;
  1304. struct map_session_data *sd=NULL;
  1305. struct mob_data *md=NULL;
  1306. struct pet_data *pd=NULL;
  1307. struct skill_unit *su=NULL;
  1308. nullpo_retr(0, src);
  1309. nullpo_retr(0, target);
  1310. if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
  1311. return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
  1312. switch (target->type) {
  1313. case BL_PC:
  1314. sd=(struct map_session_data *)target;
  1315. break;
  1316. case BL_MOB:
  1317. md=(struct mob_data *)target;
  1318. break;
  1319. case BL_PET:
  1320. pd=(struct pet_data *)target;
  1321. break;
  1322. case BL_SKILL:
  1323. su=(struct skill_unit *)target;
  1324. break;
  1325. default:
  1326. return 0;
  1327. }
  1328. if (count&0xf00000)
  1329. dir = (count>>20)&0xf;
  1330. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1331. dir = status_get_dir(target);
  1332. else
  1333. dir = map_calc_dir(target,src->x,src->y);
  1334. if (dir>=0 && dir<8){
  1335. dx = -dirx[dir];
  1336. dy = -diry[dir];
  1337. }
  1338. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1339. nx=ret>>16;
  1340. ny=ret&0xffff;
  1341. battle_stopwalking(target,0);
  1342. dx = nx - x;
  1343. dy = ny - y;
  1344. if(sd) /* ?面外に?oたので?チ去 */
  1345. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
  1346. else if(md)
  1347. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1348. else if(pd)
  1349. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1350. if(su){
  1351. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1352. }else{
  1353. map_moveblock(target, nx, ny, gettick());
  1354. }
  1355. if(sd) /* ?面?に入ってきたので表示 */
  1356. map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
  1357. else if(md)
  1358. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1359. else if(pd)
  1360. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1361. if(!(count&0x20000))
  1362. clif_blown(target);
  1363. return 0;
  1364. }
  1365. /*
  1366. * =========================================================================
  1367. * スキル?U??果?�?まとめ
  1368. * flagの?明?B16?i?
  1369. * 00XRTTff
  1370. * ff = magicで計算に渡される?j
  1371. * TT = パケットのtype部分(0でデフォルト?j
  1372. * X = パケットのスキルLv
  1373. * R = 予約?iskill_area_subで使用する?j
  1374. *-------------------------------------------------------------------------
  1375. */
  1376. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1377. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1378. {
  1379. struct Damage dmg;
  1380. struct status_change *sc;
  1381. struct map_session_data *sd=NULL, *tsd=NULL;
  1382. int type,lv,damage,rdamage=0;
  1383. static int tmpdmg = 0;
  1384. if(skillid > 0 && skilllv <= 0) return 0;
  1385. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1386. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1387. nullpo_retr(0, bl); //Target to be attacked.
  1388. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
  1389. return 0;
  1390. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1391. if (
  1392. (src != dsrc || battle_config.skill_caster_check) &&
  1393. !status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 1)
  1394. )
  1395. return 0;
  1396. //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]
  1397. if (flag && skill_get_nk(skillid)&NK_SPLASH
  1398. && !status_check_skilluse(dsrc, bl, skillid, 1))
  1399. return 0;
  1400. //uncomment the following to do a check between caster and target. [Skotlex]
  1401. //eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
  1402. // if(src->m != bl->m)
  1403. // return 0;
  1404. //Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
  1405. //eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
  1406. // if(src != dsrc && status_isdead(src))
  1407. // return 0;
  1408. if (dsrc->type == BL_PC)
  1409. sd = (struct map_session_data *)dsrc;
  1410. if (bl->type == BL_PC)
  1411. tsd = (struct map_session_data *)bl;
  1412. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  1413. // if(dsrc->type == BL_PC && skillnotok(skillid, (struct map_session_data *)dsrc))
  1414. // return 0; // [MouseJstr]
  1415. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1416. 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
  1417. return 0;
  1418. if(sd && sd->chatID) //術者がPCでチャット中なら何もしない
  1419. return 0;
  1420. //何もしない判定ここまで
  1421. sc= status_get_sc(bl);
  1422. if (sc && !sc->count)
  1423. sc = NULL; //Don't need it.
  1424. if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1 && src == dsrc
  1425. && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
  1426. ) { //Bounce back the skill.
  1427. if (--sc->data[SC_KAITE].val2 <= 0)
  1428. status_change_end(bl, SC_KAITE, -1);
  1429. bl = src; //Just make the skill attack yourself @.@
  1430. sc = status_get_sc(bl);
  1431. tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
  1432. if (sc && !sc->count)
  1433. sc = NULL; //Don't need it.
  1434. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1435. return 0; //Spirit of Wizard blocks bounced back spells.
  1436. }
  1437. type=-1;
  1438. lv=(flag>>20)&0xf;
  1439. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダ�??ジ計算
  1440. //Skotlex: Adjusted to the new system
  1441. if(src->type==BL_PET && (struct pet_data *)src)
  1442. { // [Valaris]
  1443. struct pet_data *pd = (struct pet_data *)src;
  1444. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1445. {
  1446. int element = skill_get_pl(skillid);
  1447. if (skillid == -1)
  1448. element = status_get_attack_element(src);
  1449. dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
  1450. dmg.damage2=0;
  1451. dmg.div_= pd->a_skill->div_;
  1452. }
  1453. }
  1454. //マジックロッド?理ここから
  1455. 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
  1456. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1457. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1458. if(tsd) {
  1459. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1460. sp = sp * sc->data[SC_MAGICROD].val2 / 100; //吸?率計算
  1461. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1462. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1463. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1464. else if(sp < 1) sp = 1; //1以下の場合は1
  1465. 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
  1466. sp = tsd->status.max_sp - tsd->status.sp; //SPをMSP-現在SPにする
  1467. tsd->status.sp = tsd->status.max_sp; //現在のSPにMSPを代入
  1468. }
  1469. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1470. tsd->status.sp += sp;
  1471. clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
  1472. tsd->canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1, 0);
  1473. }
  1474. 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
  1475. }
  1476. //マジックロッド?理ここまで
  1477. damage = dmg.damage + dmg.damage2;
  1478. if(lv==15)
  1479. lv=-1;
  1480. if( flag&0xff00 )
  1481. type=(flag&0xff00)>>8;
  1482. if((damage <= 0 || damage < dmg.div_)
  1483. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1484. dmg.blewcount = 0;
  1485. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1486. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1487. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1488. }
  1489. //使用者がPCの?�?№フ?�?ここから
  1490. if(sd) {
  1491. //Sorry for removing the Japanese comments, but they were actually distracting
  1492. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1493. if (skillid && sd->sc.data[SC_COMBO].timer != -1)
  1494. status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
  1495. switch(skillid)
  1496. {
  1497. case MO_TRIPLEATTACK:
  1498. {
  1499. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1500. if (damage < status_get_hp(bl) &&
  1501. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1502. delay += 300 * battle_config.combo_delay_rate / 100;
  1503. status_change_start(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
  1504. sd->attackabletime = sd->canmove_tick = tick + delay;
  1505. clif_combo_delay(src, delay);
  1506. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1507. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1508. break;
  1509. }
  1510. case MO_CHAINCOMBO:
  1511. {
  1512. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1513. if(damage < status_get_hp(bl) &&
  1514. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1515. delay += 300 * battle_config.combo_delay_rate /100;
  1516. status_change_start(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay,0);
  1517. sd->attackabletime = sd->canmove_tick = tick + delay;
  1518. clif_combo_delay(src,delay);
  1519. break;
  1520. }
  1521. case MO_COMBOFINISH:
  1522. {
  1523. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1524. if(damage < status_get_hp(bl) &&
  1525. (
  1526. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1527. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1528. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1529. ))
  1530. delay += 300 * battle_config.combo_delay_rate /100;
  1531. status_change_start(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay,0);
  1532. sd->attackabletime = sd->canmove_tick = tick + delay;
  1533. clif_combo_delay(src,delay);
  1534. break;
  1535. }
  1536. case CH_TIGERFIST:
  1537. { //Tigerfist is now a combo-only skill. [Skotlex]
  1538. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1539. if(damage < status_get_hp(bl) &&
  1540. (
  1541. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1542. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1543. ))
  1544. delay += 300 * battle_config.combo_delay_rate /100;
  1545. status_change_start(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay,0);
  1546. sd->attackabletime = sd->canmove_tick = tick + delay;
  1547. clif_combo_delay(src,delay);
  1548. break;
  1549. }
  1550. case CH_CHAINCRUSH:
  1551. {
  1552. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1553. if(damage < status_get_hp(bl))
  1554. delay += 300 * battle_config.combo_delay_rate /100;
  1555. status_change_start(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay,0);
  1556. sd->attackabletime = sd->canmove_tick = tick + delay;
  1557. clif_combo_delay(src,delay);
  1558. break;
  1559. }
  1560. case AC_DOUBLE:
  1561. {
  1562. int race = status_get_race(bl);
  1563. if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1564. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1565. status_change_start(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000,0);
  1566. clif_combo_delay(src,2000);
  1567. }
  1568. break;
  1569. }
  1570. case TK_COUNTER:
  1571. { //bonus from SG_FRIEND [Komurka]
  1572. int level;
  1573. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1574. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1575. }
  1576. case TK_STORMKICK:
  1577. case TK_DOWNKICK:
  1578. case TK_TURNKICK:
  1579. // Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
  1580. sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
  1581. break;
  1582. case SL_STIN:
  1583. case SL_STUN:
  1584. if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
  1585. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv),0);
  1586. break;
  1587. } //Switch End
  1588. }
  1589. if (damage > 0 && src != bl && src == dsrc)
  1590. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1591. //武器スキル?ここまで
  1592. switch(skillid){
  1593. case AS_SPLASHER:
  1594. case ASC_METEORASSAULT:
  1595. case SG_SUN_WARM:
  1596. case SG_MOON_WARM:
  1597. case SG_STAR_WARM:
  1598. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1599. break;
  1600. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1601. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1602. break;
  1603. case ASC_BREAKER: // [celest]
  1604. if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
  1605. tmpdmg = damage; // store the temporary weapon damage
  1606. } else { // only display damage for the 2nd attack
  1607. if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
  1608. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
  1609. damage += tmpdmg; // add weapon and magic damage
  1610. tmpdmg = 0; // clear the temporary weapon damage
  1611. if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
  1612. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
  1613. }
  1614. break;
  1615. case NPC_SELFDESTRUCTION:
  1616. if(src->type==BL_PC)
  1617. dmg.blewcount = 10;
  1618. break;
  1619. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1620. case SN_SHARPSHOOTING:
  1621. case TF_DOUBLE:
  1622. clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1623. break;
  1624. default:
  1625. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1626. }
  1627. map_freeblock_lock();
  1628. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1629. && pc_checkskill(tsd,RG_PLAGIARISM) && sc && sc->data[SC_PRESERVE].timer == -1
  1630. && damage < tsd->status.hp)
  1631. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1632. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1633. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1634. {
  1635. //?に?んでいるスキルがあれば該?スキルを消す
  1636. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1637. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1638. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1639. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1640. }
  1641. tsd->cloneskill_id = skillid;
  1642. tsd->status.skill[skillid].id = skillid;
  1643. tsd->status.skill[skillid].lv = skilllv;
  1644. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1645. tsd->status.skill[skillid].lv = lv;
  1646. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1647. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1648. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1649. clif_skillinfoblock(tsd);
  1650. }
  1651. }
  1652. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1653. struct skill_unit* su = (struct skill_unit*)bl;
  1654. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1655. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1656. }
  1657. if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
  1658. battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1659. if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
  1660. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1661. }
  1662. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1663. if (dmg.blewcount > 0 && !status_isdead(bl))
  1664. skill_blown(dsrc,bl,dmg.blewcount);
  1665. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1666. if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
  1667. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
  1668. }
  1669. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
  1670. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1671. int rate = 50 + skilllv * 5;
  1672. rate = rate + (s_lv - t_lv);
  1673. if(rand()%100 < rate)
  1674. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1675. }
  1676. if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex]
  1677. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1678. /* ダ�??ジがあるなら追加?果判定 */
  1679. if(!status_isdead(bl) && bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
  1680. {
  1681. struct mob_data *md=(struct mob_data *)bl;
  1682. // nullpo_retr(0, md); //Just so you know.. these are useless. When you cast a pointer, the pointer still is the same, so if bl is not null, the after-casted pointer will never be nulll :/ [Skotlex]
  1683. if(battle_config.mob_changetarget_byskill && sd)
  1684. {
  1685. int target ;
  1686. target=md->target_id;
  1687. md->target_id=src->id;
  1688. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1689. md->target_id=target;
  1690. }
  1691. else
  1692. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1693. }
  1694. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1695. int hp = 0,sp = 0;
  1696. 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) {
  1697. hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
  1698. if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1699. else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1700. }
  1701. 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) {
  1702. hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
  1703. if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1704. else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1705. }
  1706. 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) {
  1707. sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
  1708. if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1709. else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1710. }
  1711. 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) {
  1712. sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
  1713. if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1714. else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1715. }
  1716. if(hp || sp)
  1717. pc_heal(sd,hp,sp);
  1718. if (sd->sp_drain_type && bl->type == BL_PC)
  1719. battle_heal(NULL,bl,0,-sp,0);
  1720. }
  1721. if (/*(skillid || flag) &&*/ rdamage>0) { //Is the skillid/flag check really necessary? [Skotlex]
  1722. if (attack_type&BF_WEAPON)
  1723. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1724. else
  1725. battle_damage(bl,src,rdamage,0);
  1726. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1727. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1728. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1729. }
  1730. if (!(flag & 1) &&
  1731. (
  1732. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1733. ) &&
  1734. (sc = status_get_sc(src)) &&
  1735. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1736. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1737. {
  1738. skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1739. }
  1740. map_freeblock_unlock();
  1741. return damage; /* ?ダ�?を返す */
  1742. }
  1743. /*==========================================
  1744. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1745. * flagについて?F16?i?を確認
  1746. * MSB <- 00fTffff ->LSB
  1747. * T =タ?ゲット選?用(BCT_*)
  1748. * ffff=自由に使用可能
  1749. * 0 =予約?B0に固定
  1750. *------------------------------------------
  1751. */
  1752. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1753. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1754. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1755. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1756. int skill_area_sub( struct block_list *bl,va_list ap )
  1757. {
  1758. struct block_list *src;
  1759. int skill_id,skill_lv,flag;
  1760. unsigned int tick;
  1761. SkillFunc func;
  1762. nullpo_retr(0, bl);
  1763. nullpo_retr(0, ap);
  1764. if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
  1765. return 0;
  1766. 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
  1767. skill_id=va_arg(ap,int);
  1768. skill_lv=va_arg(ap,int);
  1769. tick=va_arg(ap,unsigned int);
  1770. flag=va_arg(ap,int);
  1771. func=va_arg(ap,SkillFunc);
  1772. if(battle_check_target(src,bl,flag) > 0)
  1773. func(src,bl,skill_id,skill_lv,tick,flag);
  1774. return 0;
  1775. }
  1776. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1777. {
  1778. struct skill_unit *unit;
  1779. int *c;
  1780. int skillid,g_skillid;
  1781. nullpo_retr(0, bl);
  1782. nullpo_retr(0, ap);
  1783. nullpo_retr(0, unit = (struct skill_unit *)bl);
  1784. nullpo_retr(0, c = va_arg(ap,int *));
  1785. if(bl->prev == NULL || bl->type != BL_SKILL)
  1786. return 0;
  1787. if(!unit->alive)
  1788. return 0;
  1789. skillid = va_arg(ap,int);
  1790. g_skillid = unit->group->skill_id;
  1791. switch (skillid)
  1792. {
  1793. case MG_SAFETYWALL:
  1794. case AL_PNEUMA:
  1795. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1796. return 0;
  1797. break;
  1798. case AL_WARP:
  1799. case HT_SKIDTRAP:
  1800. case HT_LANDMINE:
  1801. case HT_ANKLESNARE:
  1802. case HT_SHOCKWAVE:
  1803. case HT_SANDMAN:
  1804. case HT_FLASHER:
  1805. case HT_FREEZINGTRAP:
  1806. case HT_BLASTMINE:
  1807. case HT_CLAYMORETRAP:
  1808. case HT_TALKIEBOX:
  1809. case HP_BASILICA:
  1810. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1811. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1812. return 0;
  1813. break;
  1814. default: //Avoid stacking with same kind of trap. [Skotlex]
  1815. if (g_skillid != skillid)
  1816. return 0;
  1817. break;
  1818. }
  1819. (*c)++;
  1820. return 1;
  1821. }
  1822. int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
  1823. {
  1824. int c = 0;
  1825. int range = skill_get_unit_range(skillid);
  1826. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1827. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1828. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1829. return 0;
  1830. }
  1831. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1832. range += layout_type;
  1833. map_foreachinarea(skill_check_unit_range_sub,m,
  1834. x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
  1835. return c;
  1836. }
  1837. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1838. {
  1839. int *c;
  1840. int skillid;
  1841. nullpo_retr(0, bl);
  1842. nullpo_retr(0, ap);
  1843. nullpo_retr(0, c = va_arg(ap,int *));
  1844. if(bl->prev == NULL)
  1845. return 0;
  1846. if(status_isdead(bl))
  1847. return 0;
  1848. skillid = va_arg(ap,int);
  1849. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1850. return 0;
  1851. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
  1852. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1853. (*c)++;
  1854. return 1;
  1855. }
  1856. int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
  1857. {
  1858. int c = 0, range, type;
  1859. switch (skillid) { // to be expanded later
  1860. case WZ_ICEWALL:
  1861. range = 2;
  1862. break;
  1863. default:
  1864. {
  1865. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1866. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1867. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1868. return 0;
  1869. }
  1870. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1871. range = skill_get_unit_range(skillid) + layout_type;
  1872. }
  1873. break;
  1874. }
  1875. // if the caster is a monster/NPC, only check for players
  1876. // otherwise just check characters
  1877. if (bl->type == BL_PC)
  1878. type = BL_CHAR;
  1879. else
  1880. type = BL_PC;
  1881. map_foreachinarea(skill_check_unit_range2_sub, m,
  1882. x - range, y - range, x + range, y + range,
  1883. type, &c, skillid);
  1884. return c;
  1885. }
  1886. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  1887. {
  1888. struct map_session_data *sd;
  1889. int gid, id, *flag;
  1890. nullpo_retr(0, sd = (struct map_session_data *)bl);
  1891. nullpo_retr(0, ap);
  1892. id = va_arg(ap,int);
  1893. gid = va_arg(ap,int);
  1894. if (sd->status.guild_id != gid)
  1895. return 0;
  1896. nullpo_retr(0, flag = va_arg(ap,int *));
  1897. if (flag && *flag > 0) {
  1898. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  1899. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  1900. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  1901. status_calc_pc (sd, 0);
  1902. }
  1903. return 0;
  1904. }
  1905. status_change_start(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0, 0);
  1906. }
  1907. return 0;
  1908. }
  1909. /*=========================================================================
  1910. * 範?スキル使用?�??ャ分けここから
  1911. */
  1912. /* ??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 */
  1913. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  1914. {
  1915. if(skill_area_temp[0] < 0xffff)
  1916. skill_area_temp[0]++;
  1917. return 1;
  1918. }
  1919. int skill_count_water(struct block_list *src,int range)
  1920. {
  1921. int i,x,y,cnt = 0,size = range*2+1;
  1922. struct skill_unit *unit;
  1923. for (i=0;i<size*size;i++) {
  1924. x = src->x+(i%size-range);
  1925. y = src->y+(i/size-range);
  1926. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  1927. cnt++;
  1928. continue;
  1929. }
  1930. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  1931. if (unit) {
  1932. cnt++;
  1933. skill_delunit(unit);
  1934. }
  1935. }
  1936. return cnt;
  1937. }
  1938. /*==========================================
  1939. *
  1940. *------------------------------------------
  1941. */
  1942. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  1943. {
  1944. struct map_session_data *sd = NULL;
  1945. struct mob_data *md = NULL;
  1946. struct pet_data *pd = NULL;
  1947. struct block_list *src = map_id2bl(id),*target;
  1948. struct skill_timerskill *skl = NULL;
  1949. int range;
  1950. nullpo_retr(0, src);
  1951. if(src->type == BL_PC) {
  1952. sd = (struct map_session_data *)src;
  1953. skl = &sd->skilltimerskill[data];
  1954. }
  1955. else if(src->type == BL_MOB) {
  1956. md = (struct mob_data *)src;
  1957. skl = &md->skilltimerskill[data];
  1958. }
  1959. else if(src->type == BL_PET) { // [Valaris]
  1960. pd = (struct pet_data *)src;
  1961. skl = &pd->skilltimerskill[data];
  1962. }
  1963. else
  1964. return 0;
  1965. nullpo_retr(0, skl);
  1966. skl->timer = -1;
  1967. if (sd) {
  1968. sd->timerskill_count--;
  1969. }
  1970. //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
  1971. if(src->prev == NULL)
  1972. return 0;
  1973. if(skl->target_id) {
  1974. struct block_list tbl;
  1975. target = map_id2bl(skl->target_id);
  1976. if(skl->skill_id == RG_INTIMIDATE) {
  1977. if(target == NULL) {
  1978. 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
  1979. target->type = BL_NUL;
  1980. target->m = src->m;
  1981. target->prev = target->next = NULL;
  1982. }
  1983. }
  1984. if(target == NULL)
  1985. return 0;
  1986. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  1987. return 0;
  1988. if(src->m != target->m)
  1989. return 0;
  1990. if(status_isdead(src))
  1991. return 0;
  1992. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
  1993. return 0;
  1994. switch(skl->skill_id) {
  1995. case RG_INTIMIDATE:
  1996. if(sd && !map[src->m].flag.noteleport) {
  1997. int x,y,i,j;
  1998. pc_randomwarp(sd,3);
  1999. for(i=0;i<16;i++) {
  2000. j = rand()%8;
  2001. x = sd->bl.x + dirx[j];
  2002. y = sd->bl.y + diry[j];
  2003. if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
  2004. break;
  2005. }
  2006. if(i >= 16) {
  2007. x = sd->bl.x;
  2008. y = sd->bl.y;
  2009. }
  2010. if(target->prev != NULL) {
  2011. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2012. pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
  2013. else if(target->type == BL_MOB)
  2014. mob_warp((struct mob_data *)target,-1,x,y,3);
  2015. }
  2016. }
  2017. else if(md && !map[src->m].flag.monster_noteleport) {
  2018. int x,y,i,j;
  2019. mob_warp(md,-1,-1,-1,3);
  2020. for(i=0;i<16;i++) {
  2021. j = rand()%8;
  2022. x = md->bl.x + dirx[j];
  2023. y = md->bl.y + diry[j];
  2024. if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
  2025. break;
  2026. }
  2027. if(i >= 16) {
  2028. x = md->bl.x;
  2029. y = md->bl.y;
  2030. }
  2031. if(target->prev != NULL) {
  2032. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2033. pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
  2034. else if(target->type == BL_MOB)
  2035. mob_warp((struct mob_data *)target,-1,x,y,3);
  2036. }
  2037. }
  2038. break;
  2039. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2040. case DC_SCREAM: /* スクリ?ム */
  2041. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2042. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2043. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2044. break;
  2045. case WZ_WATERBALL:
  2046. if (skl->type>1) {
  2047. skl->timer = 0; // skill_addtimerskillで使用されないように
  2048. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2049. skl->timer = -1;
  2050. }
  2051. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2052. if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
  2053. // should put outside of the switch, but since this is the only
  2054. // mage targetted spell for now,
  2055. struct status_change *sc = status_get_sc(src);
  2056. if(sc && sc->data[SC_MAGICPOWER].timer != -1) //マジックパ�??の?果?I了
  2057. status_change_end(src,SC_MAGICPOWER,-1);
  2058. }
  2059. break;
  2060. default:
  2061. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2062. break;
  2063. }
  2064. }
  2065. else {
  2066. if(src->m != skl->map)
  2067. return 0;
  2068. switch(skl->skill_id) {
  2069. case WZ_METEOR:
  2070. if(skl->type >= 0) {
  2071. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2072. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2073. }
  2074. else
  2075. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2076. break;
  2077. }
  2078. }
  2079. return 0;
  2080. }
  2081. /*==========================================
  2082. *
  2083. *------------------------------------------
  2084. */
  2085. 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)
  2086. {
  2087. int i, max;
  2088. unsigned short *count=NULL;
  2089. struct skill_timerskill *sts = NULL;
  2090. nullpo_retr(1, src);
  2091. switch (src->type) {
  2092. case BL_PC:
  2093. sts = ((struct map_session_data *)src)->skilltimerskill;
  2094. max = MAX_SKILLTIMERSKILL;
  2095. count = &((struct map_session_data *)src)->timerskill_count;
  2096. break;
  2097. case BL_MOB:
  2098. sts = ((struct mob_data *)src)->skilltimerskill;
  2099. max = MAX_MOBSKILLTIMERSKILL;
  2100. break;
  2101. case BL_PET:
  2102. sts = ((struct pet_data *)src)->skilltimerskill;
  2103. max = MAX_MOBSKILLTIMERSKILL;
  2104. break;
  2105. default:
  2106. return 1;
  2107. }
  2108. for(i=0;i<max && sts[i].timer != -1;i++);
  2109. if (i>=max) return 1;
  2110. sts[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  2111. sts[i].src_id = src->id;
  2112. sts[i].target_id = target;
  2113. sts[i].skill_id = skill_id;
  2114. sts[i].skill_lv = skill_lv;
  2115. sts[i].map = src->m;
  2116. sts[i].x = x;
  2117. sts[i].y = y;
  2118. sts[i].type = type;
  2119. sts[i].flag = flag;
  2120. if (count)
  2121. (*count)++;
  2122. return 0;
  2123. }
  2124. /*==========================================
  2125. *
  2126. *------------------------------------------
  2127. */
  2128. int skill_cleartimerskill(struct block_list *src)
  2129. {
  2130. int i, max;
  2131. unsigned short *count=NULL;
  2132. struct skill_timerskill *sts = NULL;
  2133. nullpo_retr(0, src);
  2134. switch (src->type) {
  2135. case BL_PC:
  2136. sts = ((struct map_session_data *)src)->skilltimerskill;
  2137. max = MAX_SKILLTIMERSKILL;
  2138. count = &((struct map_session_data *)src)->timerskill_count;
  2139. break;
  2140. case BL_MOB:
  2141. sts = ((struct mob_data *)src)->skilltimerskill;
  2142. max = MAX_MOBSKILLTIMERSKILL;
  2143. break;
  2144. case BL_PET:
  2145. sts = ((struct pet_data *)src)->skilltimerskill;
  2146. max = MAX_MOBSKILLTIMERSKILL;
  2147. break;
  2148. default:
  2149. return 0;
  2150. }
  2151. if (count) {
  2152. for(i=0;i<max && *count > 0;i++) {
  2153. if(sts[i].timer != -1) {
  2154. delete_timer(sts[i].timer, skill_timerskill);
  2155. sts[i].timer = -1;
  2156. (*count)--;
  2157. }
  2158. }
  2159. } else {
  2160. for(i=0;i<max;i++) {
  2161. if(sts[i].timer != -1) {
  2162. delete_timer(sts[i].timer, skill_timerskill);
  2163. sts[i].timer = -1;
  2164. }
  2165. }
  2166. }
  2167. return 0;
  2168. }
  2169. /*==========================================
  2170. * スキル使用?i詠?・完了?AID指定?U?系?j
  2171. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2172. *------------------------------------------
  2173. */
  2174. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2175. {
  2176. struct map_session_data *sd = NULL, *tsd = NULL;
  2177. struct status_change *sc;
  2178. if(skillid < 0)
  2179. { // remove the debug print when this case is finished
  2180. ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2181. src, bl,skillid,skilllv,tick,flag);
  2182. return 0;
  2183. }
  2184. if (skillid > 0 && skilllv <= 0) return 0;
  2185. nullpo_retr(1, src);
  2186. nullpo_retr(1, bl);
  2187. if (src->m != bl->m)
  2188. return 1;
  2189. if (bl->prev == NULL)
  2190. return 1;
  2191. if (src->type == BL_PC)
  2192. sd = (struct map_session_data *)src;
  2193. if (bl->type == BL_PC)
  2194. tsd = (struct map_session_data *)bl;
  2195. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2196. return 1;
  2197. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2198. //GTB makes all targetted skills silently fail.
  2199. return 1;
  2200. sc = status_get_sc(src);
  2201. if (sc && !sc->count)
  2202. sc = NULL; //Unneeded
  2203. map_freeblock_lock();
  2204. switch(skillid)
  2205. {
  2206. /* �?器?U?系スキル */
  2207. case SM_BASH: /* バッシュ */
  2208. case MC_MAMMONITE: /* �?マ?ナイト */
  2209. case TF_DOUBLE:
  2210. case AC_DOUBLE: /* ダブルストレイフィング */
  2211. case AC_SHOWER: /* ア�??シャ�?? */
  2212. case AS_SONICBLOW: /* ソニックブ�?? */
  2213. case KN_PIERCE: /* ピア?ス */
  2214. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2215. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2216. case TF_POISON: /* インベナム */
  2217. case TF_SPRINKLESAND: /* ?サまき */
  2218. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2219. case RG_RAID: /* サプライズアタック */
  2220. case RG_INTIMIDATE: /* インティミデイト */
  2221. case AM_ACIDTERROR: /* アシッドテラ? */
  2222. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2223. case DC_THROWARROW: /* 矢?ち */
  2224. case BA_DISSONANCE: /* 不協和音 */
  2225. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2226. case NPC_DARKCROSS:
  2227. case CR_SHIELDCHARGE:
  2228. case CR_SHIELDBOOMERANG:
  2229. /* 以下MOB?用 */
  2230. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2231. case NPC_PIERCINGATT:
  2232. case NPC_MENTALBREAKER:
  2233. case NPC_RANGEATTACK:
  2234. case NPC_CRITICALSLASH:
  2235. case NPC_COMBOATTACK:
  2236. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2237. case NPC_GUIDEDATTACK:
  2238. case NPC_POISON:
  2239. case NPC_BLINDATTACK:
  2240. case NPC_SILENCEATTACK:
  2241. case NPC_STUNATTACK:
  2242. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2243. case NPC_PETRIFYATTACK:
  2244. case NPC_CURSEATTACK:
  2245. case NPC_SLEEPATTACK:
  2246. case NPC_RANDOMATTACK:
  2247. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2248. case NPC_WATERATTACK:
  2249. case NPC_GROUNDATTACK:
  2250. case NPC_FIREATTACK:
  2251. case NPC_WINDATTACK:
  2252. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2253. case NPC_POISONATTACK:
  2254. case NPC_HOLYATTACK:
  2255. case NPC_DARKNESSATTACK:
  2256. case NPC_TELEKINESISATTACK:
  2257. case NPC_UNDEADATTACK:
  2258. case NPC_BREAKARMOR:
  2259. case NPC_BREAKWEAPON:
  2260. case NPC_BREAKHELM:
  2261. case NPC_BREAKSHIELD:
  2262. case LK_AURABLADE: /* オ?ラブレ?ド */
  2263. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2264. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2265. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2266. case CG_ARROWVULCAN: /* ア�??バルカン */
  2267. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2268. case ASC_METEORASSAULT: /* �?テオアサルト */
  2269. case ITM_TOMAHAWK:
  2270. case MO_TRIPLEATTACK:
  2271. case CH_CHAINCRUSH: /* 連柱崩? */
  2272. case CH_TIGERFIST: /* 伏虎�? */
  2273. case PA_SHIELDCHAIN: // Shield Chain
  2274. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2275. case WS_CARTTERMINATION: // Cart Termination
  2276. case AS_VENOMKNIFE:
  2277. case HT_PHANTASMIC:
  2278. case HT_POWER:
  2279. case TK_DOWNKICK:
  2280. case TK_COUNTER:
  2281. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2282. break;
  2283. case MO_COMBOFINISH:
  2284. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2285. { //Becomes a splash attack when Soul Linked.
  2286. map_foreachinrange(skill_area_sub, bl,
  2287. skill_get_splash(skillid, skilllv),BL_CHAR,
  2288. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2289. skill_castend_damage_id);
  2290. } else
  2291. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2292. break;
  2293. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2294. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2295. map_foreachinrange(skill_attack_area, src,
  2296. skill_get_splash(skillid, skilllv), BL_CHAR,
  2297. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2298. break;
  2299. case TK_JUMPKICK:
  2300. if(sd) {
  2301. if (!pc_can_move(sd))
  2302. return 0;
  2303. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2304. pc_movepos(sd,bl->x,bl->y,0);
  2305. clif_slide(src,bl->x,bl->y);
  2306. }
  2307. break;
  2308. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2309. // Separate weapon and magic attacks
  2310. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2311. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2312. break;
  2313. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2314. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2315. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2316. skill_get_splash(skillid, skilllv),BL_CHAR,
  2317. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2318. break;
  2319. case MO_INVESTIGATE: /* ?勁 */
  2320. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2321. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2322. status_change_end(src,SC_BLADESTOP,-1);
  2323. break;
  2324. case RG_BACKSTAP: /* バックスタブ */
  2325. {
  2326. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
  2327. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2328. if (sc && sc->data[SC_HIDING].timer != -1)
  2329. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2330. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2331. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2332. if (tsd)
  2333. tsd->dir = dir;
  2334. else if (bl->type == BL_MOB) {
  2335. struct mob_data *tmd = (struct mob_data *)bl;
  2336. if (tmd) tmd->dir = dir;
  2337. }
  2338. clif_changed_dir(bl);
  2339. }
  2340. else if (sd)
  2341. clif_skill_fail(sd,skillid,0,0);
  2342. }
  2343. break;
  2344. case MO_FINGEROFFENSIVE: /* 指? */
  2345. {
  2346. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2347. if (battle_config.finger_offensive_type && sd) {
  2348. int i;
  2349. for (i = 1; i < sd->spiritball_old; i++)
  2350. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2351. sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
  2352. }
  2353. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2354. status_change_end(src,SC_BLADESTOP,-1);
  2355. }
  2356. break;
  2357. case MO_CHAINCOMBO: /* 連打?カ */
  2358. {
  2359. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2360. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2361. status_change_end(src,SC_BLADESTOP,-1);
  2362. }
  2363. break;
  2364. case KN_CHARGEATK:
  2365. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2366. {
  2367. if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
  2368. struct walkpath_data wpd;
  2369. int dx,dy,speed;
  2370. if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
  2371. clif_skill_fail(sd,skillid,0,0);
  2372. break;
  2373. }
  2374. dx = bl->x - sd->bl.x;
  2375. dy = bl->y - sd->bl.y;
  2376. if(dx > 0) dx++;
  2377. else if(dx < 0) dx--;
  2378. if (dy > 0) dy++;
  2379. else if(dy < 0) dy--;
  2380. if(dx == 0 && dy == 0) dx++;
  2381. if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2382. dx = bl->x - sd->bl.x;
  2383. dy = bl->y - sd->bl.y;
  2384. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2385. clif_skill_fail(sd,skillid,0,0);
  2386. break;
  2387. }
  2388. }
  2389. sd->to_x = sd->bl.x + dx;
  2390. sd->to_y = sd->bl.y + dy;
  2391. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2392. flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
  2393. 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]
  2394. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2395. else
  2396. clif_skill_fail(sd,skillid,0,0);
  2397. speed = sd->speed;
  2398. sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
  2399. // clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
  2400. clif_walkok(sd);
  2401. clif_movechar(sd);
  2402. if(dx < 0) dx = -dx;
  2403. if(dy < 0) dy = -dy;
  2404. sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2405. if(sd->canact_tick < sd->canmove_tick)
  2406. sd->canact_tick = sd->canmove_tick;
  2407. sd->speed = speed;
  2408. // clif_updatestatus(sd, SP_SPEED);
  2409. pc_movepos(sd,sd->to_x,sd->to_y,1);
  2410. }
  2411. else //Assume minimum distance of 1 for Charge.
  2412. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2413. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2414. {
  2415. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2416. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2417. if (sc->data[SC_BLADESTOP].timer != -1)
  2418. status_change_end(src,SC_BLADESTOP,-1);
  2419. if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
  2420. status_change_end(src,SC_COMBO,-1);
  2421. }
  2422. }
  2423. break;
  2424. /* �?器系範??U?スキル */
  2425. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2426. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2427. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2428. if(flag&1){
  2429. /* 個別にダ�??ジを?える */
  2430. if(bl->id!=skill_area_temp[1]){
  2431. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2432. 0x0500);
  2433. }
  2434. } else {
  2435. skill_area_temp[1]=bl->id;
  2436. skill_area_temp[2]=bl->x;
  2437. skill_area_temp[3]=bl->y;
  2438. /* まずタ?ゲットに?U?を加える */
  2439. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2440. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2441. map_foreachinrange(skill_area_sub, bl,
  2442. skill_get_splash(skillid, skilllv), BL_CHAR,
  2443. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2444. skill_castend_damage_id);
  2445. }
  2446. break;
  2447. case AS_SPLASHER:
  2448. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2449. if (bl->id != skill_area_temp[1])
  2450. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2451. else
  2452. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2453. } else {
  2454. skill_area_temp[0] = 0;
  2455. skill_area_temp[1] = bl->id;
  2456. map_foreachinrange(skill_area_sub, bl,
  2457. skill_get_splash(skillid, skilllv), BL_CHAR,
  2458. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2459. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2460. map_foreachinrange(skill_area_sub, bl,
  2461. skill_get_splash(skillid, skilllv), BL_CHAR,
  2462. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2463. skill_castend_damage_id);
  2464. }
  2465. break;
  2466. case SM_MAGNUM:
  2467. if(flag&1)
  2468. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2469. else {
  2470. //If we get here, someone changed magnum to be a enemy targetted skill,
  2471. //so treat it as such.
  2472. map_foreachinrange(skill_area_sub, bl,
  2473. skill_get_splash(skillid, skilllv),BL_CHAR,
  2474. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2475. skill_castend_damage_id);
  2476. //Initiate 10% of your damage becomes fire element.
  2477. clif_skill_nodamage (src,bl,skillid,skilllv,
  2478. status_change_start (src,SC_WATK_ELEMENT,100,
  2479. 3,20,0,0,skill_get_time2(skillid, skilllv),0));
  2480. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  2481. }
  2482. break;
  2483. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2484. if(flag&1){
  2485. /* 個別にダ�??ジを?える */
  2486. if(bl->id!=skill_area_temp[1])
  2487. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2488. } else {
  2489. 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?�?� */
  2490. /* まずタ?[ゲットに?U撃を加える */
  2491. c = skill_get_blewcount(skillid,skilllv);
  2492. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2493. c = 0;
  2494. for(i=0;i<c;i++){
  2495. skill_blown(src,bl,0x20000|1);
  2496. skill_area_temp[0]=0;
  2497. map_foreachinrange(skill_area_sub,bl,
  2498. skill_get_splash(skillid, skilllv),BL_CHAR,
  2499. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2500. skill_area_sub_count);
  2501. if(skill_area_temp[0]>1) break;
  2502. }
  2503. clif_blown(bl); //Update target pos.
  2504. skill_area_temp[1]=bl->id;
  2505. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2506. map_foreachinrange(skill_area_sub,bl,
  2507. skill_get_splash(skillid, skilllv),BL_CHAR,
  2508. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2509. skill_castend_damage_id);
  2510. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2511. }
  2512. break;
  2513. case KN_SPEARSTAB: /* スピアスタブ */
  2514. if(flag&1){
  2515. /* 個別にダ�??[ジを与える */
  2516. if (bl->id==skill_area_temp[1])
  2517. break;
  2518. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2519. skill_blown(src,bl,skill_area_temp[2]);
  2520. } else {
  2521. int x=bl->x,y=bl->y,i,dir;
  2522. /* まずタ?[ゲットに?U撃を加える */
  2523. dir = map_calc_dir(bl,src->x,src->y);
  2524. skill_area_temp[1] = bl->id;
  2525. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2526. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2527. skill_blown(src,bl,skill_area_temp[2]);
  2528. for (i=0;i<4;i++) {
  2529. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2530. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2531. skill_castend_damage_id);
  2532. x += dirx[dir];
  2533. y += diry[dir];
  2534. }
  2535. }
  2536. break;
  2537. case TK_TURNKICK:
  2538. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2539. {
  2540. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2541. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2542. map_foreachinrange(skill_area_sub,bl,
  2543. skill_get_splash(skillid, skilllv),BL_CHAR,
  2544. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2545. skill_castend_nodamage_id);
  2546. }
  2547. break;
  2548. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2549. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2550. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2551. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2552. break;
  2553. case ALL_RESURRECTION: /* リザレクション */
  2554. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2555. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2556. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2557. break;
  2558. /* 魔法系スキル */
  2559. case MG_SOULSTRIKE: /* ソウルストライク */
  2560. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2561. case MG_COLDBOLT: /* コ?[ルドボルト */
  2562. case MG_FIREBOLT: /* ファイア?[ボルト */
  2563. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2564. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2565. case AL_HEAL: /* ヒ?[ル */
  2566. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2567. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2568. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2569. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2570. case PR_ASPERSIO: /* アスペルシオ */
  2571. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2572. case WZ_SIGHTBLASTER:
  2573. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2574. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2575. break;
  2576. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2577. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2578. if (skilllv>1) {
  2579. int range = skilllv/2;
  2580. //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
  2581. //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
  2582. int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
  2583. cnt--;
  2584. if (cnt > 0)
  2585. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2586. skillid,skilllv,cnt,flag);
  2587. }
  2588. break;
  2589. case PR_BENEDICTIO: /* ?ケ??~福 */
  2590. { //Should attack undead and demons. [Skotlex]
  2591. int race = status_get_race(bl);
  2592. if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
  2593. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2594. }
  2595. break;
  2596. /* 魔法系範??U?スキル */
  2597. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2598. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2599. if (flag & 1) {
  2600. /* 個別にダ�??ジを?える */
  2601. if (bl->id == skill_area_temp[1])
  2602. break;
  2603. if(skillid == MG_FIREBALL) //Store distance.
  2604. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2605. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2606. } else {
  2607. skill_area_temp[0]=0;
  2608. skill_area_temp[1]=bl->id;
  2609. switch (skillid) {
  2610. case MG_NAPALMBEAT:
  2611. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2612. map_foreachinrange(skill_area_sub, bl,
  2613. skill_get_splash(skillid, skilllv),BL_CHAR,
  2614. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2615. skill_area_sub_count);
  2616. break;
  2617. case MG_FIREBALL:
  2618. skill_area_temp[2]=bl->x;
  2619. skill_area_temp[3]=bl->y;
  2620. break;
  2621. }
  2622. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2623. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2624. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2625. map_foreachinrange(skill_area_sub,bl,
  2626. skill_get_splash(skillid, skilllv),BL_CHAR,
  2627. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2628. skill_castend_damage_id);
  2629. }
  2630. break;
  2631. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2632. if (flag & 1) {
  2633. if (bl->id != skill_area_temp[1])
  2634. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2635. } else {
  2636. skill_area_temp[0] = 0;
  2637. skill_area_temp[1] = bl->id;
  2638. map_foreachinrange(skill_area_sub, bl,
  2639. skill_get_splash(skillid, skilllv), BL_CHAR,
  2640. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2641. skill_area_sub_count);
  2642. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2643. map_foreachinrange(skill_area_sub, bl,
  2644. skill_get_splash(skillid, skilllv), BL_CHAR,
  2645. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2646. skill_castend_damage_id);
  2647. }
  2648. break;
  2649. case SL_STIN:
  2650. case SL_STUN:
  2651. case SL_SMA:
  2652. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2653. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  2654. clif_skill_fail(sd,skillid,0,0);
  2655. break;
  2656. }
  2657. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2658. break;
  2659. /* その他 */
  2660. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2661. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2662. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2663. } else {
  2664. skill_area_temp[0] = 0;
  2665. skill_area_temp[1] = bl->id;
  2666. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2667. map_foreachinrange(skill_area_sub, bl,
  2668. skill_get_splash(skillid, skilllv), BL_CHAR,
  2669. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2670. map_foreachinrange(skill_area_sub, bl,
  2671. skill_get_splash(skillid, skilllv), BL_CHAR,
  2672. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2673. skill_castend_damage_id);
  2674. }
  2675. break;
  2676. case NPC_DARKBREATH:
  2677. clif_emotion(src,7);
  2678. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2679. break;
  2680. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2681. case PA_PRESSURE: /* プレッシャ? */
  2682. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2683. case TF_THROWSTONE: /* ?ホ投げ */
  2684. case NPC_SMOKING: /* スモ?キング */
  2685. case NPC_SELFDESTRUCTION: /* 自爆 */
  2686. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2687. break;
  2688. // Celest
  2689. case PF_SOULBURN:
  2690. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2691. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2692. if (skilllv == 5)
  2693. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2694. if (tsd) {
  2695. tsd->status.sp = 0;
  2696. clif_updatestatus(tsd,SP_SP);
  2697. }
  2698. } else {
  2699. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2700. if (skilllv == 5)
  2701. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2702. if (sd) {
  2703. sd->status.sp = 0;
  2704. clif_updatestatus(sd,SP_SP);
  2705. }
  2706. }
  2707. if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2708. break;
  2709. /* HP吸?/HP吸?魔法 */
  2710. case NPC_BLOODDRAIN:
  2711. case NPC_ENERGYDRAIN:
  2712. {
  2713. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2714. src, src, bl, skillid, skilllv, tick, flag);
  2715. if (heal > 0){
  2716. struct block_list tbl;
  2717. tbl.id = 0;
  2718. tbl.type = BL_NUL;
  2719. tbl.m = src->m;
  2720. tbl.x = src->x;
  2721. tbl.y = src->y;
  2722. clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
  2723. battle_heal(NULL, src, heal, 0, 0);
  2724. }
  2725. }
  2726. break;
  2727. case 0:
  2728. if(sd) {
  2729. if (flag & 3){
  2730. if (bl->id != skill_area_temp[1])
  2731. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2732. } else {
  2733. skill_area_temp[1] = bl->id;
  2734. map_foreachinrange(skill_area_sub, bl,
  2735. sd->splash_range, BL_CHAR,
  2736. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2737. skill_castend_damage_id);
  2738. }
  2739. }
  2740. break;
  2741. default:
  2742. ShowWarning("Unknown skill used:%d\n",skillid);
  2743. map_freeblock_unlock();
  2744. return 1;
  2745. }
  2746. map_freeblock_unlock();
  2747. return 0;
  2748. }
  2749. /*==========================================
  2750. * スキル使用?i詠?・完了?AID指定支援系?j
  2751. *------------------------------------------
  2752. */
  2753. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2754. {
  2755. struct map_session_data *sd = NULL;
  2756. struct map_session_data *dstsd = NULL;
  2757. struct status_change *tsc;
  2758. struct mob_data *md = NULL;
  2759. struct mob_data *dstmd = NULL;
  2760. int i,type=-1;
  2761. if(skillid < 0 || skillid > MAX_SKILL)
  2762. { // remove the debug print when this case is finished
  2763. ShowDebug("skill_castend_nodamage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2764. src, bl,skillid,skilllv,tick,flag);
  2765. return 0;
  2766. }
  2767. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2768. nullpo_retr(1, src);
  2769. nullpo_retr(1, bl);
  2770. if (src->m != bl->m)
  2771. return 1;
  2772. if (src->type == BL_PC) {
  2773. sd = (struct map_session_data *)src;
  2774. } else if (src->type == BL_MOB) {
  2775. md = (struct mob_data *)src;
  2776. }
  2777. if (bl->type == BL_PC){
  2778. dstsd = (struct map_session_data *)bl;
  2779. } else if (bl->type == BL_MOB){
  2780. dstmd = (struct mob_data *)bl;
  2781. }
  2782. if(bl->prev == NULL)
  2783. return 1;
  2784. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2785. return 1;
  2786. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2787. return 1;
  2788. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2789. //But only do this on the first call (flag&~1)
  2790. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2791. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2792. if (skillid > 0 && skillid < MAX_SKILL)
  2793. type = SkillStatusChangeTable[skillid];
  2794. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  2795. // if (sd && skillnotok(skillid, sd)) // [MouseJstr]
  2796. // return 0;
  2797. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2798. switch (skillid) {
  2799. case AL_HEAL:
  2800. case ALL_RESURRECTION:
  2801. case PR_ASPERSIO:
  2802. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  2803. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2804. //Offensive heal does not works on non-enemies. [Skotlex]
  2805. if (sd) clif_skill_fail(sd,skillid,0,0);
  2806. return 0;
  2807. }
  2808. if(!sd) {
  2809. //Prevent non-players from casting offensive heal. [Skotlex]
  2810. clif_emotion(src, 4);
  2811. return 0;
  2812. }
  2813. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2814. }
  2815. break;
  2816. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2817. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2818. case CR_GRANDCROSS:
  2819. case NPC_GRANDDARKNESS:
  2820. //These two are actually ground placed.
  2821. if(sd)
  2822. sd->canmove_tick = tick + 900;
  2823. else if(md)
  2824. mob_changestate(md,MS_DELAY,900);
  2825. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2826. }
  2827. tsc = status_get_sc(bl);
  2828. map_freeblock_lock();
  2829. switch(skillid)
  2830. {
  2831. case AL_HEAL: /* ヒ?ル */
  2832. {
  2833. int heal = skill_calc_heal(src, skilllv);
  2834. int heal_get_jobexp;
  2835. int skill;
  2836. if (skilllv > 10)
  2837. heal = 9999; //9999ヒ?[ル
  2838. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2839. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  2840. if (sd) {
  2841. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  2842. heal += heal * skill * 2 / 100;
  2843. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2844. (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
  2845. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2846. }
  2847. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2848. && !(status_get_mode(src)&MD_BOSS)
  2849. ) { //Bounce back heal
  2850. if (--tsc->data[SC_KAITE].val2 <= 0)
  2851. status_change_end(bl, SC_KAITE, -1);
  2852. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2853. clif_skill_nodamage (src, src, skillid, heal, 1);
  2854. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  2855. } else {
  2856. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2857. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2858. }
  2859. // JOB??値獲得
  2860. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2861. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2862. if (heal_get_jobexp <= 0)
  2863. heal_get_jobexp = 1;
  2864. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  2865. pc_gainexp (sd, 0, heal_get_jobexp);
  2866. }
  2867. }
  2868. break;
  2869. case PR_REDEMPTIO:
  2870. if (sd && !(flag&1)) {
  2871. if (sd->status.party_id == 0) {
  2872. clif_skill_fail(sd,skillid,0,0);
  2873. break;
  2874. }
  2875. skill_area_temp[0] = 0;
  2876. party_foreachsamemap(skill_area_sub,
  2877. sd,skill_get_splash(skillid, skilllv),
  2878. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2879. skill_castend_nodamage_id);
  2880. if (skill_area_temp[0] == 0) {
  2881. clif_skill_fail(sd,skillid,0,0);
  2882. break;
  2883. }
  2884. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2885. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  2886. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2887. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2888. clif_updatestatus(sd,SP_BASEEXP);
  2889. clif_updatestatus(sd,SP_JOBEXP);
  2890. }
  2891. pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
  2892. break;
  2893. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  2894. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2895. skilllv = 3; //Resurrection level 3 is used
  2896. } else //Invalid target, skip resurrection.
  2897. break;
  2898. case ALL_RESURRECTION: /* リザレクション */
  2899. if(sd && map_flag_gvg(bl->m))
  2900. { //No reviving in WoE grounds!
  2901. clif_skill_fail(sd,skillid,0,0);
  2902. break;
  2903. }
  2904. if(dstsd) {
  2905. int per = 0;
  2906. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  2907. break; /* PVPで復活不可能?態 */
  2908. if (pc_isdead(dstsd)) { /* 死亡判定 */
  2909. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2910. switch(skilllv){
  2911. case 1: per=10; break;
  2912. case 2: per=30; break;
  2913. case 3: per=50; break;
  2914. case 4: per=80; break;
  2915. }
  2916. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  2917. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  2918. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  2919. dstsd->status.hp = dstsd->status.max_hp;
  2920. dstsd->status.sp = dstsd->status.max_sp;
  2921. }
  2922. pc_setstand(dstsd);
  2923. if(battle_config.pc_invincible_time > 0)
  2924. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  2925. clif_updatestatus(dstsd, SP_HP);
  2926. clif_resurrection(bl, 1);
  2927. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  2928. int exp = 0,jexp = 0;
  2929. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2930. if(lv > 0) {
  2931. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2932. if (exp < 1) exp = 1;
  2933. }
  2934. if(jlv > 0) {
  2935. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2936. if (jexp < 1) jexp = 1;
  2937. }
  2938. if(exp > 0 || jexp > 0)
  2939. pc_gainexp (sd, exp, jexp);
  2940. }
  2941. }
  2942. }
  2943. break;
  2944. case AL_DECAGI: /* 速度減?ュ */
  2945. clif_skill_nodamage (src, bl, skillid, skilllv,
  2946. status_change_start (bl, type,
  2947. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  2948. skilllv, 0, 0, 0, skill_get_time(skillid,skilllv),0));
  2949. break;
  2950. case AL_CRUCIS:
  2951. if (flag & 1) {
  2952. if (battle_check_target (src, bl, BCT_ENEMY))
  2953. status_change_start(bl,type,
  2954. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  2955. skilllv,0,0,0,0,0);
  2956. } else {
  2957. map_foreachinrange(skill_area_sub, src,
  2958. skill_get_splash(skillid, skilllv), BL_CHAR,
  2959. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2960. skill_castend_nodamage_id);
  2961. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2962. }
  2963. break;
  2964. case PR_LEXDIVINA: /* レックスディビ?ナ */
  2965. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  2966. status_change_end(bl,type, -1);
  2967. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2968. } else
  2969. clif_skill_nodamage (src, bl, skillid, skilllv,
  2970. status_change_start(bl,type,
  2971. 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  2972. break;
  2973. case SA_ABRACADABRA:
  2974. {
  2975. int abra_skillid = 0, abra_skilllv;
  2976. if (sd)
  2977. { //Crash-fix [Skotlex]
  2978. //require 1 yellow gemstone even with mistress card or Into the Abyss
  2979. if ((i = pc_search_inventory(sd, 715)) < 0 )
  2980. { //bug fixed by Lupus (item pos can be 0, too!)
  2981. clif_skill_fail(sd,skillid,0,0);
  2982. break;
  2983. }
  2984. pc_delitem(sd, i, 1, 0);
  2985. }
  2986. do {
  2987. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  2988. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  2989. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  2990. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  2991. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  2992. abra_skillid = 0; // reset to get a new id
  2993. } while (abra_skillid == 0);
  2994. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  2995. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2996. if (sd)
  2997. { //Crash-protection against Abracadabra casting pets
  2998. sd->skillitem = abra_skillid;
  2999. sd->skillitemlv = abra_skilllv;
  3000. sd->state.abra_flag = 1;
  3001. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3002. } else if(src->type == BL_PET)
  3003. { // [Skotlex]
  3004. struct pet_data *pd = (struct pet_data *)src;
  3005. int inf = skill_get_inf(abra_skillid);
  3006. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3007. nullpo_retr(1,(struct map_session_data *)pd->msd);
  3008. petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick);
  3009. } else //Assume offensive skills
  3010. petskill_use(pd, bl, abra_skillid, abra_skilllv, tick);
  3011. }
  3012. }
  3013. break;
  3014. case SA_COMA:
  3015. clif_skill_nodamage(src,bl,skillid,skilllv,
  3016. status_change_start(bl,type,100,
  3017. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ));
  3018. break;
  3019. case SA_FULLRECOVERY:
  3020. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3021. if (status_isimmune(bl))
  3022. break;
  3023. if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
  3024. else if (dstmd) dstmd->hp = status_get_max_hp(bl);
  3025. break;
  3026. case SA_SUMMONMONSTER:
  3027. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3028. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3029. break;
  3030. case SA_LEVELUP:
  3031. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3032. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3033. break;
  3034. case SA_INSTANTDEATH:
  3035. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3036. battle_damage(NULL,src,status_get_hp(src)-1,0);
  3037. break;
  3038. case SA_QUESTION:
  3039. case SA_GRAVITY:
  3040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3041. break;
  3042. case SA_CLASSCHANGE:
  3043. {
  3044. //クラスチェンジ用ボスモンスタ?ID
  3045. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3046. ,1157,1159,1190,1272,1312,1373,1492};
  3047. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3048. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3049. if(dstmd) mob_class_change(dstmd,class_);
  3050. }
  3051. break;
  3052. case SA_MONOCELL:
  3053. {
  3054. static int poringclass[]={1002};
  3055. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3057. if(dstmd) mob_class_change(dstmd,class_);
  3058. }
  3059. break;
  3060. case SA_DEATH:
  3061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3062. battle_damage(NULL,bl,status_get_max_hp(bl),1);
  3063. break;
  3064. case SA_REVERSEORCISH:
  3065. clif_skill_nodamage(src,bl,skillid,skilllv,
  3066. status_change_start(bl,type,100,
  3067. skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
  3068. break;
  3069. case SA_FORTUNE:
  3070. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3071. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3072. break;
  3073. case SA_TAMINGMONSTER:
  3074. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3075. if (sd && dstmd) {
  3076. for (i = 0; i < MAX_PET_DB; i++) {
  3077. if (dstmd->class_ == pet_db[i].class_) {
  3078. pet_catch_process1 (sd, dstmd->class_);
  3079. break;
  3080. }
  3081. }
  3082. }
  3083. break;
  3084. case AL_INCAGI: /* 速度?加 */
  3085. case AL_BLESSING: /* ブレッシング */
  3086. case PR_SLOWPOISON:
  3087. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3088. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3089. case PR_SUFFRAGIUM: /* サフラギウム */
  3090. case PR_BENEDICTIO: /* ?ケ??~福 */
  3091. clif_skill_nodamage(src,bl,skillid,skilllv,
  3092. status_change_start(bl,type,100,
  3093. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3094. break;
  3095. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3096. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3097. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3098. clif_skill_fail(sd,skillid,0,0);
  3099. map_freeblock_unlock();
  3100. return 1;
  3101. }
  3102. }
  3103. clif_skill_nodamage(src,bl,skillid,skilllv,
  3104. status_change_start(bl,type,
  3105. 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3106. break;
  3107. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3108. {
  3109. struct status_change *sc= status_get_sc(src);
  3110. int type2 = SC_MARIONETTE2;
  3111. if(sc && tsc){
  3112. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3113. status_change_start (src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
  3114. status_change_start (bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
  3115. clif_marionette(src, bl);
  3116. }
  3117. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3118. sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
  3119. status_change_end(src, type, -1);
  3120. status_change_end(bl, type2, -1);
  3121. clif_marionette(src, 0);
  3122. }
  3123. else {
  3124. if (sd) clif_skill_fail(sd,skillid,0,0);
  3125. map_freeblock_unlock();
  3126. return 1;
  3127. }
  3128. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3129. }
  3130. }
  3131. break;
  3132. case RG_CLOSECONFINE:
  3133. clif_skill_nodamage(src,bl,skillid,skilllv,
  3134. status_change_start (bl,type,100,
  3135. skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0));
  3136. break;
  3137. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3138. case SA_FROSTWEAPON:
  3139. case SA_LIGHTNINGLOADER:
  3140. case SA_SEISMICWEAPON:
  3141. if (dstsd) {
  3142. if(dstsd->status.weapon == 0 ||
  3143. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3144. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3145. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3146. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3147. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3148. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3149. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3150. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3151. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3152. ))
  3153. ) {
  3154. if (sd) clif_skill_fail(sd,skillid,0,0);
  3155. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3156. break;
  3157. }
  3158. }
  3159. if (sd) {
  3160. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3161. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3162. clif_skill_fail(sd,skillid,0,0);
  3163. break;
  3164. }
  3165. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3166. }
  3167. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3168. i = skilllv <4?(60+skilllv*10):100;
  3169. i = status_change_start(bl,type,100,
  3170. skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3171. if(!i) {
  3172. if (sd) clif_skill_fail(sd,skillid,0,0);
  3173. if(dstsd && battle_config.equip_self_break_rate) {
  3174. if(sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon");
  3175. pc_breakweapon(dstsd);
  3176. }
  3177. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3178. break;
  3179. case PR_ASPERSIO: /* アスペルシオ */
  3180. if (sd && dstmd) {
  3181. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3182. break;
  3183. }
  3184. clif_skill_nodamage(src,bl,skillid,skilllv,
  3185. status_change_start(bl,type,100,
  3186. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3187. break;
  3188. case TK_SEVENWIND:
  3189. switch(skilllv){
  3190. case 1:
  3191. type=SC_EARTHWEAPON;
  3192. break;
  3193. case 2:
  3194. type=SC_WINDWEAPON;
  3195. break;
  3196. case 3:
  3197. type=SC_WATERWEAPON;
  3198. break;
  3199. case 4:
  3200. type=SC_FIREWEAPON;
  3201. break;
  3202. case 5:
  3203. type=SC_GHOSTWEAPON;
  3204. break;
  3205. case 6:
  3206. type=SC_SHADOWWEAPON;
  3207. break;
  3208. case 7:
  3209. type=SC_ASPERSIO;
  3210. break;
  3211. }
  3212. clif_skill_nodamage(src,bl,skillid,skilllv,
  3213. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3214. }
  3215. break;
  3216. case PR_KYRIE: /* キリエエレイソン */
  3217. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3218. status_change_start(bl,type,100,
  3219. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3220. break;
  3221. //Passive Magnum, should had been casted on yourself.
  3222. case SM_MAGNUM:
  3223. map_foreachinrange(skill_area_sub, src,
  3224. skill_get_splash(skillid, skilllv),BL_CHAR,
  3225. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3226. skill_castend_damage_id);
  3227. //Initiate 10% of your damage becomes fire element.
  3228. clif_skill_nodamage (src,src,skillid,skilllv,
  3229. status_change_start (src,SC_WATK_ELEMENT,100,
  3230. 3,20,0,0,skill_get_time2(skillid, skilllv),0));
  3231. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  3232. break;
  3233. case LK_BERSERK: /* バ?サ?ク */
  3234. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3235. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3236. case KN_ONEHAND:
  3237. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3238. case CR_REFLECTSHIELD:
  3239. case AS_POISONREACT: /* ポイズンリアクト */
  3240. case MC_LOUD: /* ラウドボイス */
  3241. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3242. case MG_SIGHT: /* サイト */
  3243. case AL_RUWACH: /* ルアフ */
  3244. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3245. case MO_STEELBODY: // 金?�
  3246. case LK_AURABLADE: /* オ?ラブレ?ド */
  3247. case LK_PARRYING: /* パリイング */
  3248. case LK_CONCENTRATION: /* コンセントレ?ション */
  3249. case WS_CARTBOOST: /* カ?トブ?スト */
  3250. case SN_SIGHT: /* トゥル?サイト */
  3251. case WS_MELTDOWN: /* �?ルトダウン */
  3252. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3253. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3254. case HW_MAGICPOWER: /* 魔法力?�? */
  3255. case PF_MEMORIZE: /* �?モライズ */
  3256. case PA_SACRIFICE:
  3257. case ASC_EDP: // [Celest]
  3258. case NPC_STOP:
  3259. case WZ_SIGHTBLASTER:
  3260. case SG_SUN_COMFORT:
  3261. case SG_MOON_COMFORT:
  3262. case SG_STAR_COMFORT:
  3263. clif_skill_nodamage(src,bl,skillid,skilllv,
  3264. status_change_start(bl,type,100,
  3265. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3266. break;
  3267. case SG_SUN_WARM:
  3268. case SG_MOON_WARM:
  3269. case SG_STAR_WARM:
  3270. clif_skill_nodamage(src,bl,skillid,skilllv,
  3271. status_change_start(bl,type,100,
  3272. skilllv,0,skillid,skill_get_splash(skillid,skilllv),skill_get_time(skillid,skilllv),0));
  3273. break;
  3274. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3275. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3276. if (sd && battle_config.player_skill_partner_check) {
  3277. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3278. } else
  3279. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3280. break;
  3281. case HP_ASSUMPTIO:
  3282. if (flag&1)
  3283. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3284. else
  3285. {
  3286. map_foreachinrange(skill_area_sub, bl,
  3287. skill_get_splash(skillid, skilllv), BL_PC,
  3288. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3289. skill_castend_nodamage_id);
  3290. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3291. }
  3292. break;
  3293. case SM_ENDURE: /* インデュア */
  3294. clif_skill_nodamage(src,bl,skillid,skilllv,
  3295. status_change_start(bl,type,100,
  3296. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3297. if (sd)
  3298. pc_blockskill_start (sd, skillid, 10000);
  3299. break;
  3300. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3301. if (sd && dstsd && dstsd->sc.count) {
  3302. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3303. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3304. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3305. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3306. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3307. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3308. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3309. ) {
  3310. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3311. clif_skill_fail(sd,skillid,0,0);
  3312. break;
  3313. }
  3314. }
  3315. clif_skill_nodamage(src,bl,skillid,skilllv,
  3316. status_change_start(bl,type,100,
  3317. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3318. break;
  3319. case LK_TENSIONRELAX: /* テンションリラックス */
  3320. if (sd) {
  3321. pc_setsit(sd);
  3322. clif_sitting(sd);
  3323. }
  3324. clif_skill_nodamage(src,bl,skillid,skilllv,
  3325. status_change_start(bl,type,100,
  3326. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3327. break;
  3328. case MC_CHANGECART:
  3329. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3330. break;
  3331. case TK_MISSION:
  3332. if (sd) {
  3333. int id;
  3334. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3335. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3336. clif_skill_fail(sd,skillid,0,0);
  3337. break;
  3338. }
  3339. id = mob_get_random_id(0,0, sd->status.base_level);
  3340. if (!id) {
  3341. clif_skill_fail(sd,skillid,0,0);
  3342. break;
  3343. }
  3344. sd->mission_mobid = id;
  3345. sd->mission_count = 0;
  3346. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3347. clif_mission_mob(sd, id, 0);
  3348. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3349. }
  3350. break;
  3351. case AC_CONCENTRATION: /* ?W中力向?� */
  3352. {
  3353. clif_skill_nodamage(src,bl,skillid,skilllv,
  3354. status_change_start(bl,type,100,
  3355. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3356. map_foreachinrange( status_change_timer_sub, src,
  3357. skill_get_splash(skillid, skilllv), BL_CHAR,
  3358. src,status_get_sc(src),type,tick);
  3359. }
  3360. break;
  3361. case SM_PROVOKE: /* プ�?ボック */
  3362. /* MVPmobと不死には?かない */
  3363. 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
  3364. map_freeblock_unlock();
  3365. return 1;
  3366. }
  3367. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3368. clif_skill_nodamage(src,bl,skillid,skilllv,
  3369. (i=status_change_start(bl,type,
  3370. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3371. skilllv,0,0,0,skill_get_time(skillid,skilllv),0)));
  3372. if (!i)
  3373. {
  3374. if (sd)
  3375. clif_skill_fail(sd,skillid,0,0);
  3376. map_freeblock_unlock();
  3377. return 0;
  3378. }
  3379. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  3380. skill_castcancel(bl,0);
  3381. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  3382. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3383. skill_castcancel(bl,0);
  3384. if(tsc && tsc->count){
  3385. if(tsc->data[SC_FREEZE].timer!=-1)
  3386. status_change_end(bl,SC_FREEZE,-1);
  3387. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3388. status_change_end(bl,SC_STONE,-1);
  3389. if(tsc->data[SC_SLEEP].timer!=-1)
  3390. status_change_end(bl,SC_SLEEP,-1);
  3391. }
  3392. if(dstmd) {
  3393. dstmd->state.provoke_flag = src->id;
  3394. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3395. }
  3396. break;
  3397. case CR_DEVOTION: /* ディボ?ション */
  3398. if(sd && dstsd)
  3399. {
  3400. //??カや養子の?�?№フ元の?E業を算?oする
  3401. int lv = sd->status.base_level - dstsd->status.base_level;
  3402. if (lv < 0) lv = -lv;
  3403. if (lv > battle_config.devotion_level_difference ||
  3404. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3405. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3406. clif_skill_fail(sd,skillid,0,0);
  3407. map_freeblock_unlock();
  3408. return 1;
  3409. }
  3410. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3411. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3412. if (i == skilllv)
  3413. {
  3414. clif_skill_fail(sd,skillid,0,0);
  3415. map_freeblock_unlock();
  3416. return 1;
  3417. }
  3418. sd->devotion[i] = bl->id;
  3419. clif_skill_nodamage(src,bl,skillid,skilllv,
  3420. status_change_start(bl,type,100,
  3421. src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000,0));
  3422. clif_devotion(sd);
  3423. }
  3424. else
  3425. if (sd)
  3426. clif_skill_fail(sd,skillid,0,0);
  3427. break;
  3428. case MO_CALLSPIRITS: // ?功
  3429. if(sd) {
  3430. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3431. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3432. }
  3433. break;
  3434. case CH_SOULCOLLECT: // 狂?功
  3435. if(sd) {
  3436. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3437. for (i = 0; i < 5; i++)
  3438. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3439. }
  3440. break;
  3441. case MO_KITRANSLATION:
  3442. if(dstsd) {
  3443. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3444. }
  3445. break;
  3446. case TK_TURNKICK:
  3447. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3448. if (skill_area_temp[1] != bl->id) {
  3449. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3450. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3451. }
  3452. break;
  3453. case MO_BLADESTOP: // 白?n取り
  3454. clif_skill_nodamage(src,bl,skillid,skilllv,
  3455. status_change_start(src,type,100,
  3456. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3457. break;
  3458. case MO_ABSORBSPIRITS: // ?奪
  3459. i = 0;
  3460. if (dstsd && dstsd->spiritball > 0 &&
  3461. ((sd && sd == dstsd) || map_flag_vs(src->m)))
  3462. {
  3463. i = dstsd->spiritball * 7;
  3464. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3465. } else if (dstmd && //??ロがモンスタ?の?�?�
  3466. //20%の確率で??ロのLv*2のSPを回復する?B?ャ功したときはタ?ゲット(σ?Д?)σ????!!
  3467. !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3468. {
  3469. i = 2 * dstmd->db->lv;
  3470. mob_target(dstmd,src,0);
  3471. }
  3472. if (sd){
  3473. if (i > 0x7FFF)
  3474. i = 0x7FFF;
  3475. if (sd->status.sp + i > sd->status.max_sp)
  3476. i = sd->status.max_sp - sd->status.sp;
  3477. if (i) {
  3478. sd->status.sp += i;
  3479. clif_heal(sd->fd,SP_SP,i);
  3480. }
  3481. }
  3482. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3483. break;
  3484. case AC_MAKINGARROW: /* 矢?�?ャ */
  3485. if(sd) {
  3486. clif_arrow_create_list(sd);
  3487. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3488. }
  3489. break;
  3490. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3491. if(sd) {
  3492. clif_skill_produce_mix_list(sd,22);
  3493. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3494. }
  3495. break;
  3496. case SA_CREATECON:
  3497. if(sd) {
  3498. clif_skill_produce_mix_list(sd,23);
  3499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3500. }
  3501. break;
  3502. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3503. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3504. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3505. break;
  3506. }
  3507. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKLANDPROTECTOR))
  3508. break; //Land Protector blocks Hammer Fall [Skotlex]
  3509. clif_skill_nodamage(src,bl,skillid,skilllv,
  3510. status_change_start(bl,SC_STUN,(20 + 10 * skilllv),
  3511. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  3512. break;
  3513. case RG_RAID: /* サプライズアタック */
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3515. map_foreachinrange(skill_area_sub, bl,
  3516. skill_get_splash(skillid, skilllv), BL_CHAR,
  3517. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3518. skill_castend_damage_id);
  3519. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3520. break;
  3521. case ASC_METEORASSAULT: /* �?テオアサルト */
  3522. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3523. map_foreachinrange(skill_area_sub, bl,
  3524. skill_get_splash(skillid, skilllv), BL_CHAR,
  3525. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3526. skill_castend_damage_id);
  3527. break;
  3528. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3529. {
  3530. int c,n=4,ar;
  3531. int dir = map_calc_dir(src,bl->x,bl->y);
  3532. struct square tc;
  3533. int x=bl->x,y=bl->y;
  3534. ar=skilllv/3;
  3535. skill_brandishspear_first(&tc,dir,x,y);
  3536. skill_brandishspear_dir(&tc,dir,4);
  3537. /* 範?④ */
  3538. if(skilllv == 10){
  3539. for(c=1;c<4;c++){
  3540. map_foreachinarea(skill_area_sub,
  3541. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3542. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3543. skill_castend_damage_id);
  3544. }
  3545. }
  3546. /* 範?③② */
  3547. if(skilllv > 6){
  3548. skill_brandishspear_dir(&tc,dir,-1);
  3549. n--;
  3550. }else{
  3551. skill_brandishspear_dir(&tc,dir,-2);
  3552. n-=2;
  3553. }
  3554. if(skilllv > 3){
  3555. for(c=0;c<5;c++){
  3556. map_foreachinarea(skill_area_sub,
  3557. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3558. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3559. skill_castend_damage_id);
  3560. if(skilllv > 6 && n==3 && c==4){
  3561. skill_brandishspear_dir(&tc,dir,-1);
  3562. n--;c=-1;
  3563. }
  3564. }
  3565. }
  3566. /* 範?① */
  3567. for(c=0;c<10;c++){
  3568. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3569. map_foreachinarea(skill_area_sub,
  3570. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3571. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3572. skill_castend_damage_id);
  3573. }
  3574. }
  3575. break;
  3576. case WZ_SIGHTRASHER:
  3577. //Passive side of the attack.
  3578. status_change_end(src,SC_SIGHT,-1);
  3579. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3580. map_foreachinrange(skill_area_sub,src,
  3581. skill_get_splash(skillid, skilllv),BL_CHAR,
  3582. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3583. skill_castend_damage_id);
  3584. break;
  3585. case WZ_FROSTNOVA:
  3586. map_foreachinrange(skill_attack_area, src,
  3587. skill_get_splash(skillid, skilllv), BL_CHAR,
  3588. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3589. break;
  3590. case NPC_SELFDESTRUCTION:
  3591. clif_skill_nodamage(src, src, skillid, -1, 1);
  3592. map_foreachinrange(skill_area_sub, bl,
  3593. skill_get_splash(skillid, skilllv), BL_CHAR,
  3594. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3595. skill_castend_damage_id);
  3596. battle_damage(src, src, skill_area_temp[2], 0);
  3597. break;
  3598. /* パ?ティスキル */
  3599. case AL_ANGELUS: /* エンジェラス */
  3600. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3601. case PR_GLORIA: /* グ�?リア */
  3602. case SN_WINDWALK: /* ウインドウォ?ク */
  3603. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3604. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3605. status_change_start(bl,type,100,
  3606. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3607. } else if (sd) {
  3608. /* パ?ティ全?への?�? */
  3609. party_foreachsamemap (skill_area_sub,
  3610. sd,skill_get_splash(skillid, skilllv),
  3611. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3612. skill_castend_nodamage_id);
  3613. }
  3614. break;
  3615. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3616. case BS_ADRENALINE2:
  3617. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3618. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3619. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3620. /* 個別の?�? */
  3621. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3622. status_change_start(bl,type,100,
  3623. skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0));
  3624. } else if (sd) {
  3625. /* パ?ティ全?への?�? */
  3626. party_foreachsamemap(skill_area_sub,
  3627. sd,skill_get_splash(skillid, skilllv),
  3628. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3629. skill_castend_nodamage_id);
  3630. }
  3631. break;
  3632. case BS_MAXIMIZE:
  3633. case NV_TRICKDEAD:
  3634. case CR_DEFENDER:
  3635. case CR_AUTOGUARD:
  3636. case TK_READYSTORM:
  3637. case TK_READYDOWN:
  3638. case TK_READYTURN:
  3639. case TK_READYCOUNTER:
  3640. case TK_DODGE:
  3641. case CR_SHRINK:
  3642. case ST_PRESERVE:
  3643. case SG_FUSION:
  3644. if (tsc && tsc->data[type].timer != -1)
  3645. i = status_change_end(bl, type, -1);
  3646. else
  3647. i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3648. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3649. break;
  3650. case SL_KAITE:
  3651. case SL_KAAHI:
  3652. case SL_KAIZEL:
  3653. case SL_KAUPE:
  3654. if (sd) {
  3655. if (!dstsd || !(
  3656. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3657. dstsd->char_id == sd->char_id ||
  3658. dstsd->char_id == sd->status.partner_id ||
  3659. dstsd->char_id == sd->status.child
  3660. )) {
  3661. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  3662. clif_skill_fail(sd,skillid,0,0);
  3663. break;
  3664. }
  3665. }
  3666. clif_skill_nodamage(src,bl,skillid,skilllv,
  3667. status_change_start(bl,type,100,
  3668. skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
  3669. break;
  3670. case SM_AUTOBERSERK: // Celest
  3671. if (tsc && tsc->data[type].timer != -1)
  3672. i = status_change_end(bl, type, -1);
  3673. else
  3674. i = status_change_start(bl,type,100,skilllv,0,0,0,0,0);
  3675. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3676. break;
  3677. case TF_HIDING: /* ハイディング */
  3678. case ST_CHASEWALK: /* ハイディング */
  3679. if (tsc && tsc->data[type].timer != -1)
  3680. i = status_change_end(bl, type, -1);
  3681. else
  3682. i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3683. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3684. break;
  3685. case TK_RUN:
  3686. if (tsc && tsc->data[type].timer != -1)
  3687. i = status_change_end(bl, type, -1);
  3688. else
  3689. i = status_change_start(bl,type,100,skilllv,status_get_dir(bl),0,0,0,0);
  3690. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3691. break;
  3692. case AS_CLOAKING: /* ク�??キング */
  3693. if(tsc && tsc->data[type].timer!=-1 )
  3694. /* 解?怩キる */
  3695. i = status_change_end(bl, type, -1);
  3696. else
  3697. i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3698. clif_skill_nodamage(src,bl,skillid,-1,i);
  3699. if (!i && sd)
  3700. clif_skill_fail(sd,skillid,0,0);
  3701. break;
  3702. /* ?地スキル */
  3703. case BD_LULLABY: /* 子守唄 */
  3704. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3705. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3706. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3707. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3708. case BD_ROKISWEIL: /* �?キの叫び */
  3709. case BD_INTOABYSS: /* ?[淵の中に */
  3710. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3711. case BA_DISSONANCE: /* 不協和音 */
  3712. case BA_POEMBRAGI: /* ブラギの�? */
  3713. case BA_WHISTLE: /* 口笛 */
  3714. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3715. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3716. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3717. case DC_HUMMING: /* ハミング */
  3718. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3719. case DC_FORTUNEKISS: /* ?K運のキス */
  3720. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3721. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3722. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3723. break;
  3724. case HP_BASILICA: /* バジリカ */
  3725. case CG_HERMODE: // Wand of Hermod
  3726. {
  3727. struct skill_unit_group *sg;
  3728. battle_stopwalking(src,1);
  3729. skill_clear_unitgroup(src);
  3730. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3731. if(skillid == CG_HERMODE)
  3732. i = status_change_start(src,SC_DANCING,100,
  3733. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv),0);
  3734. else
  3735. i = status_change_start(src,type,100,
  3736. skilllv,0,BCT_SELF,sg->group_id,
  3737. skill_get_time(skillid,skilllv),0);
  3738. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3739. }
  3740. break;
  3741. case PA_GOSPEL: /* ゴスペル */
  3742. if (!tsc) break;
  3743. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3744. i = status_change_end(bl,SC_GOSPEL,-1);
  3745. } else {
  3746. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3747. if (tsc->data[type].timer != -1)
  3748. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3749. i = status_change_start(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
  3750. }
  3751. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3752. break;
  3753. case BD_ADAPTATION: /* アドリブ */
  3754. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3755. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3756. skill_stop_dancing(bl);
  3757. }
  3758. break;
  3759. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3760. case DC_SCREAM: /* スクリ?ム */
  3761. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3762. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3763. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3764. char temp[128];
  3765. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3766. break; //Message won't fit on buffer. [Skotlex]
  3767. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3768. clif_GlobalMessage(&md->bl,temp);
  3769. }
  3770. break;
  3771. case BA_PANGVOICE://パンボイス
  3772. clif_skill_nodamage(src,bl,skillid,skilllv,
  3773. status_change_start(bl,SC_CONFUSION,50,
  3774. 7,0,0,0,skill_get_time(skillid,skilllv),0));
  3775. break;
  3776. case DC_WINKCHARM://魅惑のウィンク
  3777. if(dstsd){
  3778. clif_skill_nodamage(src,bl,skillid,skilllv,
  3779. status_change_start(bl,SC_CONFUSION,30,
  3780. 7,0,0,0,skill_get_time2(skillid,skilllv),0));
  3781. }else if(dstmd)
  3782. {
  3783. int race = status_get_race(bl);
  3784. if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
  3785. clif_skill_nodamage(src,bl,skillid,skilllv,
  3786. status_change_start(bl,type,70,
  3787. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3788. } else{
  3789. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3790. if(sd)
  3791. clif_skill_fail(sd,skillid,0,0);
  3792. }
  3793. }
  3794. break;
  3795. case TF_STEAL: // スティ?ル
  3796. if(sd) {
  3797. if(pc_steal_item(sd,bl))
  3798. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3799. else
  3800. clif_skill_fail(sd,skillid,0x0a,0);
  3801. }
  3802. break;
  3803. case RG_STEALCOIN: // スティ?ルコイン
  3804. if(sd) {
  3805. if(pc_steal_coin(sd,bl)) {
  3806. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3807. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3808. }
  3809. else
  3810. clif_skill_fail(sd,skillid,0,0);
  3811. }
  3812. break;
  3813. case MG_STONECURSE: /* スト?ンカ?ス */
  3814. {
  3815. if (status_get_mode(bl)&MD_BOSS) {
  3816. if (sd) clif_skill_fail(sd,skillid,0,0);
  3817. break;
  3818. }
  3819. if(status_isimmune(bl) || !tsc)
  3820. break;
  3821. if (dstmd)
  3822. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3823. if (tsc->data[SC_STONE].timer != -1) {
  3824. status_change_end(bl,SC_STONE,-1);
  3825. if (sd) clif_skill_fail(sd,skillid,0,0);
  3826. break;
  3827. }
  3828. if (status_change_start(bl,SC_STONE,
  3829. (skilllv*4+20),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0))
  3830. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3831. else if(sd) {
  3832. clif_skill_fail(sd,skillid,0,0);
  3833. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3834. if (skilllv > 5) break;
  3835. }
  3836. if (sd) {
  3837. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3838. break; //Do not delete the gemstone.
  3839. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3840. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3841. }
  3842. }
  3843. break;
  3844. case NV_FIRSTAID: /* ?急手? */
  3845. clif_skill_nodamage(src,bl,skillid,5,1);
  3846. battle_heal(NULL,bl,5,0,0);
  3847. break;
  3848. case AL_CURE: /* キュア? */
  3849. if(status_isimmune(bl)) {
  3850. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3851. break;
  3852. }
  3853. status_change_end(bl, SC_SILENCE , -1 );
  3854. status_change_end(bl, SC_BLIND , -1 );
  3855. status_change_end(bl, SC_CONFUSION, -1 );
  3856. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3857. status_change_start(bl, SC_CONFUSION,100,1,0,0,0,6000,0);
  3858. }
  3859. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3860. break;
  3861. case TF_DETOXIFY: /* 解毒 */
  3862. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3863. status_change_end(bl, SC_POISON , -1 );
  3864. status_change_end(bl, SC_DPOISON , -1 );
  3865. break;
  3866. case PR_STRECOVERY: /* リカバリ? */
  3867. if(status_isimmune(bl)) {
  3868. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3869. break;
  3870. }
  3871. status_change_end(bl, SC_FREEZE , -1 );
  3872. status_change_end(bl, SC_STONE , -1 );
  3873. status_change_end(bl, SC_SLEEP , -1 );
  3874. status_change_end(bl, SC_STUN , -1 );
  3875. //Is this equation really right? It looks so... special.
  3876. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3877. status_change_start(bl, SC_BLIND,
  3878. (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  3879. 1,0,0,0,
  3880. 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  3881. }
  3882. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3883. if(dstmd){
  3884. dstmd->attacked_id=0;
  3885. dstmd->target_id=0;
  3886. dstmd->state.targettype = NONE_ATTACKABLE;
  3887. dstmd->state.skillstate=MSS_IDLE;
  3888. dstmd->next_walktime=tick+rand()%3000+3000;
  3889. }
  3890. break;
  3891. case WZ_ESTIMATION: /* モンスタ??﨣� */
  3892. if(sd) {
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3894. clif_skill_estimation((struct map_session_data *)src,bl);
  3895. }
  3896. break;
  3897. case BS_REPAIRWEAPON: /* �?器?C�? */
  3898. if(sd && dstsd)
  3899. clif_item_repair_list(sd,dstsd);
  3900. break;
  3901. case MC_IDENTIFY: /* アイテム鑑定 */
  3902. if(sd)
  3903. clif_item_identify_list(sd);
  3904. break;
  3905. // Weapon Refining [Celest]
  3906. case WS_WEAPONREFINE:
  3907. if(sd)
  3908. clif_item_refine_list(sd);
  3909. break;
  3910. case MC_VENDING: /* 露店開?ン */
  3911. if(sd)
  3912. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3913. if ( pc_can_give_items(pc_isGM(sd)) )
  3914. clif_skill_fail(sd,skillid,0,0);
  3915. else
  3916. clif_openvendingreq(sd,2+sd->skilllv);
  3917. }
  3918. break;
  3919. case AL_TELEPORT: /* テレポ?ト */
  3920. if(sd) {
  3921. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  3922. clif_skill_teleportmessage(sd,0);
  3923. break;
  3924. }
  3925. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3926. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3927. break;
  3928. }
  3929. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3930. if(skilllv == 1) {
  3931. // possibility to skip menu [LuzZza]
  3932. if(!battle_config.skip_teleport_lv1_menu &&
  3933. sd->skillid == AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  3934. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  3935. else
  3936. pc_randomwarp(sd,3);
  3937. } else {
  3938. if (sd->skillid == AL_TELEPORT)
  3939. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  3940. mapindex_id2name(sd->status.save_point.map),"","");
  3941. else //Autocasted Teleport level 2??
  3942. pc_setpos(sd,sd->status.save_point.map,
  3943. sd->status.save_point.x,sd->status.save_point.y,3);
  3944. }
  3945. } else if(dstmd && !map[bl->m].flag.monster_noteleport)
  3946. mob_warp(dstmd,-1,-1,-1,3);
  3947. break;
  3948. case AL_HOLYWATER: /* アクアベネディクタ */
  3949. if(sd) {
  3950. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3951. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3952. else
  3953. clif_skill_fail(sd,skillid,0,0);
  3954. }
  3955. break;
  3956. case TF_PICKSTONE:
  3957. if(sd) {
  3958. int eflag;
  3959. struct item item_tmp;
  3960. struct block_list tbl;
  3961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3962. memset(&item_tmp,0,sizeof(item_tmp));
  3963. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3964. item_tmp.nameid = 7049;
  3965. item_tmp.identify = 1;
  3966. tbl.id = 0;
  3967. clif_takeitem(&sd->bl,&tbl);
  3968. eflag = pc_additem(sd,&item_tmp,1);
  3969. if(eflag) {
  3970. clif_additem(sd,0,0,eflag);
  3971. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3972. }
  3973. }
  3974. break;
  3975. case ASC_CDP:
  3976. if(sd) {
  3977. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3978. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3979. }
  3980. break;
  3981. case RG_STRIPWEAPON: /* ストリップウェポン */
  3982. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  3983. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  3984. case RG_STRIPHELM: /* ストリップヘルム */
  3985. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  3986. {
  3987. int strip_fix, equip = 0;
  3988. int sclist[4] = {0,0,0,0};
  3989. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
  3990. equip |= EQP_WEAPON;
  3991. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  3992. equip |= EQP_SHIELD;
  3993. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  3994. equip |= EQP_ARMOR;
  3995. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  3996. equip |= EQP_HELM;
  3997. strip_fix = status_get_dex(src) - status_get_dex(bl);
  3998. if(strip_fix < 0)
  3999. strip_fix=0;
  4000. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4001. {
  4002. if (sd)
  4003. clif_skill_fail(sd,skillid,0,0);
  4004. break;
  4005. }
  4006. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4007. if (dstsd) {
  4008. for (i=0;i<11;i++) {
  4009. if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
  4010. 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)) {
  4011. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4012. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4013. } 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)) {
  4014. 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
  4015. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4016. } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
  4017. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4018. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4019. } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
  4020. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4021. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4022. }
  4023. }
  4024. }
  4025. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
  4026. if (equip &EQP_WEAPON)
  4027. sclist[0] = SC_STRIPWEAPON;
  4028. if (equip &EQP_SHIELD)
  4029. sclist[1] = SC_STRIPSHIELD;
  4030. if (equip &EQP_ARMOR)
  4031. sclist[2] = SC_STRIPARMOR;
  4032. if (equip &EQP_HELM)
  4033. sclist[3] = SC_STRIPHELM;
  4034. }
  4035. for (i=0;i<4;i++) {
  4036. if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
  4037. status_change_start(bl,sclist[i],100,skilllv,0,0,0,skill_get_time(skillid,skilllv)+strip_fix/2,0);
  4038. }
  4039. break;
  4040. }
  4041. /* PotionPitcher */
  4042. case AM_BERSERKPITCHER:
  4043. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4044. {
  4045. struct block_list tbl;
  4046. int i,x,hp = 0,sp = 0,bonus=100;
  4047. if(sd) {
  4048. x = skilllv%11 - 1;
  4049. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4050. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4051. clif_skill_fail(sd,skillid,0,0);
  4052. map_freeblock_unlock();
  4053. return 1;
  4054. }
  4055. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4056. clif_skill_fail(sd,skillid,0,0);
  4057. map_freeblock_unlock();
  4058. return 1;
  4059. }
  4060. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4061. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
  4062. clif_skill_fail(sd,skillid,0,0);
  4063. map_freeblock_unlock();
  4064. return 1;
  4065. }
  4066. }
  4067. potion_flag = 1;
  4068. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4069. potion_target = bl->id;
  4070. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4071. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4072. potion_flag = potion_target = 0;
  4073. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4074. bonus += sd->status.base_level;
  4075. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4076. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4077. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4078. if(dstsd) {
  4079. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4080. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4081. }
  4082. }
  4083. else {
  4084. if(potion_hp > 0) {
  4085. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4086. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4087. if(dstsd)
  4088. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4089. }
  4090. if(potion_sp > 0) {
  4091. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4092. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4093. if(dstsd)
  4094. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4095. }
  4096. }
  4097. }
  4098. else {
  4099. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4100. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4101. if(dstsd)
  4102. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4103. }
  4104. tbl.id = 0;
  4105. tbl.m = src->m;
  4106. tbl.x = src->x;
  4107. tbl.y = src->y;
  4108. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4109. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4110. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4111. if(sp > 0)
  4112. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  4113. battle_heal(src,bl,hp,sp,0);
  4114. }
  4115. break;
  4116. case AM_CP_WEAPON:
  4117. case AM_CP_SHIELD:
  4118. case AM_CP_ARMOR:
  4119. case AM_CP_HELM:
  4120. {
  4121. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4122. if(tsc && tsc->data[scid].timer != -1)
  4123. status_change_end(bl, scid, -1 );
  4124. clif_skill_nodamage(src,bl,skillid,skilllv,
  4125. status_change_start(bl,type,100,
  4126. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4127. }
  4128. break;
  4129. case AM_TWILIGHT1:
  4130. if (sd) {
  4131. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4132. //Prepare 200 White Potions.
  4133. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4134. clif_skill_fail(sd,skillid,0,0);
  4135. }
  4136. break;
  4137. case AM_TWILIGHT2:
  4138. if (sd) {
  4139. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4140. //Prepare 200 Slim White Potions.
  4141. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4142. clif_skill_fail(sd,skillid,0,0);
  4143. }
  4144. break;
  4145. case AM_TWILIGHT3:
  4146. if (sd) {
  4147. //check if you can produce all three, if not, then fail:
  4148. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4149. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4150. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4151. ) {
  4152. clif_skill_fail(sd,skillid,0,0);
  4153. break;
  4154. }
  4155. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4156. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4157. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4158. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4159. }
  4160. break;
  4161. case SA_DISPELL: /* ディスペル */
  4162. {
  4163. int i;
  4164. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4165. i = status_get_sc_def_mdef(bl);
  4166. if (i >= 10000 ||
  4167. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4168. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4169. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4170. {
  4171. if (sd)
  4172. clif_skill_fail(sd,skillid,0,0);
  4173. break;
  4174. }
  4175. if(status_isimmune(bl) || !tsc->count)
  4176. break;
  4177. for(i=0;i<SC_MAX;i++){
  4178. if (tsc->data[i].timer == -1)
  4179. continue;
  4180. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4181. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4182. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4183. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_STEELBODY || i==SC_EDP
  4184. || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4185. )
  4186. continue;
  4187. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4188. status_change_end(bl,i,-1);
  4189. }
  4190. }
  4191. break;
  4192. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4193. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4194. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4195. break;
  4196. case TK_HIGHJUMP:
  4197. {
  4198. int x,y, dir = status_get_dir(src);
  4199. if (md && !mob_can_move(md))
  4200. return 0;
  4201. x = src->x + dirx[dir]*skilllv*2;
  4202. y = src->y + diry[dir]*skilllv*2;
  4203. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4204. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4205. if (sd) pc_movepos(sd,x,y,0);
  4206. if (md) mob_warp(md, src->m, x, y, 0);
  4207. clif_slide(src,x,y);
  4208. }
  4209. }
  4210. break;
  4211. case SA_CASTCANCEL:
  4212. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4213. skill_castcancel(src,1);
  4214. if(sd) {
  4215. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4216. sp = sp * (90 - (skilllv-1)*20) / 100;
  4217. if(sp < 0) sp = 0;
  4218. pc_heal(sd,0,-sp);
  4219. }
  4220. break;
  4221. case SA_SPELLBREAKER: // スペルブレイカ?
  4222. {
  4223. int sp;
  4224. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4225. if(dstsd) {
  4226. sp = skill_get_sp(skillid,skilllv);
  4227. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4228. if(sp > 0x7fff) sp = 0x7fff;
  4229. else if(sp < 1) sp = 1;
  4230. if(dstsd->status.sp + sp > dstsd->status.max_sp) {
  4231. sp = dstsd->status.max_sp - dstsd->status.sp;
  4232. dstsd->status.sp = dstsd->status.max_sp;
  4233. }
  4234. else
  4235. dstsd->status.sp += sp;
  4236. clif_heal(dstsd->fd,SP_SP,sp);
  4237. }
  4238. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4239. if(sd) {
  4240. sp = sd->status.max_sp/5;
  4241. if(sp < 1) sp = 1;
  4242. pc_heal(sd,0,-sp);
  4243. }
  4244. }
  4245. else {
  4246. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4247. if(bl->type == BL_PC) {
  4248. if(dstsd && dstsd->skilltimer != -1) {
  4249. bl_skillid = dstsd->skillid;
  4250. bl_skilllv = dstsd->skilllv;
  4251. if (map_flag_vs(bl->m))
  4252. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4253. }
  4254. }
  4255. else if(bl->type == BL_MOB) {
  4256. if(dstmd && dstmd->skilltimer != -1) {
  4257. if (status_get_mode(bl) & MD_BOSS)
  4258. { //Only 10% success chance against bosses. [Skotlex]
  4259. if (rand()%100 < 90)
  4260. {
  4261. if (sd) clif_skill_fail(sd,skillid,0,0);
  4262. break;
  4263. }
  4264. } else
  4265. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4266. bl_skillid = dstmd->skillid;
  4267. bl_skilllv = dstmd->skilllv;
  4268. }
  4269. }
  4270. if(bl_skillid > 0 /*&& bl_skillid != PA_PRESSURE && skill_db[bl_skillid].skill_type == BF_MAGIC*/) { //Reports indicate Spell Break cancels any type of skill, except Pressure. [Skotlex]
  4271. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4272. skill_castcancel(bl,0);
  4273. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4274. if(dstsd)
  4275. pc_heal(dstsd,-hp,-sp);
  4276. if(sd) {
  4277. sp = sp*(25*(skilllv-1))/100;
  4278. if(skilllv > 1 && sp < 1) sp = 1;
  4279. if(sp > 0x7fff) sp = 0x7fff;
  4280. else if(sp < 1) sp = 1;
  4281. if(sd->status.sp + sp > sd->status.max_sp) {
  4282. sp = sd->status.max_sp - sd->status.sp;
  4283. sd->status.sp = sd->status.max_sp;
  4284. }
  4285. else
  4286. sd->status.sp += sp;
  4287. if (hp && skilllv > 5)
  4288. { //Recover half damaged HP at levels 6-10 [Skotlex]
  4289. hp /=2;
  4290. if(sd->status.hp + hp > sd->status.max_hp) {
  4291. hp = sd->status.max_hp - sd->status.hp;
  4292. sd->status.hp = sd->status.max_hp;
  4293. }
  4294. else
  4295. sd->status.hp += hp;
  4296. clif_heal(sd->fd,SP_HP,hp);
  4297. }
  4298. clif_heal(sd->fd,SP_SP,sp);
  4299. }
  4300. }
  4301. else if(sd)
  4302. clif_skill_fail(sd,skillid,0,0);
  4303. }
  4304. }
  4305. break;
  4306. case SA_MAGICROD:
  4307. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4308. break;
  4309. case SA_AUTOSPELL: /* オ?トスペル */
  4310. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4311. if(sd)
  4312. clif_autospell(sd,skilllv);
  4313. else {
  4314. int maxlv=1,spellid=0;
  4315. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4316. if(skilllv >= 10) {
  4317. spellid = MG_FROSTDIVER;
  4318. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4319. // maxlv = 10;
  4320. // else
  4321. maxlv = skilllv - 9;
  4322. }
  4323. else if(skilllv >=8) {
  4324. spellid = MG_FIREBALL;
  4325. maxlv = skilllv - 7;
  4326. }
  4327. else if(skilllv >=5) {
  4328. spellid = MG_SOULSTRIKE;
  4329. maxlv = skilllv - 4;
  4330. }
  4331. else if(skilllv >=2) {
  4332. int i = rand()%3;
  4333. spellid = spellarray[i];
  4334. maxlv = skilllv - 1;
  4335. }
  4336. else if(skilllv > 0) {
  4337. spellid = MG_NAPALMBEAT;
  4338. maxlv = 3;
  4339. }
  4340. if(spellid > 0)
  4341. status_change_start(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4342. skill_get_time(SA_AUTOSPELL,skilllv),0);
  4343. }
  4344. break;
  4345. case BS_GREED:
  4346. if(sd){
  4347. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4348. map_foreachinrange(skill_greed,bl,
  4349. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4350. }
  4351. break;
  4352. case SA_ELEMENTWATER:
  4353. case SA_ELEMENTFIRE:
  4354. case SA_ELEMENTGROUND:
  4355. case SA_ELEMENTWIND:
  4356. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4357. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4358. dstmd->def_ele = skill_get_pl(skillid);
  4359. dstmd->def_ele += (1+rand()%4)*20;
  4360. }
  4361. break;
  4362. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4363. case NPC_ATTRICHANGE:
  4364. case NPC_CHANGEWATER:
  4365. case NPC_CHANGEGROUND:
  4366. case NPC_CHANGEFIRE:
  4367. case NPC_CHANGEWIND:
  4368. /* 毒?A?ケ?A念?A闇 */
  4369. case NPC_CHANGEPOISON:
  4370. case NPC_CHANGEHOLY:
  4371. case NPC_CHANGEDARKNESS:
  4372. case NPC_CHANGETELEKINESIS:
  4373. case NPC_CHANGEUNDEAD:
  4374. if(md){
  4375. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4376. md->def_ele = skill_get_pl(skillid);
  4377. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4378. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4379. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4380. }
  4381. break;
  4382. case NPC_PROVOCATION:
  4383. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4384. if(md)
  4385. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4386. break;
  4387. case NPC_HALLUCINATION:
  4388. clif_skill_nodamage(src,bl,skillid,skilllv,
  4389. status_change_start(bl,type,100,
  4390. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4391. break;
  4392. case NPC_KEEPING:
  4393. case NPC_BARRIER:
  4394. {
  4395. int skill_time = skill_get_time(skillid,skilllv);
  4396. clif_skill_nodamage(src,bl,skillid,skilllv,
  4397. status_change_start(bl,type,100,
  4398. skilllv,0,0,0,skill_time,0));
  4399. if (md)
  4400. mob_changestate(md,MS_DELAY,skill_time);
  4401. else if (sd)
  4402. sd->attackabletime = sd->canmove_tick = tick + skill_time;
  4403. }
  4404. break;
  4405. case NPC_REBIRTH:
  4406. //New rebirth System uses Kaizel lv1. [Skotlex]
  4407. status_change_start(bl,type,100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
  4408. break;
  4409. case NPC_DARKBLESSING:
  4410. clif_skill_nodamage(src,bl,skillid,skilllv,
  4411. status_change_start(bl,type,
  4412. (50+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  4413. break;
  4414. case NPC_LICK:
  4415. if (dstsd) {
  4416. if (dstsd->special_state.no_weapon_damage ) {
  4417. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4418. break;
  4419. }
  4420. pc_heal(dstsd,0,-100);
  4421. }
  4422. clif_skill_nodamage(src,bl,skillid,skilllv,
  4423. status_change_start(bl,type,
  4424. (skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  4425. break;
  4426. case NPC_SUICIDE: /* 自決 */
  4427. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4428. battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
  4429. break;
  4430. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4431. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4432. if(md)
  4433. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4434. break;
  4435. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4436. mob_warpslave(src,AREA_SIZE/2);
  4437. break;
  4438. case NPC_RANDOMMOVE:
  4439. if (md) {
  4440. md->next_walktime = tick - 1;
  4441. mob_randomwalk(md,tick);
  4442. }
  4443. break;
  4444. case NPC_SPEEDUP:
  4445. {
  4446. // or does it increase casting rate? just a guess xD
  4447. int i = SC_ASPDPOTION0 + skilllv - 1;
  4448. if (i > SC_ASPDPOTION3)
  4449. i = SC_ASPDPOTION3;
  4450. clif_skill_nodamage(src,bl,skillid,skilllv,
  4451. status_change_start(bl,i,100,skilllv,0,0,0,skilllv * 60000,0));
  4452. }
  4453. break;
  4454. case NPC_REVENGE:
  4455. // not really needed... but adding here anyway ^^
  4456. if (md && md->master_id > 0) {
  4457. struct block_list *mbl, *tbl;
  4458. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4459. (tbl = battle_gettargeted(mbl)) == NULL)
  4460. break;
  4461. md->state.provoke_flag = tbl->id;
  4462. mob_target(md, tbl, md->db->range);
  4463. }
  4464. break;
  4465. case NPC_RUN: //後退
  4466. if(md) {
  4467. int dist = skilllv; //Run skillv tiles.
  4468. int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4469. int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4470. md->attacked_id = 0;
  4471. md->attacked_count = 0;
  4472. md->target_id = 0;
  4473. md->state.targettype = NONE_ATTACKABLE;
  4474. md->state.skillstate = MSS_IDLE;
  4475. mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
  4476. }
  4477. break;
  4478. case NPC_TRANSFORMATION:
  4479. case NPC_METAMORPHOSIS:
  4480. if(md) {
  4481. if (skilllv > 1)
  4482. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4483. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4484. mob_delete(md);
  4485. }
  4486. else
  4487. { //Transform into another class.
  4488. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4489. if (class_) mob_class_change(md, class_);
  4490. }
  4491. }
  4492. break;
  4493. case NPC_EMOTION_ON:
  4494. case NPC_EMOTION:
  4495. if(md)
  4496. {
  4497. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4498. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4499. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4500. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4501. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4502. int mode, mode2;
  4503. mode = status_get_mode(src);
  4504. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4505. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4506. if (skillid == NPC_EMOTION_ON) //Add a mode
  4507. mode2|= md->db->skill[md->skillidx].val[2];
  4508. else //Remove a mode
  4509. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4510. }
  4511. if (mode == mode2)
  4512. break; //No change
  4513. md->mode = mode2;
  4514. if (md->mode == md->db->mode)
  4515. md->mode = 0; //Fallback to the db's mode.
  4516. //Since mode changed, reset their state.
  4517. mob_stopattack(md);
  4518. mob_stop_walking(md,0);
  4519. }
  4520. }
  4521. break;
  4522. case NPC_DEFENDER:
  4523. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4524. break;
  4525. case NPC_POWERUP:
  4526. // +20% attack per skill level? It's a guess... [Skotlex]
  4527. status_change_start(bl,SC_INCATKRATE,100,40*skilllv,0,0,0,skilllv * 60000,0);
  4528. // another random guess xP
  4529. clif_skill_nodamage(src,bl,skillid,skilllv,
  4530. status_change_start(bl,SC_INCALLSTATUS,100,
  4531. skilllv * 5,0,0,0,skilllv * 60000,0));
  4532. break;
  4533. case NPC_AGIUP:
  4534. clif_skill_nodamage(src,bl,skillid,skilllv,
  4535. status_change_start(bl,SC_INCAGI,100,
  4536. skilllv * 10,0,0,0,skilllv * 60000,0));
  4537. break;
  4538. case NPC_SIEGEMODE:
  4539. case NPC_INVISIBLE:
  4540. // not sure what it does
  4541. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4542. break;
  4543. case WE_MALE: /* 君だけは護るよ */
  4544. if(sd && dstsd){
  4545. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4546. 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]
  4547. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4548. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4549. }
  4550. break;
  4551. case WE_FEMALE: /* あなたの?に??オになります */
  4552. if(sd && dstsd){
  4553. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4554. 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]
  4555. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4556. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4557. }
  4558. break;
  4559. case WE_CALLPARTNER: /* あなたに?いたい */
  4560. if(sd){
  4561. if((dstsd = pc_get_partner(sd)) == NULL){
  4562. clif_skill_fail(sd,skillid,0,0);
  4563. map_freeblock_unlock();
  4564. return 0;
  4565. }
  4566. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4567. clif_skill_teleportmessage(sd,1);
  4568. map_freeblock_unlock();
  4569. return 0;
  4570. }
  4571. skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
  4572. pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  4573. }
  4574. break;
  4575. // parent-baby skills
  4576. case WE_BABY:
  4577. if(sd){
  4578. struct map_session_data *f_sd = pc_get_father(sd);
  4579. struct map_session_data *m_sd = pc_get_mother(sd);
  4580. // if neither was found
  4581. if(!f_sd && !m_sd){
  4582. clif_skill_fail(sd,skillid,0,0);
  4583. map_freeblock_unlock();
  4584. return 0;
  4585. }
  4586. status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4587. if (f_sd) status_change_start(&f_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4588. if (m_sd) status_change_start(&m_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4589. }
  4590. break;
  4591. case WE_CALLPARENT:
  4592. if(sd){
  4593. struct map_session_data *f_sd = pc_get_father(sd);
  4594. struct map_session_data *m_sd = pc_get_mother(sd);
  4595. // if neither was found
  4596. if(!f_sd && !m_sd){
  4597. clif_skill_fail(sd,skillid,0,0);
  4598. map_freeblock_unlock();
  4599. return 0;
  4600. }
  4601. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto)
  4602. {
  4603. clif_skill_teleportmessage(sd,1);
  4604. map_freeblock_unlock();
  4605. return 0;
  4606. }
  4607. if((!f_sd && m_sd && map[m_sd->bl.m].flag.nowarp) ||
  4608. (!m_sd && f_sd && map[f_sd->bl.m].flag.nowarp))
  4609. { //Case where neither one can be warped.
  4610. clif_skill_teleportmessage(sd,1);
  4611. map_freeblock_unlock();
  4612. return 0;
  4613. }
  4614. //Warp those that can be warped.
  4615. if (f_sd && !map[f_sd->bl.m].flag.nowarp)
  4616. pc_setpos(f_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4617. if (m_sd && !map[m_sd->bl.m].flag.nowarp)
  4618. pc_setpos(m_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4619. }
  4620. break;
  4621. case WE_CALLBABY:
  4622. if(sd && dstsd)
  4623. {
  4624. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4625. clif_skill_teleportmessage(sd,1);
  4626. map_freeblock_unlock();
  4627. return 0;
  4628. }
  4629. pc_setpos(dstsd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4630. }
  4631. break;
  4632. case PF_HPCONVERSION: /* ライフ置き換え */
  4633. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4634. if (sd) {
  4635. int hp, sp;
  4636. hp = sd->status.max_hp / 10; //基本はHPの10%
  4637. sp = hp * 10 * skilllv / 100;
  4638. if (sd->status.sp + sp > sd->status.max_sp)
  4639. sp = sd->status.max_sp - sd->status.sp;
  4640. // we need to check with the sp that was taken away when casting too
  4641. if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
  4642. hp = sp = 0;
  4643. pc_heal(sd, -hp, sp);
  4644. clif_heal(sd->fd, SP_SP, sp);
  4645. clif_updatestatus(sd, SP_SP);
  4646. }
  4647. break;
  4648. case HT_REMOVETRAP: /* リム?ブトラップ */
  4649. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4650. {
  4651. struct skill_unit *su=NULL;
  4652. struct item item_tmp;
  4653. int flag;
  4654. if((bl->type==BL_SKILL) &&
  4655. (su=(struct skill_unit *)bl) &&
  4656. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4657. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4658. {
  4659. if(sd && su->group->val3 != BD_INTOABYSS)
  4660. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4661. if(battle_config.skill_removetrap_type){
  4662. for(i=0;i<10;i++) {
  4663. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4664. memset(&item_tmp,0,sizeof(item_tmp));
  4665. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4666. item_tmp.identify = 1;
  4667. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4668. clif_additem(sd,0,0,flag);
  4669. 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);
  4670. }
  4671. }
  4672. }
  4673. }else{
  4674. memset(&item_tmp,0,sizeof(item_tmp));
  4675. item_tmp.nameid = 1065;
  4676. item_tmp.identify = 1;
  4677. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4678. clif_additem(sd,0,0,flag);
  4679. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4680. }
  4681. }
  4682. }
  4683. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4684. struct block_list *target=map_id2bl(su->group->val2);
  4685. if(target && (target->type == BL_PC || target->type == BL_MOB))
  4686. status_change_end(target,SC_ANKLE,-1);
  4687. }
  4688. skill_delunit(su);
  4689. }
  4690. }
  4691. break;
  4692. case HT_SPRINGTRAP: /* スプリングトラップ */
  4693. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4694. {
  4695. struct skill_unit *su=NULL;
  4696. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4697. switch(su->group->unit_id){
  4698. case UNT_ANKLESNARE: // ankle snare
  4699. if (su->group->val2 != 0)
  4700. // if it is already trapping something don't spring it,
  4701. // remove trap should be used instead
  4702. break;
  4703. // otherwise fallthrough to below
  4704. case UNT_BLASTMINE:
  4705. case UNT_SKIDTRAP:
  4706. case UNT_LANDMINE:
  4707. case UNT_SHOCKWAVE:
  4708. case UNT_SANDMAN:
  4709. case UNT_FLASHER:
  4710. case UNT_FREEZINGTRAP:
  4711. case UNT_CLAYMORETRAP:
  4712. case UNT_TALKIEBOX:
  4713. su->group->unit_id = UNT_USED_TRAPS;
  4714. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4715. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4716. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4717. }
  4718. }
  4719. }
  4720. break;
  4721. case BD_ENCORE: /* アンコ?ル */
  4722. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4723. if(sd)
  4724. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  4725. break;
  4726. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4727. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4728. map_freeblock_unlock();
  4729. return 1;
  4730. }
  4731. clif_skill_nodamage(src,bl,skillid,skilllv,
  4732. status_change_start(bl,type,100,
  4733. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0));
  4734. break;
  4735. case PF_MINDBREAKER: /* プ�?ボック */
  4736. {
  4737. /* MVPmobと不死には?かない */
  4738. 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
  4739. {
  4740. map_freeblock_unlock();
  4741. return 1;
  4742. }
  4743. //Has a 55% + skilllv*5% success chance.
  4744. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4745. status_change_start(bl,type,55 +5*skilllv,
  4746. skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
  4747. {
  4748. if (sd) clif_skill_fail(sd,skillid,0,0);
  4749. map_freeblock_unlock();
  4750. return 0;
  4751. }
  4752. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  4753. skill_castcancel(bl,0);
  4754. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  4755. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  4756. skill_castcancel(bl,0);
  4757. if(tsc && tsc->count){
  4758. if(tsc->data[SC_FREEZE].timer!=-1)
  4759. status_change_end(bl,SC_FREEZE,-1);
  4760. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4761. status_change_end(bl,SC_STONE,-1);
  4762. if(tsc->data[SC_SLEEP].timer!=-1)
  4763. status_change_end(bl,SC_SLEEP,-1);
  4764. }
  4765. if(dstmd)
  4766. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4767. }
  4768. break;
  4769. case PF_SOULCHANGE:
  4770. {
  4771. int sp1 = 0, sp2 = 0;
  4772. if (sd) {
  4773. if (dstsd) {
  4774. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4775. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4776. sd->status.sp = sp2;
  4777. dstsd->status.sp = sp1;
  4778. clif_heal(sd->fd,SP_SP,sp2);
  4779. clif_updatestatus(sd,SP_SP);
  4780. clif_heal(dstsd->fd,SP_SP,sp1);
  4781. clif_updatestatus(dstsd,SP_SP);
  4782. } else if (dstmd) {
  4783. if (dstmd->state.soul_change_flag) {
  4784. clif_skill_fail(sd,skillid,0,0);
  4785. map_freeblock_unlock();
  4786. return 0;
  4787. }
  4788. sp2 = sd->status.max_sp * 3 /100;
  4789. if (sd->status.sp + sp2 > sd->status.max_sp)
  4790. sp2 = sd->status.max_sp - sd->status.sp;
  4791. sd->status.sp += sp2;
  4792. clif_heal(sd->fd,SP_SP,sp2);
  4793. clif_updatestatus(sd,SP_SP);
  4794. dstmd->state.soul_change_flag = 1;
  4795. }
  4796. }
  4797. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4798. }
  4799. break;
  4800. // Slim Pitcher
  4801. case CR_SLIMPITCHER:
  4802. {
  4803. if (sd && flag&1) {
  4804. struct block_list tbl;
  4805. int hp = potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  4806. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4807. if (dstsd) {
  4808. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4809. }
  4810. tbl.id = 0;
  4811. tbl.m = src->m;
  4812. tbl.x = src->x;
  4813. tbl.y = src->y;
  4814. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4815. battle_heal(NULL,bl,hp,0,0);
  4816. }
  4817. }
  4818. break;
  4819. // Full Chemical Protection
  4820. case CR_FULLPROTECTION:
  4821. {
  4822. int i, skilltime;
  4823. skilltime = skill_get_time(skillid,skilllv);
  4824. if (!tsc) {
  4825. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4826. break;
  4827. }
  4828. for (i=0; i<4; i++) {
  4829. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4830. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4831. status_change_start(bl,SC_CP_WEAPON + i,100,skilllv,0,0,0,skilltime,0 );
  4832. }
  4833. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4834. }
  4835. break;
  4836. case RG_CLEANER: //AppleGirl
  4837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4838. break;
  4839. case PF_DOUBLECASTING:
  4840. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4841. status_change_start(bl,type,
  4842. 30+ 10*skilllv,skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
  4843. if (sd) clif_skill_fail(sd,skillid,0,0);
  4844. break;
  4845. case CG_LONGINGFREEDOM:
  4846. {
  4847. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4848. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4849. {
  4850. clif_skill_nodamage(src,bl,skillid,skilllv,
  4851. status_change_start(bl,type,100,
  4852. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4853. }
  4854. }
  4855. break;
  4856. case CG_TAROTCARD:
  4857. {
  4858. int eff, count = -1;
  4859. if (rand() % 100 > skilllv * 8) {
  4860. if (sd) clif_skill_fail(sd,skillid,0,0);
  4861. map_freeblock_unlock();
  4862. return 0;
  4863. }
  4864. do {
  4865. eff = rand() % 14;
  4866. clif_specialeffect(bl, 523 + eff, 0);
  4867. switch (eff)
  4868. {
  4869. case 0: // heals SP to 0
  4870. if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
  4871. break;
  4872. case 1: // matk halved
  4873. status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
  4874. break;
  4875. case 2: // all buffs removed
  4876. status_change_clear_buffs(bl);
  4877. break;
  4878. case 3: // 1000 damage, random armor destroyed
  4879. {
  4880. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4881. battle_damage(src, bl, 1000, 0);
  4882. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4883. if (dstsd && battle_config.equip_skill_break_rate) pc_break_equip(dstsd, where[rand() % 3]);
  4884. }
  4885. break;
  4886. case 4: // atk halved
  4887. status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
  4888. break;
  4889. case 5: // 2000HP heal, random teleported
  4890. battle_heal(src, src, 2000, 0, 0);
  4891. if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
  4892. else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
  4893. break;
  4894. case 6: // random 2 other effects
  4895. if (count == -1)
  4896. count = 3;
  4897. else
  4898. count++; //Should not retrigger this one.
  4899. break;
  4900. case 7: // stop freeze or stoned
  4901. {
  4902. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4903. status_change_start(bl,sc[rand()%3],100,skilllv,0,0,0,30000,0);
  4904. }
  4905. break;
  4906. case 8: // curse coma and poison
  4907. status_change_start(bl,SC_COMA,100,skilllv,0,0,0,30000,0);
  4908. status_change_start(bl,SC_CURSE,100,skilllv,0,0,0,30000,0);
  4909. status_change_start(bl,SC_POISON,100,skilllv,0,0,0,30000,0);
  4910. break;
  4911. case 9: // chaos
  4912. status_change_start(bl,SC_CONFUSION,100,skilllv,0,0,0,30000,0);
  4913. break;
  4914. case 10: // 6666 damage, atk matk halved, cursed
  4915. battle_damage(src, bl, 6666, 0);
  4916. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4917. status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
  4918. status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
  4919. status_change_start(bl,SC_CURSE,skilllv,100,0,0,0,30000,0);
  4920. break;
  4921. case 11: // 4444 damage
  4922. battle_damage(src, bl, 4444, 0);
  4923. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4924. break;
  4925. case 12: // stun
  4926. status_change_start(bl,SC_STUN,100,skilllv,0,0,0,5000,0);
  4927. break;
  4928. case 13: // atk,matk,hit,flee,def reduced
  4929. status_change_start(bl,SC_INCATKRATE,100,-20,0,0,0,30000,0);
  4930. status_change_start(bl,SC_INCMATKRATE,100,-20,0,0,0,30000,0);
  4931. status_change_start(bl,SC_INCHITRATE,100,-20,0,0,0,30000,0);
  4932. status_change_start(bl,SC_INCFLEERATE,100,-20,0,0,0,30000,0);
  4933. status_change_start(bl,SC_INCDEFRATE,100,-20,0,0,0,30000,0);
  4934. break;
  4935. default:
  4936. break;
  4937. }
  4938. } while ((--count) > 0);
  4939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4940. }
  4941. break;
  4942. case SL_ALCHEMIST:
  4943. case SL_ASSASIN:
  4944. case SL_BARDDANCER:
  4945. case SL_BLACKSMITH:
  4946. case SL_CRUSADER:
  4947. case SL_HUNTER:
  4948. case SL_KNIGHT:
  4949. case SL_MONK:
  4950. case SL_PRIEST:
  4951. case SL_ROGUE:
  4952. case SL_SAGE:
  4953. case SL_SOULLINKER:
  4954. case SL_STAR:
  4955. case SL_SUPERNOVICE:
  4956. case SL_WIZARD:
  4957. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4958. clif_skill_fail(sd,skillid,0,0);
  4959. break;
  4960. }
  4961. clif_skill_nodamage(src,bl,skillid,skilllv,
  4962. status_change_start(bl,SC_SPIRIT,100,
  4963. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  4964. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  4965. break;
  4966. case SL_HIGH:
  4967. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4968. clif_skill_fail(sd,skillid,0,0);
  4969. break;
  4970. }
  4971. clif_skill_nodamage(src,bl,skillid,skilllv,
  4972. status_change_start(bl,type,100,
  4973. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  4974. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  4975. break;
  4976. case SL_SKA: // [marquis007]
  4977. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4978. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  4979. clif_skill_fail(sd,skillid,0,0);
  4980. break;
  4981. }
  4982. if (sd && status_get_mode(bl)&MD_BOSS)
  4983. clif_skill_fail(sd,skillid,0,0);
  4984. else
  4985. {
  4986. clif_skill_nodamage(src,bl,skillid,skilllv,
  4987. status_change_start(bl,type,100,
  4988. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4989. }
  4990. break;
  4991. case SL_SWOO:
  4992. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4993. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  4994. clif_skill_fail(sd,skillid,0,0);
  4995. break;
  4996. }
  4997. clif_skill_nodamage(src,bl,skillid,skilllv,
  4998. status_change_start(bl,type,100,
  4999. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  5000. break;
  5001. case SL_SKE:
  5002. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5003. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  5004. clif_skill_fail(sd,skillid,0,0);
  5005. break;
  5006. }
  5007. clif_skill_nodamage(src,bl,skillid,skilllv,
  5008. status_change_start(bl,type,100,
  5009. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  5010. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  5011. break;
  5012. // New guild skills [Celest]
  5013. case GD_BATTLEORDER:
  5014. {
  5015. struct guild *g = NULL;
  5016. // Only usable during WoE
  5017. if (!agit_flag) {
  5018. clif_skill_fail(sd,skillid,0,0);
  5019. map_freeblock_unlock();
  5020. return 0;
  5021. }
  5022. if(flag&1) {
  5023. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5024. status_change_start(&dstsd->bl,SC_BATTLEORDERS,100,skilllv,0,0,0,0,0 );
  5025. }
  5026. }
  5027. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5028. strcmp(sd->status.name,g->master)==0) {
  5029. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5030. map_foreachinrange(skill_area_sub, src,
  5031. skill_get_splash(skillid, skilllv), BL_CHAR,
  5032. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5033. skill_castend_nodamage_id);
  5034. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5035. }
  5036. }
  5037. break;
  5038. case GD_REGENERATION:
  5039. {
  5040. struct guild *g = NULL;
  5041. // Only usable during WoE
  5042. if (!agit_flag) {
  5043. clif_skill_fail(sd,skillid,0,0);
  5044. map_freeblock_unlock();
  5045. return 0;
  5046. }
  5047. if(flag&1) {
  5048. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5049. status_change_start(&dstsd->bl,SC_REGENERATION,100,skilllv,0,0,0,0,0 );
  5050. }
  5051. }
  5052. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5053. strcmp(sd->status.name,g->master)==0) {
  5054. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5055. map_foreachinrange(skill_area_sub, src,
  5056. skill_get_splash(skillid, skilllv), BL_CHAR,
  5057. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5058. skill_castend_nodamage_id);
  5059. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5060. }
  5061. }
  5062. break;
  5063. case GD_RESTORE:
  5064. {
  5065. struct guild *g = NULL;
  5066. // Only usable during WoE
  5067. if (!agit_flag) {
  5068. clif_skill_fail(sd,skillid,0,0);
  5069. map_freeblock_unlock();
  5070. return 0;
  5071. }
  5072. if(flag&1) {
  5073. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5074. int hp, sp;
  5075. hp = dstsd->status.max_hp*9/10;
  5076. sp = dstsd->status.max_sp*9/10;
  5077. sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
  5078. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5079. battle_heal(NULL,bl,hp,sp,0);
  5080. }
  5081. }
  5082. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5083. strcmp(sd->status.name,g->master)==0) {
  5084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5085. map_foreachinrange(skill_area_sub, src,
  5086. skill_get_splash(skillid, skilllv), BL_CHAR,
  5087. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5088. skill_castend_nodamage_id);
  5089. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5090. }
  5091. }
  5092. break;
  5093. case GD_EMERGENCYCALL:
  5094. {
  5095. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5096. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5097. int j = 0;
  5098. struct guild *g = NULL;
  5099. if (!sd || !sd->state.gmaster_flag)
  5100. break;
  5101. //Reports say this particular skill is usable anywhere! o.o [Skotlex]
  5102. //And now people say that's not true... MEH. Will they EVER make up their mind?
  5103. if (/*map[sd->bl.m].flag.nowarpto &&*/ !map_flag_gvg(sd->bl.m))
  5104. { //if not allowed to warp to the map (castles are always allowed)
  5105. clif_skill_fail(sd,skillid,0,0);
  5106. map_freeblock_unlock();
  5107. return 0;
  5108. }
  5109. // i don't know if it actually summons in a circle, but oh well. ;P
  5110. g = sd->state.gmaster_flag;
  5111. for(i = 0; i < g->max_member; i++, j++) {
  5112. if (j>8) j=0;
  5113. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5114. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5115. continue;
  5116. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5117. if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
  5118. dx[j] = dy[j] = 0;
  5119. pc_setpos(dstsd, sd->mapindex, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
  5120. }
  5121. }
  5122. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5123. }
  5124. break;
  5125. case SG_FEEL:
  5126. if (sd) {
  5127. if(!sd->feel_map[skilllv-1].index) {
  5128. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5129. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5130. }
  5131. else
  5132. clif_feel_info(sd, skilllv-1);
  5133. }
  5134. break;
  5135. case SG_HATE:
  5136. if (sd) {
  5137. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5138. if(dstsd) //PC
  5139. {
  5140. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5141. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5142. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5143. }
  5144. else if(dstmd) // mob
  5145. {
  5146. switch(skilllv)
  5147. {
  5148. case 1:
  5149. if (status_get_size(bl)==0)
  5150. {
  5151. sd->hate_mob[0] = dstmd->class_;
  5152. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5153. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5154. } else clif_skill_fail(sd,skillid,0,0);
  5155. break;
  5156. case 2:
  5157. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5158. {
  5159. sd->hate_mob[1] = dstmd->class_;
  5160. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5161. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5162. } else clif_skill_fail(sd,skillid,0,0);
  5163. break;
  5164. case 3:
  5165. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5166. {
  5167. sd->hate_mob[2] = dstmd->class_;
  5168. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5169. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5170. } else clif_skill_fail(sd,skillid,0,0);
  5171. break;
  5172. default:
  5173. clif_skill_fail(sd,skillid,0,0);
  5174. break;
  5175. }
  5176. }
  5177. }
  5178. break;
  5179. default:
  5180. ShowWarning("Unknown skill used:%d\n",skillid);
  5181. map_freeblock_unlock();
  5182. return 1;
  5183. }
  5184. map_freeblock_unlock();
  5185. return 0;
  5186. }
  5187. /*==========================================
  5188. * スキル使用?i詠?・完了?AID指定?j
  5189. *------------------------------------------
  5190. */
  5191. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5192. {
  5193. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  5194. struct block_list *bl;
  5195. int delay,inf2;
  5196. nullpo_retr(0, sd);
  5197. //Code cleanup.
  5198. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; sd->skilltarget = 0; }
  5199. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
  5200. { /* タイマIDの確認 */
  5201. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
  5202. sd->skilltimer = -1;
  5203. return 0;
  5204. }
  5205. if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
  5206. { //Finished casting between maps, or the skill has failed after starting casting{
  5207. sd->skilltimer = -1;
  5208. skill_failed(sd);
  5209. return 0;
  5210. }
  5211. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
  5212. status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
  5213. if(sd->skillid != SA_CASTCANCEL)
  5214. sd->skilltimer=-1;
  5215. if((bl=map_id2bl(sd->skilltarget))==NULL ||
  5216. bl->prev==NULL || sd->bl.m != bl->m) {
  5217. skill_failed(sd);
  5218. return 0;
  5219. }
  5220. if(sd->skillid == RG_BACKSTAP) {
  5221. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
  5222. if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
  5223. clif_skill_fail(sd,sd->skillid,0,0);
  5224. skill_failed(sd);
  5225. return 0;
  5226. }
  5227. }
  5228. if (sd->skillid == PR_LEXDIVINA)
  5229. {
  5230. struct status_change *sc = status_get_sc(bl);
  5231. if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
  5232. (!sc || sc->data[SC_SILENCE].timer == -1)) //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5233. {
  5234. clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
  5235. skill_failed(sd);
  5236. return 0;
  5237. }
  5238. } else {
  5239. inf2 = skill_get_inf(sd->skillid);
  5240. if((inf2&INF_ATTACK_SKILL ||
  5241. (inf2&INF_SELF_SKILL && sd->bl.id != bl->id && !(skill_get_nk(sd->skillid)&NK_NO_DAMAGE))) //Self skills that cause damage (EF, Combo Skills, etc)
  5242. && battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
  5243. ) {
  5244. skill_failed(sd);
  5245. return 0;
  5246. }
  5247. }
  5248. if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
  5249. { //Avoid doing double checks for instant-cast skills.
  5250. if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  5251. clif_skill_fail(sd,sd->skillid,0,0);
  5252. skill_failed(sd);
  5253. return 0;
  5254. }
  5255. inf2 = skill_get_inf2(sd->skillid);
  5256. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
  5257. int fail_flag = 1;
  5258. if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  5259. fail_flag = 0;
  5260. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
  5261. fail_flag = 0;
  5262. if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
  5263. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5264. fail_flag = 0;
  5265. if(fail_flag) {
  5266. clif_skill_fail(sd,sd->skillid,0,0);
  5267. skill_failed(sd);
  5268. return 0;
  5269. }
  5270. }
  5271. if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
  5272. {
  5273. clif_skill_fail(sd,sd->skillid,0,0);
  5274. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5275. skill_check_condition(sd,1);
  5276. skill_failed(sd);
  5277. return 0;
  5278. }
  5279. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5280. skill_failed(sd);
  5281. return 0;
  5282. }
  5283. if(battle_config.pc_skill_log)
  5284. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5285. pc_stop_walking(sd,0);
  5286. if (sd->skillid == SA_MAGICROD)
  5287. delay = 0;
  5288. else
  5289. delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5290. sd->canact_tick = tick + delay;
  5291. if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
  5292. sd->canmove_tick = tick + delay;
  5293. if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
  5294. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5295. else
  5296. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5297. if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
  5298. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5299. //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5300. sd->skillid = sd->skilllv = -1;
  5301. sd->skilltarget = 0;
  5302. return 0;
  5303. #undef skill_failed
  5304. }
  5305. /*---------------------------------------------------------------------------- */
  5306. /*==========================================
  5307. * スキル使用?i詠?・完了?A?�?且w定?j
  5308. *------------------------------------------
  5309. */
  5310. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5311. {
  5312. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  5313. int delay,maxcount;
  5314. nullpo_retr(0, sd);
  5315. //Code cleanup.
  5316. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
  5317. if( sd->skilltimer != tid )
  5318. { /* タイマIDの確認 */
  5319. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
  5320. sd->skilltimer = -1;
  5321. return 0;
  5322. }
  5323. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
  5324. status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
  5325. sd->skilltimer=-1;
  5326. if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
  5327. { // skill has failed after starting casting
  5328. return 0;
  5329. }
  5330. if (!battle_config.pc_skill_reiteration &&
  5331. skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
  5332. skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5333. clif_skill_fail(sd,sd->skillid,0,0);
  5334. skill_failed(sd);
  5335. return 0;
  5336. }
  5337. if (battle_config.pc_skill_nofootset &&
  5338. skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
  5339. skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5340. clif_skill_fail(sd,sd->skillid,0,0);
  5341. skill_failed(sd);
  5342. return 0;
  5343. }
  5344. if(battle_config.pc_land_skill_limit) {
  5345. maxcount = skill_get_maxcount(sd->skillid);
  5346. if(maxcount > 0) {
  5347. int i,c;
  5348. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5349. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  5350. c++;
  5351. }
  5352. if(c >= maxcount) {
  5353. clif_skill_fail(sd,sd->skillid,0,0);
  5354. skill_failed(sd);
  5355. return 0;
  5356. }
  5357. }
  5358. }
  5359. if(tid != -1)
  5360. { //Avoid double checks on instant cast skills. [Skotlex]
  5361. if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
  5362. {
  5363. skill_failed(sd);
  5364. return 0;
  5365. }
  5366. if(!check_distance_blxy(&sd->bl, sd->skillx, sd->skilly, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range)) {
  5367. clif_skill_fail(sd,sd->skillid,0,0);
  5368. if(battle_config.skill_out_range_consume) //Consume items anyway.
  5369. skill_check_condition(sd,1);
  5370. skill_failed(sd);
  5371. return 0;
  5372. }
  5373. }
  5374. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5375. skill_failed(sd);
  5376. return 0;
  5377. }
  5378. if(battle_config.pc_skill_log)
  5379. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5380. pc_stop_walking(sd,0);
  5381. delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5382. sd->canact_tick = tick + delay;
  5383. if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
  5384. sd->canmove_tick = tick + delay;
  5385. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  5386. if (sd->skillid != AL_WARP)
  5387. sd->skillid = sd->skilllv = -1; //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5388. return 0;
  5389. #undef skill_failed
  5390. }
  5391. /*==========================================
  5392. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5393. *------------------------------------------
  5394. */
  5395. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5396. {
  5397. struct map_session_data *sd=NULL;
  5398. struct status_change *sc;
  5399. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  5400. //if(skilllv <= 0) return 0;
  5401. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5402. nullpo_retr(0, src);
  5403. if(src->type==BL_PC)
  5404. sd=(struct map_session_data *)src;
  5405. sc = status_get_sc(src); //Needed for Magic Power checks.
  5406. if (sc && !sc->count)
  5407. sc = NULL; //Unneeded.
  5408. if( skillid != WZ_METEOR &&
  5409. skillid != AM_CANNIBALIZE &&
  5410. skillid != AM_SPHEREMINE &&
  5411. skillid != CR_CULTIVATION &&
  5412. skillid != AC_SHOWER)
  5413. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5414. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  5415. // if (sd && skillnotok(skillid, sd)) // [MouseJstr]
  5416. // return 0;
  5417. switch(skillid)
  5418. {
  5419. case PR_BENEDICTIO: /* ?ケ??~福 */
  5420. skill_area_temp[1] = src->id;
  5421. i = skill_get_splash(skillid, skilllv);
  5422. map_foreachinarea(skill_area_sub,
  5423. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5424. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5425. skill_castend_nodamage_id);
  5426. map_foreachinarea(skill_area_sub,
  5427. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5428. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5429. skill_castend_damage_id);
  5430. break;
  5431. case AC_SHOWER:
  5432. { //One of the few skills that can attack traps.
  5433. i = skill_get_splash(skillid, skilllv);
  5434. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5435. map_foreachinarea (skill_area_sub,
  5436. src->m, x-i, y-i, x+i, y+i, BL_CHAR|BL_SKILL,
  5437. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5438. skill_castend_damage_id);
  5439. }
  5440. break;
  5441. case BS_HAMMERFALL:
  5442. i = skill_get_splash(skillid, skilllv);
  5443. map_foreachinarea (skill_area_sub,
  5444. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5445. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5446. skill_castend_nodamage_id);
  5447. break;
  5448. case HT_DETECTING: /* ディテクティング */
  5449. i = skill_get_splash(skillid, skilllv);
  5450. map_foreachinarea( status_change_timer_sub,
  5451. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5452. src,status_get_sc(src),SC_SIGHT,tick);
  5453. break;
  5454. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5455. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5456. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5457. case AL_PNEUMA: /* ニュ?マ */
  5458. case WZ_ICEWALL: /* アイスウォ?ル */
  5459. case WZ_FIREPILLAR: /* ファイアピラ? */
  5460. case WZ_QUAGMIRE: /* クァグマイア */
  5461. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5462. case WZ_STORMGUST: /* スト?ムガスト */
  5463. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5464. case PR_SANCTUARY: /* サンクチュアリ */
  5465. case PR_MAGNUS: /* マグヌスエクソシズム */
  5466. case CR_GRANDCROSS: /* グランドク�?ス */
  5467. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5468. case HT_SKIDTRAP: /* スキッドトラップ */
  5469. case HT_LANDMINE: /* ランドマイン */
  5470. case HT_ANKLESNARE: /* アンクルスネア */
  5471. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5472. case HT_SANDMAN: /* サンドマン */
  5473. case HT_FLASHER: /* フラッシャ? */
  5474. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5475. case HT_BLASTMINE: /* ブラストマイン */
  5476. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5477. case AS_VENOMDUST: /* ベノムダスト */
  5478. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5479. case PF_FOGWALL: /* フォグウォ?ル */
  5480. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5481. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5482. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5483. break;
  5484. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5485. skill_clear_unitgroup(src);
  5486. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5487. break;
  5488. case RG_CLEANER: // [Valaris]
  5489. i = skill_get_splash(skillid, skilllv);
  5490. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5491. break;
  5492. case SA_VOLCANO: /* ボルケ?ノ */
  5493. case SA_DELUGE: /* デリュ?ジ */
  5494. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5495. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5496. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5497. break;
  5498. case WZ_METEOR: //�?テオスト?ム
  5499. {
  5500. int flag=0, area = skill_get_splash(skillid, skilllv);
  5501. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5502. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5503. for(i=0;i<2+(skilllv>>1);i++) {
  5504. int j=0;
  5505. do {
  5506. tmpx = x + (rand()%area - area/2);
  5507. tmpy = y + (rand()%area - area/2);
  5508. if(tmpx < 0)
  5509. tmpx = 0;
  5510. else if(tmpx >= map[src->m].xs)
  5511. tmpx = map[src->m].xs - 1;
  5512. if(tmpy < 0)
  5513. tmpy = 0;
  5514. else if(tmpy >= map[src->m].ys)
  5515. tmpy = map[src->m].ys - 1;
  5516. j++;
  5517. } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
  5518. if(j >= 100)
  5519. continue;
  5520. if(!(flag&1)){
  5521. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5522. flag=flag|1;
  5523. }
  5524. if(i > 0)
  5525. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5526. x1 = tmpx;
  5527. y1 = tmpy;
  5528. }
  5529. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5530. }
  5531. break;
  5532. case AL_WARP: /* �??プポ?タル */
  5533. if(sd) {
  5534. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5535. (sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5536. (sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5537. (sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5538. }
  5539. break;
  5540. case MO_BODYRELOCATION:
  5541. if (sd) {
  5542. pc_movepos(sd, x, y, 1);
  5543. pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
  5544. } else if (src->type == BL_MOB) {
  5545. struct mob_data *md = (struct mob_data *)src;
  5546. mob_warp(md, -1, x, y, 0);
  5547. clif_spawnmob(md);
  5548. }
  5549. break;
  5550. case AM_CANNIBALIZE: // バイオプラント
  5551. if(sd) {
  5552. int id;
  5553. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5554. struct mob_data *md;
  5555. // Correct info, don't change any of this! [celest]
  5556. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5557. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5558. md->master_id = sd->bl.id;
  5559. // different levels of HP according to skill level
  5560. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5561. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5562. md->special_state.ai = 1;
  5563. //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]
  5564. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5565. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5566. }
  5567. // 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
  5568. // (attach name of player?)
  5569. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5570. }
  5571. break;
  5572. case AM_SPHEREMINE: // スフィア?マイン
  5573. if(sd){
  5574. int id;
  5575. struct mob_data *md;
  5576. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5577. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5578. md->master_id = sd->bl.id;
  5579. md->hp = 2000 + skilllv * 400;
  5580. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5581. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5582. md->special_state.ai = 2;
  5583. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5584. }
  5585. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5586. }
  5587. break;
  5588. // Slim Pitcher [Celest]
  5589. case CR_SLIMPITCHER:
  5590. {
  5591. if (sd) {
  5592. int i = skilllv%11 - 1;
  5593. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5594. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5595. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5596. clif_skill_fail(sd,skillid,0,0);
  5597. return 1;
  5598. }
  5599. potion_flag = 1;
  5600. potion_hp = 0;
  5601. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5602. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5603. potion_flag = 0;
  5604. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5605. if(potion_hp > 0) {
  5606. i = skill_get_splash(skillid, skilllv);
  5607. map_foreachinarea(skill_area_sub,
  5608. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5609. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5610. skill_castend_nodamage_id);
  5611. }
  5612. }
  5613. }
  5614. break;
  5615. case HW_GANBANTEIN:
  5616. if (rand()%100 < 80) {
  5617. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5618. i = skill_get_splash(skillid, skilllv);
  5619. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5620. } else {
  5621. clif_skill_fail(sd,skillid,0,0);
  5622. return 1;
  5623. }
  5624. break;
  5625. case HW_GRAVITATION:
  5626. {
  5627. struct skill_unit_group *sg;
  5628. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5629. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5630. status_change_start(src,SkillStatusChangeTable[skillid],100,
  5631. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv),0);
  5632. }
  5633. break;
  5634. // Plant Cultivation [Celest]
  5635. case CR_CULTIVATION:
  5636. {
  5637. if (sd) {
  5638. int i = skilllv - 1;
  5639. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5640. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5641. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5642. clif_skill_fail(sd,skillid,0,0);
  5643. return 1;
  5644. }
  5645. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5646. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5647. if (rand()%100 < 50)
  5648. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5649. else
  5650. clif_skill_fail(sd,skillid,0,0);
  5651. }
  5652. }
  5653. break;
  5654. }
  5655. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5656. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5657. return 0;
  5658. }
  5659. /*==========================================
  5660. * スキル使用?i詠?・完了?Amap指定?j
  5661. *------------------------------------------
  5662. */
  5663. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5664. {
  5665. int x=0,y=0;
  5666. nullpo_retr(0, sd);
  5667. //Simplify skill_failed code.
  5668. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->menuskill_id = sd->menuskill_lv = 0; }
  5669. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5670. return 0;
  5671. //Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
  5672. // if(skillnotok(skill_num, sd))
  5673. // return 0;
  5674. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5675. skill_failed(sd);
  5676. return 0;
  5677. }
  5678. //スキルが使えない?態異?峵�
  5679. if(sd->sc.count && (
  5680. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5681. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5682. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5683. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5684. sd->sc.data[SC_DANCING].timer!=-1 ||
  5685. sd->sc.data[SC_BERSERK].timer != -1 ||
  5686. sd->sc.data[SC_MARIONETTE].timer != -1
  5687. ))
  5688. return 0;
  5689. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5690. return 0;
  5691. if (strlen(map) > MAP_NAME_LENGTH-1)
  5692. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5693. if (battle_config.error_log)
  5694. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5695. skill_failed(sd);
  5696. return 0;
  5697. }
  5698. pc_stopattack(sd);
  5699. if(battle_config.pc_skill_log)
  5700. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5701. pc_stop_walking(sd,0);
  5702. if(strcmp(map,"cancel")==0) {
  5703. skill_failed(sd);
  5704. return 0;
  5705. }
  5706. switch(skill_num){
  5707. case AL_TELEPORT: /* テレポ?ト */
  5708. if(strcmp(map,"Random")==0)
  5709. pc_randomwarp(sd,3);
  5710. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5711. pc_setpos(sd,sd->status.save_point.map,
  5712. sd->status.save_point.x,sd->status.save_point.y,3);
  5713. break;
  5714. case AL_WARP: /* �??プポ?タル */
  5715. {
  5716. const struct point *p[4];
  5717. struct skill_unit_group *group;
  5718. int i, lv;
  5719. int maxcount=0;
  5720. unsigned short mapindex;
  5721. mapindex = mapindex_name2id((char*)map);
  5722. if(!mapindex) { //Given map not found?
  5723. clif_skill_fail(sd,skill_num,0,0);
  5724. skill_failed(sd);
  5725. return 0;
  5726. }
  5727. p[0] = &sd->status.save_point;
  5728. p[1] = &sd->status.memo_point[0];
  5729. p[2] = &sd->status.memo_point[1];
  5730. p[3] = &sd->status.memo_point[2];
  5731. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5732. int c;
  5733. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5734. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
  5735. c++;
  5736. }
  5737. if(c >= maxcount) {
  5738. clif_skill_fail(sd,skill_num,0,0);
  5739. skill_failed(sd);
  5740. return 0;
  5741. }
  5742. }
  5743. lv = sd->menuskill_lv;
  5744. if(lv <= 0) return 0;
  5745. for(i=0;i<lv;i++){
  5746. if(mapindex == p[i]->map){
  5747. x=p[i]->x;
  5748. y=p[i]->y;
  5749. break;
  5750. }
  5751. }
  5752. if(x==0 || y==0) { /* 不?ウパケット?H */
  5753. skill_failed(sd);
  5754. return 0;
  5755. }
  5756. //FIXME: What is gonna be done in the case other skills are being used
  5757. //in the middle of this block of code? Something more robust needs be
  5758. //figured out. And what about when you use another ground skill? skillx
  5759. //and skilly are messed up already... [Skotlex]
  5760. sd->skillid = sd->menuskill_id;
  5761. sd->skilllv = sd->menuskill_lv;
  5762. if(!skill_check_condition(sd,3))
  5763. {
  5764. skill_failed(sd);
  5765. return 0;
  5766. }
  5767. if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,lv) > 0) {
  5768. clif_skill_fail(sd,0,0,0);
  5769. skill_failed(sd);
  5770. return 0;
  5771. }
  5772. if((group=skill_unitsetting(&sd->bl,skill_num,lv,sd->skillx,sd->skilly,0))==NULL) {
  5773. skill_failed(sd);
  5774. return 0;
  5775. }
  5776. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5777. group->val3 = mapindex;
  5778. // group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
  5779. // memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
  5780. group->val2=(x<<16)|y;
  5781. }
  5782. break;
  5783. }
  5784. sd->menuskill_id = sd->menuskill_lv = 0;
  5785. return 0;
  5786. #undef skill_failed
  5787. }
  5788. /*==========================================
  5789. * Initializes and sets a ground skill.
  5790. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5791. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5792. *------------------------------------------
  5793. */
  5794. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5795. {
  5796. struct skill_unit_group *group;
  5797. int i,limit,val1=0,val2=0,val3=0;
  5798. int count=0;
  5799. int target,interval,range,unit_flag;
  5800. struct skill_unit_layout *layout;
  5801. struct status_change *sc;
  5802. int active_flag=1;
  5803. nullpo_retr(0, src);
  5804. limit = skill_get_time(skillid,skilllv);
  5805. range = skill_get_unit_range(skillid);
  5806. interval = skill_get_unit_interval(skillid);
  5807. target = skill_get_unit_target(skillid);
  5808. unit_flag = skill_get_unit_flag(skillid);
  5809. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5810. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5811. if (sc && !sc->count)
  5812. sc = NULL;
  5813. switch(skillid){ /* ?ン定 */
  5814. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5815. val2=skilllv+1;
  5816. break;
  5817. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5818. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5819. limit = limit*3/2;
  5820. val2=4+skilllv;
  5821. break;
  5822. case AL_WARP: /* �??プポ?タル */
  5823. val1=skilllv+6;
  5824. if(!(flag&1))
  5825. limit=2000;
  5826. active_flag=0;
  5827. break;
  5828. case PR_SANCTUARY: /* サンクチュアリ */
  5829. val1=(skilllv+3)*2;
  5830. val2=(skilllv>6)?777:skilllv*100;
  5831. break;
  5832. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5833. if((flag&1)!=0)
  5834. limit=1000;
  5835. val1=skilllv+2;
  5836. break;
  5837. case WZ_METEOR:
  5838. if (skilllv > skill_get_max(skillid)) //?L範囲�?テオ
  5839. range = 10;
  5840. break;
  5841. case WZ_VERMILION:
  5842. if (skilllv > skill_get_max(skillid)) //?L範囲LOV
  5843. range = 25;
  5844. break;
  5845. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5846. case AM_DEMONSTRATION:
  5847. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall)
  5848. target = BCT_ALL;
  5849. break;
  5850. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5851. val1=skilllv*15+10;
  5852. case HT_SANDMAN: /* サンドマン */
  5853. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5854. case HT_SKIDTRAP: /* スキッドトラップ */
  5855. case HT_LANDMINE: /* ランドマイン */
  5856. case HT_ANKLESNARE: /* アンクルスネア */
  5857. case HT_FLASHER: /* フラッシャ? */
  5858. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5859. case HT_BLASTMINE: /* ブラストマイン */
  5860. if (sc && sc->data[SC_INTOABYSS].timer != -1)
  5861. val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5862. if (map_flag_gvg(src->m))
  5863. limit *= 4; // longer trap times in WOE [celest]
  5864. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5865. && src->type != BL_MOB)
  5866. //Change target to all with the exception of mob traps [Skotlex]
  5867. target = BCT_ALL;
  5868. break;
  5869. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5870. {
  5871. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5872. val1=skilllv*15+10;
  5873. aoe_diameter=skilllv+skilllv%2+5;
  5874. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5875. }
  5876. //No break because we also have to check if we use gemstones. [Skotlex]
  5877. case SA_VOLCANO:
  5878. case SA_DELUGE:
  5879. case SA_VIOLENTGALE:
  5880. {
  5881. struct skill_unit_group *old_sg;
  5882. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5883. {
  5884. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5885. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5886. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5887. if (limit < 0) //This can happen...
  5888. limit = skill_get_time(skillid,skilllv);
  5889. }
  5890. skill_clear_element_field(src);
  5891. }
  5892. break;
  5893. }
  5894. case BA_DISSONANCE:
  5895. case DC_UGLYDANCE:
  5896. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5897. break;
  5898. case BA_WHISTLE:
  5899. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  5900. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  5901. if(src->type == BL_PC){
  5902. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5903. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5904. }
  5905. break;
  5906. case DC_HUMMING:
  5907. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  5908. if(src->type == BL_PC)
  5909. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5910. break;
  5911. case BA_POEMBRAGI:
  5912. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  5913. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  5914. if(src->type == BL_PC){
  5915. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5916. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5917. }
  5918. break;
  5919. case DC_DONTFORGETME:
  5920. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  5921. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  5922. if(src->type == BL_PC){
  5923. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5924. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5925. }
  5926. break;
  5927. case BA_APPLEIDUN:
  5928. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  5929. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  5930. if(src->type == BL_PC){
  5931. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5932. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5933. }
  5934. break;
  5935. case DC_SERVICEFORYOU:
  5936. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  5937. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  5938. if(src->type == BL_PC){
  5939. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5940. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5941. }
  5942. break;
  5943. case BA_ASSASSINCROSS:
  5944. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  5945. if(src->type == BL_PC)
  5946. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5947. break;
  5948. case DC_FORTUNEKISS:
  5949. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  5950. if(src->type == BL_PC)
  5951. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5952. break;
  5953. case BD_LULLABY:
  5954. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5955. break;
  5956. case BD_DRUMBATTLEFIELD:
  5957. val1 = (skilllv+1)*25; //Watk increase
  5958. val2 = (skilllv+1)*2; //Def increase
  5959. break;
  5960. case BD_RINGNIBELUNGEN:
  5961. val1 = (skilllv+2)*25; //Watk increase
  5962. break;
  5963. case BD_SIEGFRIED:
  5964. val1 = 55 + skilllv*5; //Elemental Resistance
  5965. val2 = skilllv*10; //Status ailment resistance
  5966. break;
  5967. case BD_ETERNALCHAOS:
  5968. break;
  5969. case PF_FOGWALL: /* フォグウォ?ル */
  5970. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  5971. break;
  5972. case RG_GRAFFITI: /* Graffiti */
  5973. count=1; // Leave this at 1 [Valaris]
  5974. break;
  5975. }
  5976. if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
  5977. val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
  5978. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  5979. skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
  5980. group->limit=limit;
  5981. group->val1=val1;
  5982. group->val2=val2;
  5983. group->val3=val3;
  5984. group->target_flag=target;
  5985. group->bl_flag= skill_get_unit_bl_target(skillid);
  5986. group->interval=interval;
  5987. if(skillid==HT_TALKIEBOX ||
  5988. skillid==RG_GRAFFITI){
  5989. group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
  5990. if(group->valstr==NULL){
  5991. ShowFatalError("skill_castend_map: out of memory !\n");
  5992. exit(1);
  5993. }
  5994. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  5995. }
  5996. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  5997. val1=skilllv;
  5998. val2=0;
  5999. limit=group->limit;
  6000. for(i=0;i<layout->count;i++){
  6001. struct skill_unit *unit;
  6002. int ux,uy,alive=1;
  6003. ux = x + layout->dx[i];
  6004. uy = y + layout->dy[i];
  6005. switch (skillid) {
  6006. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6007. val2=group->val2;
  6008. break;
  6009. case WZ_ICEWALL: /* アイスウォ?ル */
  6010. if(skilllv <= 1)
  6011. val1 = 500;
  6012. else
  6013. val1 = 200 + 200*skilllv;
  6014. break;
  6015. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6016. ux+=(i%5-2);
  6017. uy+=(i/5-2);
  6018. break;
  6019. }
  6020. //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
  6021. if(range<=0)
  6022. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6023. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6024. alive = 0;
  6025. if (alive && battle_config.skill_wall_check) {
  6026. //Check if there's a path between cell and center of casting.
  6027. struct walkpath_data wpd;
  6028. if (path_search(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
  6029. alive = 0;
  6030. }
  6031. if(alive && skillid == WZ_ICEWALL) {
  6032. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6033. alive=0;
  6034. else {
  6035. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6036. if(val2==5 || val2==1)
  6037. alive=0;
  6038. else
  6039. clif_changemapcell(src->m,ux,uy,5,0);
  6040. }
  6041. }
  6042. if(alive){
  6043. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6044. unit->val1=val1;
  6045. unit->val2=val2;
  6046. unit->limit=limit;
  6047. unit->range=range;
  6048. if (range==0 && active_flag)
  6049. map_foreachincell(skill_unit_effect,unit->bl.m,
  6050. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6051. }
  6052. }
  6053. return group;
  6054. }
  6055. /*==========================================
  6056. * スキルユニットの?動イベント
  6057. *------------------------------------------
  6058. */
  6059. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6060. {
  6061. struct skill_unit_group *sg;
  6062. struct block_list *ss;
  6063. struct status_change *sc;
  6064. int type;
  6065. nullpo_retr(0, src);
  6066. nullpo_retr(0, bl);
  6067. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6068. return 0;
  6069. nullpo_retr(0, sg=src->group);
  6070. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6071. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6072. return 0; //AoE skills are ineffective. [Skotlex]
  6073. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6074. return 0;
  6075. sc = status_get_sc(bl);
  6076. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6077. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6078. type = SkillStatusChangeTable[sg->skill_id];
  6079. switch (sg->unit_id) {
  6080. case UNT_SAFETYWALL:
  6081. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6082. if (sc && sc->data[type].timer == -1)
  6083. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit,0);
  6084. break;
  6085. case UNT_PNEUMA:
  6086. if (sc && sc->data[type].timer == -1)
  6087. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
  6088. break;
  6089. case UNT_WARP_WAITING:
  6090. if(bl->type==BL_PC){
  6091. struct map_session_data *sd = (struct map_session_data *)bl;
  6092. if((!sd->chatID || battle_config.chat_warpportal)
  6093. && sd->to_x == src->bl.x && sd->to_y == src->bl.y) {
  6094. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6095. if (--sg->val1<=0 || sg->src_id == bl->id)
  6096. skill_delunitgroup(sg);
  6097. }
  6098. }
  6099. } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  6100. int m = map_mapindex2mapid(sg->val3);
  6101. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6102. }
  6103. break;
  6104. case UNT_QUAGMIRE:
  6105. if(sc && sc->data[type].timer==-1)
  6106. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
  6107. break;
  6108. case UNT_VOLCANO:
  6109. case UNT_DELUGE:
  6110. case UNT_VIOLENTGALE:
  6111. if(sc && sc->data[type].timer==-1)
  6112. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6113. skill_get_time2(sg->skill_id,sg->skill_lv),0);
  6114. break;
  6115. case UNT_RICHMANKIM:
  6116. case UNT_ETERNALCHAOS:
  6117. case UNT_DRUMBATTLEFIELD:
  6118. case UNT_RINGNIBELUNGEN:
  6119. case UNT_ROKISWEIL:
  6120. case UNT_INTOABYSS:
  6121. case UNT_SIEGFRIED:
  6122. //Needed to check when a dancer/bard leaves their ensemble area.
  6123. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6124. return sg->skill_id;
  6125. if (sc && sc->data[type].timer==-1)
  6126. status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
  6127. break;
  6128. case UNT_WHISTLE:
  6129. case UNT_ASSASSINCROSS:
  6130. case UNT_POEMBRAGI:
  6131. case UNT_APPLEIDUN:
  6132. case UNT_HUMMING:
  6133. case UNT_DONTFORGETME:
  6134. case UNT_FORTUNEKISS:
  6135. case UNT_SERVICEFORYOU:
  6136. case UNT_HERMODE:
  6137. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6138. return 0;
  6139. if (sc && sc->data[type].timer==-1)
  6140. status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
  6141. break;
  6142. case UNT_BASILICA:
  6143. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6144. skill_blown(&src->bl,bl,1);
  6145. break;
  6146. case UNT_FOGWALL:
  6147. if (sc && sc->data[type].timer==-1)
  6148. {
  6149. status_change_start (bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit, 0);
  6150. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6151. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6152. }
  6153. break;
  6154. case UNT_GRAVITATION:
  6155. if (sc && sc->data[type].timer==-1)
  6156. status_change_start(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit,0);
  6157. break;
  6158. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6159. src->val1 = 0;
  6160. if(src->limit + sg->tick > tick + 700)
  6161. src->limit = DIFF_TICK(tick+700,sg->tick);
  6162. break;
  6163. case UNT_GOSPEL:
  6164. if (sg->src_id != bl->id && sc && sc->data[type].timer==-1
  6165. && battle_check_target(ss,bl,BCT_PARTY)>0)
  6166. //Start Gospel Effect to prevent item usage affects party only. [Skotlex]
  6167. status_change_start(bl,type,100,sg->skill_lv,0,0,BCT_ALL,sg->limit,0);
  6168. break;
  6169. }
  6170. return sg->skill_id;
  6171. }
  6172. /*==========================================
  6173. * スキルユニットの発動イベント(タイマ?[発動)
  6174. *------------------------------------------
  6175. */
  6176. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6177. {
  6178. struct skill_unit_group *sg;
  6179. struct block_list *ss;
  6180. struct map_session_data *sd = NULL;
  6181. int splash_count=0;
  6182. struct status_change *tsc, *sc;
  6183. struct skill_unit_group_tickset *ts;
  6184. int type;
  6185. int diff=0;
  6186. nullpo_retr(0, src);
  6187. nullpo_retr(0, bl);
  6188. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6189. return 0;
  6190. nullpo_retr(0, sg=src->group);
  6191. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6192. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6193. sc = status_get_sc(ss); //For magic power.
  6194. tsc = status_get_sc(bl);
  6195. type = SkillStatusChangeTable[sg->skill_id];
  6196. if (sg->interval == -1 && (sg->unit_id == UNT_ANKLESNARE || sg->unit_id == UNT_SPIDERWEB || sg->unit_id == UNT_FIREPILLAR_ACTIVE))
  6197. //Ok, this case only happens with Ankle Snare/Spider Web (only skills that sets its interval to -1),
  6198. //and only happens when more than one target is stepping on the trap at the moment it was triggered
  6199. //(yet only the first mob standing on the trap will be captured) [Skotlex]
  6200. return 0;
  6201. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6202. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6203. diff = DIFF_TICK(tick,ts->tick);
  6204. if (diff < 0)
  6205. return 0;
  6206. ts->tick = tick+sg->interval;
  6207. // GXは?dなっていたら3HITしない
  6208. if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6209. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6210. }
  6211. //Temporarily set magic power to have it take effect. [Skotlex]
  6212. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6213. {
  6214. if (sd)
  6215. { //This is needed since we are not going to recall status_calc_pc...
  6216. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6217. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6218. } else
  6219. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6220. }
  6221. switch (sg->unit_id) {
  6222. case UNT_FIREWALL:
  6223. {
  6224. int count=0, t_ele = status_get_elem_type(bl);
  6225. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
  6226. //This is the best Aegis approximation we can do without
  6227. //changing the minimum skill unit interval. [Skotlex]
  6228. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6229. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6230. } else {
  6231. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6232. src->val2--;
  6233. }
  6234. if (src->val2<=0)
  6235. skill_delunit(src);
  6236. break;
  6237. }
  6238. case UNT_SANCTUARY:
  6239. {
  6240. int race = status_get_race(bl);
  6241. if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
  6242. if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
  6243. // reduce healing count if this was meant for damaging [hekate]
  6244. sg->val1 -= 2;
  6245. }
  6246. } else {
  6247. int heal = sg->val2;
  6248. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6249. break;
  6250. if (status_isimmune(bl))
  6251. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6252. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6253. battle_heal(NULL, bl, heal, 0, 0);
  6254. if (diff >= 500)
  6255. sg->val1--; // ?V規に入ったユニットだけカウント
  6256. }
  6257. if (sg->val1 <= 0)
  6258. skill_delunitgroup(sg);
  6259. break;
  6260. }
  6261. case UNT_MAGNUS:
  6262. {
  6263. int race = status_get_race(bl);
  6264. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
  6265. break;
  6266. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6267. src->val2++;
  6268. break;
  6269. }
  6270. case UNT_MAGIC_SKILLS:
  6271. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6272. break;
  6273. case UNT_FIREPILLAR_WAITING:
  6274. skill_delunit(src);
  6275. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6276. break;
  6277. case UNT_FIREPILLAR_ACTIVE:
  6278. map_foreachinrange(skill_attack_area,bl,
  6279. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6280. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6281. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6282. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6283. break;
  6284. case UNT_SKIDTRAP:
  6285. {
  6286. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6287. sg->unit_id = UNT_USED_TRAPS;
  6288. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6289. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6290. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6291. }
  6292. break;
  6293. case UNT_ANKLESNARE:
  6294. if(sg->val2==0 && tsc && tsc->data[SC_ANKLE].timer==-1){
  6295. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6296. battle_stopwalking(bl,1);
  6297. status_change_start(bl,SC_ANKLE,100,sg->skill_lv,0,0,0,sec,0);
  6298. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6299. clif_fixpos(bl);
  6300. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6301. // 01AC: long ID
  6302. // Indicates that an object is trapped, but ID is not a
  6303. // valid monster or player ID.
  6304. sg->limit=DIFF_TICK(tick,sg->tick)+sec;
  6305. sg->val2=bl->id;
  6306. sg->interval = -1;
  6307. src->range = 0;
  6308. }
  6309. break;
  6310. case UNT_VENOMDUST:
  6311. if(tsc && tsc->data[type].timer==-1 )
  6312. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6313. break;
  6314. case UNT_LANDMINE:
  6315. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6316. sg->unit_id = UNT_USED_TRAPS;
  6317. clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
  6318. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6319. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6320. break;
  6321. case UNT_BLASTMINE:
  6322. case UNT_SHOCKWAVE:
  6323. case UNT_SANDMAN:
  6324. case UNT_FLASHER:
  6325. case UNT_FREEZINGTRAP:
  6326. case UNT_CLAYMORETRAP:
  6327. map_foreachinrange(skill_count_target,&src->bl,
  6328. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6329. &src->bl,&splash_count);
  6330. map_foreachinrange(skill_trap_splash,&src->bl,
  6331. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6332. &src->bl,tick,splash_count);
  6333. sg->unit_id = UNT_USED_TRAPS;
  6334. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6335. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6336. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6337. break;
  6338. case UNT_TALKIEBOX:
  6339. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6340. break;
  6341. if (sg->val2 == 0){
  6342. clif_talkiebox(&src->bl, sg->valstr);
  6343. sg->unit_id = UNT_USED_TRAPS;
  6344. clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
  6345. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6346. sg->val2 = -1; //踏んだ
  6347. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6348. }
  6349. break;
  6350. case UNT_LULLABY:
  6351. if (ss->id == bl->id)
  6352. break;
  6353. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6354. break;
  6355. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6356. if (ss->id == bl->id)
  6357. break;
  6358. if (bl->type == BL_PC)
  6359. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6360. break;
  6361. case UNT_DISSONANCE:
  6362. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6363. break;
  6364. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6365. {
  6366. int heal;
  6367. if (sg->src_id == bl->id)
  6368. break;
  6369. heal = sg->val2;
  6370. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6371. battle_heal(NULL, bl, heal, 0, 0);
  6372. break;
  6373. }
  6374. case UNT_DEMONSTRATION:
  6375. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6376. break;
  6377. case UNT_GOSPEL:
  6378. if (rand()%100 > sg->skill_lv*10)
  6379. break;
  6380. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6381. int i = rand()%13; // Positive buff count
  6382. switch (i)
  6383. {
  6384. case 0: // Heal 1~9999 HP
  6385. {
  6386. int heal = rand() %9999+1;
  6387. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6388. battle_heal(NULL,bl,heal,0,0);
  6389. }
  6390. break;
  6391. case 1: // End all negative status
  6392. status_change_clear_debuffs (bl);
  6393. break;
  6394. case 2: // Level 10 Blessing
  6395. status_change_start(bl,SC_BLESSING,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6396. break;
  6397. case 3: // Level 10 Increase AGI
  6398. status_change_start(bl,SC_INCREASEAGI,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6399. break;
  6400. case 4: // Enchant weapon with Holy element
  6401. status_change_start(bl,SC_ASPERSIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6402. break;
  6403. case 5: // Enchant armor with Holy element
  6404. status_change_start(bl,SC_BENEDICTIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6405. break;
  6406. case 6: // MaxHP +100%
  6407. status_change_start(bl,SC_INCMHPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6408. break;
  6409. case 7: // MaxSP +100%
  6410. status_change_start(bl,SC_INCMSPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6411. break;
  6412. case 8: // All stats +20
  6413. status_change_start(bl,SC_INCALLSTATUS,100,20,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6414. break;
  6415. case 9: // DEF +25%
  6416. status_change_start(bl,SC_INCDEFRATE,100,25,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6417. break;
  6418. case 10: // ATK +100%
  6419. status_change_start(bl,SC_INCATKRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6420. break;
  6421. case 11: // HIT/Flee +50
  6422. status_change_start(bl,SC_INCHIT,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6423. status_change_start(bl,SC_INCFLEE,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6424. break;
  6425. case 12: // Immunity to all status
  6426. status_change_start(bl,SC_SCRESIST,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6427. break;
  6428. }
  6429. }
  6430. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6431. int i = rand()%9; // Negative buff count
  6432. switch (i)
  6433. {
  6434. case 0: // Deal 1~9999 damage
  6435. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6436. break;
  6437. case 1: // Curse
  6438. status_change_start(bl,SC_CURSE,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6439. break;
  6440. case 2: // Blind
  6441. status_change_start(bl,SC_BLIND,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6442. break;
  6443. case 3: // Poison
  6444. status_change_start(bl,SC_POISON,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6445. break;
  6446. case 4: // Level 10 Provoke
  6447. status_change_start(bl,SC_PROVOKE,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6448. break;
  6449. case 5: // DEF -100%
  6450. status_change_start(bl,SC_INCDEFRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6451. break;
  6452. case 6: // ATK -100%
  6453. status_change_start(bl,SC_INCATKRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6454. break;
  6455. case 7: // Flee -100%
  6456. status_change_start(bl,SC_INCFLEERATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6457. break;
  6458. case 8: // Speed/ASPD -25%
  6459. status_change_start(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6460. break;
  6461. }
  6462. }
  6463. break;
  6464. case UNT_SPIDERWEB:
  6465. if(sg->val2==0 && (!tsc || tsc->data[type].timer==-1 )){
  6466. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  6467. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6468. clif_fixpos(bl);
  6469. sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv);
  6470. sg->val2=bl->id;
  6471. sg->interval = -1;
  6472. src->range = 0;
  6473. }
  6474. break;
  6475. case UNT_GRAVITATION:
  6476. if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
  6477. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
  6478. break;
  6479. }
  6480. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6481. { //Unset Magic Power.
  6482. if (sd)
  6483. {
  6484. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6485. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6486. } else
  6487. sc->data[SC_MAGICPOWER].timer = -1;
  6488. }
  6489. if (bl->type == BL_MOB && ss != bl) { /* スキル使用?�?のMOBスキル */
  6490. struct mob_data *md = (struct mob_data *)bl;
  6491. if (!md) return 0;
  6492. if (battle_config.mob_changetarget_byskill == 1) {
  6493. int target = md->target_id;
  6494. if (ss->type == BL_PC)
  6495. md->target_id = ss->id;
  6496. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6497. md->target_id = target;
  6498. } else
  6499. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6500. }
  6501. return sg->skill_id;
  6502. }
  6503. /*==========================================
  6504. * スキルユニットから離?する(もしくはしている)?�?�
  6505. *------------------------------------------
  6506. */
  6507. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6508. {
  6509. struct skill_unit_group *sg;
  6510. struct status_change *sc;
  6511. int type;
  6512. nullpo_retr(0, src);
  6513. nullpo_retr(0, bl);
  6514. nullpo_retr(0, sg=src->group);
  6515. sc = status_get_sc(bl);
  6516. if (sc && !sc->count)
  6517. sc = NULL;
  6518. type = SkillStatusChangeTable[sg->skill_id];
  6519. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6520. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6521. return 0;
  6522. switch(sg->unit_id){
  6523. case UNT_SAFETYWALL:
  6524. if (sc && sc->data[type].timer!=-1)
  6525. status_change_end(bl,type,-1);
  6526. break;
  6527. case UNT_ANKLESNARE:
  6528. {
  6529. struct block_list *target = map_id2bl(sg->val2);
  6530. if(target && target == bl){
  6531. status_change_end(bl,SC_ANKLE,-1);
  6532. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6533. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6534. }
  6535. else
  6536. return 0;
  6537. break;
  6538. }
  6539. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6540. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6541. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6542. status_change_end(bl,type,-1);
  6543. break;
  6544. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6545. {
  6546. struct block_list *target = map_id2bl(sg->val2);
  6547. if (target && target==bl)
  6548. {
  6549. status_change_end(bl,SC_SPIDERWEB,-1);
  6550. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6551. }
  6552. break;
  6553. }
  6554. }
  6555. return sg->skill_id;
  6556. }
  6557. /*==========================================
  6558. * Triggered when a char steps out of a skill group [Skotlex]
  6559. *------------------------------------------
  6560. */
  6561. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6562. {
  6563. struct status_change *sc;
  6564. int type;
  6565. sc = status_get_sc(bl);
  6566. if (sc && !sc->count)
  6567. sc = NULL;
  6568. type = SkillStatusChangeTable[skill_id];
  6569. switch (skill_id)
  6570. {
  6571. case WZ_QUAGMIRE:
  6572. if (bl->type==BL_MOB)
  6573. break;
  6574. if (sc && sc->data[type].timer != -1)
  6575. status_change_end(bl, type, -1);
  6576. break;
  6577. case BD_RICHMANKIM:
  6578. case BD_ETERNALCHAOS:
  6579. case BD_DRUMBATTLEFIELD:
  6580. case BD_RINGNIBELUNGEN:
  6581. case BD_ROKISWEIL:
  6582. case BD_INTOABYSS:
  6583. case BD_SIEGFRIED:
  6584. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6585. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6586. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6587. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6588. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6589. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6590. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6591. skill_stop_dancing(bl);
  6592. }
  6593. case MG_SAFETYWALL:
  6594. case AL_PNEUMA:
  6595. case SA_VOLCANO:
  6596. case SA_DELUGE:
  6597. case SA_VIOLENTGALE:
  6598. case CG_HERMODE:
  6599. case HW_GRAVITATION:
  6600. if (sc && sc->data[type].timer != -1)
  6601. status_change_end(bl, type, -1);
  6602. break;
  6603. case BA_POEMBRAGI:
  6604. case BA_WHISTLE:
  6605. case BA_ASSASSINCROSS:
  6606. case BA_APPLEIDUN:
  6607. case DC_HUMMING:
  6608. case DC_DONTFORGETME:
  6609. case DC_FORTUNEKISS:
  6610. case DC_SERVICEFORYOU:
  6611. if (sc && sc->data[type].timer != -1)
  6612. {
  6613. delete_timer(sc->data[type].timer, status_change_timer);
  6614. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6615. //not possible on our current implementation.
  6616. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6617. }
  6618. break;
  6619. case PF_FOGWALL:
  6620. if (sc && sc->data[type].timer != -1)
  6621. {
  6622. status_change_end(bl,type,-1);
  6623. if (sc->data[SC_BLIND].timer!=-1)
  6624. {
  6625. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6626. status_change_end(bl, SC_BLIND, -1);
  6627. else {
  6628. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6629. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6630. }
  6631. }
  6632. }
  6633. break;
  6634. case UNT_GOSPEL:
  6635. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6636. status_change_end(bl, type, -1);
  6637. break;
  6638. }
  6639. return skill_id;
  6640. }
  6641. /*==========================================
  6642. * Invoked when a unit cell has been placed/removed/deleted.
  6643. * flag values:
  6644. * flag&1: Invoke onplace function (otherwise invoke onout)
  6645. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6646. *------------------------------------------
  6647. */
  6648. int skill_unit_effect(struct block_list *bl,va_list ap)
  6649. {
  6650. struct skill_unit *unit;
  6651. struct skill_unit_group *group;
  6652. int flag;
  6653. unsigned int tick;
  6654. nullpo_retr(0, bl);
  6655. nullpo_retr(0, ap);
  6656. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6657. tick = va_arg(ap,unsigned int);
  6658. flag = va_arg(ap,unsigned int);
  6659. if (!unit->alive || bl->prev==NULL)
  6660. return 0;
  6661. nullpo_retr(0, group=unit->group);
  6662. if (flag&1)
  6663. skill_unit_onplace(unit,bl,tick);
  6664. else
  6665. skill_unit_onout(unit,bl,tick);
  6666. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6667. return 0;
  6668. }
  6669. /*==========================================
  6670. * スキルユニットの限界イベント
  6671. *------------------------------------------
  6672. */
  6673. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6674. {
  6675. struct skill_unit_group *sg;
  6676. nullpo_retr(0, src);
  6677. nullpo_retr(0, sg=src->group);
  6678. switch(sg->unit_id){
  6679. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6680. {
  6681. struct skill_unit_group *group=
  6682. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6683. src->bl.x,src->bl.y,1);
  6684. if(group == NULL)
  6685. return 0;
  6686. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6687. group->val3=sg->val3; //as well as the mapindex to warp to.
  6688. }
  6689. break;
  6690. case UNT_ICEWALL: /* アイスウォ?ル */
  6691. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6692. break;
  6693. case UNT_CALLPARTNER: /* あなたに?いたい */
  6694. {
  6695. struct map_session_data *sd = NULL;
  6696. if((sd = map_id2sd(sg->src_id)) == NULL)
  6697. return 0;
  6698. if((sd = pc_get_partner(sd)) == NULL)
  6699. return 0;
  6700. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6701. }
  6702. break;
  6703. }
  6704. return 0;
  6705. }
  6706. /*==========================================
  6707. * スキルユニットのダ�??ジイベント
  6708. *------------------------------------------
  6709. */
  6710. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6711. int damage,unsigned int tick)
  6712. {
  6713. struct skill_unit_group *sg;
  6714. nullpo_retr(0, src);
  6715. nullpo_retr(0, sg=src->group);
  6716. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6717. skill_delunitgroup(sg);
  6718. else
  6719. switch(sg->unit_id){
  6720. case UNT_ICEWALL:
  6721. src->val1-=damage;
  6722. break;
  6723. default:
  6724. damage = 0;
  6725. break;
  6726. }
  6727. return damage;
  6728. }
  6729. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6730. struct block_list *src = va_arg(ap, struct block_list*);
  6731. struct block_list *partner = va_arg(ap, struct block_list*);
  6732. int blowcount = va_arg(ap, int);
  6733. if (bl == src || bl == partner)
  6734. return 0;
  6735. skill_blown(src, bl, blowcount);
  6736. return 1;
  6737. }
  6738. /*==========================================
  6739. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6740. * partner may be null, but src cannot be.
  6741. *------------------------------------------
  6742. */
  6743. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6744. {
  6745. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6746. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6747. map_foreachinrange(skill_moonlit_sub,src,
  6748. skill_get_splash(CG_MOONLIT, skilllv),
  6749. BL_CHAR,src,partner,blowcount);
  6750. if(partner)
  6751. map_foreachinrange(skill_moonlit_sub,partner,
  6752. skill_get_splash(CG_MOONLIT, skilllv),
  6753. BL_CHAR,src,partner,blowcount);
  6754. status_change_start(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000,0);
  6755. status_change_start(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
  6756. if (partner) {
  6757. status_change_start(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000,0);
  6758. status_change_start(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
  6759. }
  6760. }
  6761. /*==========================================
  6762. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6763. *------------------------------------------
  6764. */
  6765. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6766. {
  6767. int *c, skillid;
  6768. struct block_list *src;
  6769. struct map_session_data *sd;
  6770. struct map_session_data *tsd;
  6771. int *p_sd; //Contains the list of characters found.
  6772. unsigned int tick = gettick();
  6773. nullpo_retr(0, bl);
  6774. nullpo_retr(0, ap);
  6775. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6776. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6777. nullpo_retr(0, sd=(struct map_session_data*)src);
  6778. c=va_arg(ap,int *);
  6779. p_sd = va_arg(ap, int *);
  6780. skillid = va_arg(ap,int);
  6781. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6782. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6783. if (bl == src)
  6784. return 0;
  6785. if(pc_isdead(tsd))
  6786. return 0;
  6787. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6788. return 0;
  6789. switch(skillid)
  6790. {
  6791. case PR_BENEDICTIO: /* ?ケ??~福 */
  6792. {
  6793. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6794. dir = (status_get_dir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6795. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6796. && sd->status.sp >= 10)
  6797. p_sd[(*c)++]=tsd->bl.id;
  6798. return 1;
  6799. }
  6800. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6801. {
  6802. int skilllv;
  6803. if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
  6804. return 0;
  6805. if (sd->status.sex != tsd->status.sex &&
  6806. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6807. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6808. (tsd->weapontype1==13 || tsd->weapontype1==14) &&
  6809. sd->status.party_id && tsd->status.party_id &&
  6810. sd->status.party_id == tsd->status.party_id &&
  6811. tsd->sc.data[SC_DANCING].timer == -1)
  6812. {
  6813. p_sd[(*c)++]=tsd->bl.id;
  6814. return skilllv;
  6815. } else {
  6816. return 0;
  6817. }
  6818. }
  6819. break;
  6820. }
  6821. return 0;
  6822. }
  6823. /*==========================================
  6824. * Checks and stores partners for ensemble skills [Skotlex]
  6825. *------------------------------------------
  6826. */
  6827. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6828. {
  6829. static int c=0;
  6830. static int p_sd[2] = { 0, 0 };
  6831. int i;
  6832. if (cast_flag)
  6833. { //Execute the skill on the partners.
  6834. struct map_session_data* tsd;
  6835. switch (skill_id)
  6836. {
  6837. case PR_BENEDICTIO:
  6838. for (i = 0; i < c; i++)
  6839. {
  6840. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6841. pc_damage_sp(tsd, 10, 0);
  6842. }
  6843. return c;
  6844. case CG_MOONLIT:
  6845. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6846. {
  6847. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6848. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6849. tsd->skillid_dance = tsd->skillid = skill_id;
  6850. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6851. }
  6852. return c;
  6853. default: //Warning: Assuming Ensemble skills here (for speed)
  6854. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6855. {
  6856. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6857. status_change_start(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000,0);
  6858. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6859. tsd->skillid_dance = tsd->skillid = skill_id;
  6860. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6861. }
  6862. return c;
  6863. }
  6864. }
  6865. //Else: new search for partners.
  6866. c = 0;
  6867. memset (p_sd, 0, sizeof(p_sd));
  6868. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6869. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6870. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6871. *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.
  6872. return c;
  6873. }
  6874. /*==========================================
  6875. * 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)
  6876. *------------------------------------------
  6877. */
  6878. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6879. {
  6880. int *c,src_id=0,mob_class=0;
  6881. struct mob_data *md;
  6882. nullpo_retr(0, bl);
  6883. nullpo_retr(0, ap);
  6884. nullpo_retr(0, md=(struct mob_data*)bl);
  6885. nullpo_retr(0, src_id=va_arg(ap,int));
  6886. nullpo_retr(0, mob_class=va_arg(ap,int));
  6887. nullpo_retr(0, c=va_arg(ap,int *));
  6888. if(md->class_==mob_class && md->master_id==src_id)
  6889. (*c)++;
  6890. return 0;
  6891. }
  6892. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6893. {
  6894. struct npc_data *nd;
  6895. nd=(struct npc_data*)bl;
  6896. if (nd->bl.subtype == WARP)
  6897. return 1;
  6898. return 0;
  6899. }
  6900. /*==========================================
  6901. * スキル使用?�??i?で使用失敗?j
  6902. *------------------------------------------
  6903. */
  6904. int skill_check_condition(struct map_session_data *sd,int type)
  6905. {
  6906. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  6907. int index[10],itemid[10],amount[10];
  6908. int arrow_flag = 0;
  6909. int force_gem_flag = 0;
  6910. int delitem_flag = 1, checkitem_flag = 1;
  6911. nullpo_retr(0, sd);
  6912. if( battle_config.gm_skilluncond>0 &&
  6913. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6914. sd->skillitem != sd->skillid)
  6915. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6916. sd->skillitem = sd->skillitemlv = -1;
  6917. return 1;
  6918. }
  6919. if( sd->sc.opt1 ) {
  6920. clif_skill_fail(sd,sd->skillid,0,0);
  6921. sd->skillitem = sd->skillitemlv = -1;
  6922. return 0;
  6923. }
  6924. if(pc_is90overweight(sd)) {
  6925. clif_skill_fail(sd,sd->skillid,9,0);
  6926. sd->skillitem = sd->skillitemlv = -1;
  6927. return 0;
  6928. }
  6929. if (sd->state.abra_flag)
  6930. {
  6931. sd->skillitem = sd->skillitemlv = -1;
  6932. if(type&1) sd->state.abra_flag = 0;
  6933. return 1;
  6934. }
  6935. if (sd->menuskill_id == AM_PHARMACY &&
  6936. (sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
  6937. sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2 || sd->skillid == AM_TWILIGHT3
  6938. )) {
  6939. sd->skillitem = sd->skillitemlv = -1;
  6940. return 0;
  6941. }
  6942. if(sd->skillitem == sd->skillid) { /* アイテムの?�?⊥ウ?�??ャ功 */
  6943. if(!type) //When a target was selected
  6944. { //Consume items that were skipped in pc_use_item [Skotlex]
  6945. if((i = sd->itemindex) == -1 ||
  6946. sd->status.inventory[i].nameid != sd->itemid ||
  6947. sd->inventory_data[i] == NULL ||
  6948. !sd->inventory_data[i]->flag.delay_consume ||
  6949. sd->status.inventory[i].amount < 1
  6950. )
  6951. { //Something went wrong, item exploit?
  6952. sd->itemid = sd->itemindex = -1;
  6953. return 0;
  6954. }
  6955. //Consume
  6956. sd->itemid = sd->itemindex = -1;
  6957. if(sd->skillid == WZ_EARTHSPIKE
  6958. && sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
  6959. ; //Do not consume item.
  6960. else
  6961. pc_delitem(sd,i,1,0);
  6962. }
  6963. if (type&1) //Casting finished
  6964. sd->skillitem = sd->skillitemlv = -1;
  6965. return 1;
  6966. }
  6967. if( sd->sc.opt1 ){
  6968. clif_skill_fail(sd,sd->skillid,0,0);
  6969. return 0;
  6970. }
  6971. if(sd->sc.count){
  6972. if( sd->sc.data[SC_SILENCE].timer!=-1 ||
  6973. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  6974. (sd->sc.data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  6975. sd->sc.data[SC_STEELBODY].timer != -1 ||
  6976. sd->sc.data[SC_BERSERK].timer != -1 ||
  6977. (sd->sc.data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  6978. clif_skill_fail(sd,sd->skillid,0,0);
  6979. return 0; /* ?態異?墲竰セ?など */
  6980. }
  6981. }
  6982. skill = sd->skillid;
  6983. lv = sd->skilllv;
  6984. if (lv <= 0) return 0;
  6985. // for the guild skills [celest]
  6986. if (skill >= 10000 && skill < 10015) skill-= 9500;
  6987. hp = skill_get_hp(skill, lv); /* ?チ費HP */
  6988. sp = skill_get_sp(skill, lv); /* ?チ費SP */
  6989. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6990. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  6991. hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
  6992. sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
  6993. zeny = skill_get_zeny(skill,lv);
  6994. weapon = skill_db[skill].weapon;
  6995. state = skill_db[skill].state;
  6996. spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
  6997. mhp = skill_get_mhp(skill, lv); /* ?チ費HP */
  6998. for(i = 0; i < 10; i++) {
  6999. itemid[i] = skill_db[skill].itemid[i];
  7000. amount[i] = skill_db[skill].amount[i];
  7001. }
  7002. if(mhp > 0)
  7003. hp += (sd->status.max_hp * mhp)/100;
  7004. if(hp_rate > 0)
  7005. hp += (sd->status.hp * hp_rate)/100;
  7006. else
  7007. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7008. if(sp_rate > 0)
  7009. sp += (sd->status.sp * sp_rate)/100;
  7010. else
  7011. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7012. switch(skill) { // Check for cost reductions due to skills & SCs
  7013. case MC_MAMMONITE:
  7014. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7015. zeny -= zeny*10/100;
  7016. break;
  7017. case AL_HOLYLIGHT:
  7018. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7019. sp *= 5;
  7020. break;
  7021. case SL_SMA:
  7022. case SL_STUN:
  7023. case SL_STIN:
  7024. {
  7025. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7026. if(kaina_lv==0 || sd->status.base_level<70)
  7027. break;
  7028. if(sd->status.base_level>=90)
  7029. sp -= sp*7*kaina_lv/100;
  7030. else if(sd->status.base_level>=80)
  7031. sp -= sp*5*kaina_lv/100;
  7032. else if(sd->status.base_level>=70)
  7033. sp -= sp*3*kaina_lv/100;
  7034. }
  7035. break;
  7036. case MO_TRIPLEATTACK:
  7037. case MO_CHAINCOMBO:
  7038. case MO_COMBOFINISH:
  7039. case CH_TIGERFIST:
  7040. case CH_CHAINCRUSH:
  7041. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7042. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7043. break;
  7044. }
  7045. if(sd->dsprate!=100)
  7046. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7047. switch(skill) {
  7048. case SA_CASTCANCEL:
  7049. if(sd->skilltimer == -1) {
  7050. clif_skill_fail(sd,skill,0,0);
  7051. return 0;
  7052. }
  7053. break;
  7054. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7055. case NV_TRICKDEAD: /* 死んだふり */
  7056. case TF_HIDING: /* ハイディング */
  7057. case AS_CLOAKING: /* ク�??キング */
  7058. case CR_AUTOGUARD: /* オ?トガ?ド */
  7059. case CR_DEFENDER: /* ディフェンダ? */
  7060. case ST_CHASEWALK:
  7061. case PA_GOSPEL:
  7062. case CR_SHRINK:
  7063. case TK_RUN:
  7064. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7065. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7066. break;
  7067. case AL_WARP:
  7068. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7069. delitem_flag = 0;
  7070. if(map[sd->bl.m].flag.nowarp) {
  7071. clif_skill_teleportmessage(sd,0);
  7072. return 0;
  7073. }
  7074. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7075. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7076. return 0;
  7077. }
  7078. break;
  7079. case AL_TELEPORT:
  7080. if(map[sd->bl.m].flag.noteleport) {
  7081. clif_skill_teleportmessage(sd,0);
  7082. return 0;
  7083. }
  7084. break;
  7085. case MO_CALLSPIRITS: /* ?功 */
  7086. if(sd->spiritball >= lv) {
  7087. clif_skill_fail(sd,skill,0,0);
  7088. return 0;
  7089. }
  7090. break;
  7091. case CH_SOULCOLLECT: /* 狂?功 */
  7092. if(sd->spiritball >= 5) {
  7093. clif_skill_fail(sd,skill,0,0);
  7094. return 0;
  7095. }
  7096. break;
  7097. case MO_FINGEROFFENSIVE: //指?
  7098. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7099. spiritball = sd->spiritball;
  7100. sd->spiritball_old = sd->spiritball;
  7101. }
  7102. else sd->spiritball_old = lv;
  7103. break;
  7104. case MO_BODYRELOCATION:
  7105. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7106. spiritball = 0;
  7107. break;
  7108. case MO_CHAINCOMBO: //連打?カ
  7109. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7110. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7111. return 0;
  7112. }
  7113. break;
  7114. case MO_COMBOFINISH: //猛龍�?
  7115. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7116. return 0;
  7117. break;
  7118. case CH_TIGERFIST: //伏虎�?
  7119. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7120. return 0;
  7121. break;
  7122. case CH_CHAINCRUSH: //連柱崩?
  7123. if(sd->sc.data[SC_COMBO].timer == -1)
  7124. return 0;
  7125. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7126. return 0;
  7127. break;
  7128. case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
  7129. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7130. // return 0;
  7131. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7132. spiritball--;
  7133. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7134. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7135. spiritball = 4;
  7136. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7137. spiritball = 3;
  7138. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7139. spiritball = sd->spiritball?sd->spiritball:1;
  7140. //It should consume whatever is left as long as it's at least 1.
  7141. }
  7142. break;
  7143. case TK_MISSION: //Does not works on Non-Taekwon
  7144. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7145. clif_skill_fail(sd,skill,0,0);
  7146. return 0;
  7147. }
  7148. break;
  7149. case TK_READYCOUNTER:
  7150. case TK_READYDOWN:
  7151. case TK_READYSTORM:
  7152. case TK_READYTURN:
  7153. case TK_JUMPKICK:
  7154. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7155. //They do not work on Soul Linkers.
  7156. clif_skill_fail(sd,skill,0,0);
  7157. return 0;
  7158. }
  7159. break;
  7160. case TK_TURNKICK:
  7161. case TK_STORMKICK:
  7162. case TK_DOWNKICK:
  7163. case TK_COUNTER:
  7164. if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
  7165. break; //Combo ready.
  7166. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7167. break; //Unlimited Combo
  7168. return 0;
  7169. case BD_ADAPTATION: /* アドリブ */
  7170. {
  7171. struct skill_unit_group *group=NULL;
  7172. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7173. ((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
  7174. clif_skill_fail(sd,skill,0,0);
  7175. return 0;
  7176. }
  7177. }
  7178. break;
  7179. case PR_BENEDICTIO: /* ?ケ??~福 */
  7180. {
  7181. if (!battle_config.player_skill_partner_check)
  7182. break; //No need to do any partner checking [Skotlex]
  7183. if (!(type&1))
  7184. { //Started casting.
  7185. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7186. {
  7187. clif_skill_fail(sd,skill,0,0);
  7188. return 0;
  7189. }
  7190. }
  7191. else
  7192. { //Done casting
  7193. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7194. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7195. }
  7196. }
  7197. break;
  7198. case WE_CALLPARTNER: /* あなたに逢いたい */
  7199. if(!sd->status.partner_id){
  7200. clif_skill_fail(sd,skill,0,0);
  7201. return 0;
  7202. }
  7203. break;
  7204. case AM_CANNIBALIZE: /* バイオプラント */
  7205. case AM_SPHEREMINE: /* スフィア?マイン */
  7206. if(type&1){
  7207. int c=0;
  7208. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7209. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7210. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7211. if(battle_config.pc_land_skill_limit && maxcount>0) {
  7212. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7213. if(c >= maxcount){
  7214. clif_skill_fail(sd,skill,0,0);
  7215. return 0;
  7216. }
  7217. }
  7218. }
  7219. break;
  7220. case MG_FIREWALL: /* ファイア?ウォ?ル */
  7221. case WZ_QUAGMIRE:
  7222. case PF_FOGWALL:
  7223. /* ??ァ限 */
  7224. if(battle_config.pc_land_skill_limit) {
  7225. int maxcount = skill_get_maxcount(skill);
  7226. if(maxcount > 0) {
  7227. int i,c;
  7228. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7229. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7230. c++;
  7231. }
  7232. if(c >= maxcount) {
  7233. clif_skill_fail(sd,skill,0,0);
  7234. return 0;
  7235. }
  7236. }
  7237. }
  7238. break;
  7239. case WZ_FIREPILLAR: // celest
  7240. if (lv <= 5) // no gems required at level 1-5
  7241. itemid[0] = 0;
  7242. if(battle_config.pc_land_skill_limit) {
  7243. int maxcount = skill_get_maxcount(skill);
  7244. if(maxcount > 0) {
  7245. int i,c;
  7246. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7247. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7248. c++;
  7249. }
  7250. if(c >= maxcount) {
  7251. clif_skill_fail(sd,skill,0,0);
  7252. return 0;
  7253. }
  7254. }
  7255. }
  7256. break;
  7257. case SL_SMA:
  7258. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7259. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7260. return 0;
  7261. break;
  7262. // skills require arrows as of 12/07 [celest]
  7263. case HT_POWER:
  7264. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7265. return 0;
  7266. case AC_DOUBLE:
  7267. case AC_SHOWER:
  7268. case AC_CHARGEARROW:
  7269. case BA_MUSICALSTRIKE:
  7270. case DC_THROWARROW:
  7271. case SN_SHARPSHOOTING:
  7272. case CG_ARROWVULCAN:
  7273. arrow_flag = 1; //Venom Knife does not gets the arrow deleted because
  7274. //it gets deleted as part of the skill requirements. [Skotlex]
  7275. case AS_VENOMKNIFE:
  7276. if(sd->equip_index[10] < 0) {
  7277. clif_arrow_fail(sd,0);
  7278. return 0;
  7279. }
  7280. break;
  7281. case RG_BACKSTAP:
  7282. if(sd->status.weapon == 11) {
  7283. if (sd->equip_index[10] < 0) {
  7284. clif_arrow_fail(sd,0);
  7285. return 0;
  7286. }
  7287. arrow_flag = 1;
  7288. }
  7289. break;
  7290. case HW_GANBANTEIN:
  7291. force_gem_flag = 1;
  7292. break;
  7293. case AM_POTIONPITCHER:
  7294. case CR_SLIMPITCHER:
  7295. case MG_STONECURSE:
  7296. case CR_CULTIVATION:
  7297. case SA_FLAMELAUNCHER:
  7298. case SA_FROSTWEAPON:
  7299. case SA_LIGHTNINGLOADER:
  7300. case SA_SEISMICWEAPON:
  7301. delitem_flag = 0;
  7302. break;
  7303. case SA_DELUGE:
  7304. case SA_VOLCANO:
  7305. case SA_VIOLENTGALE:
  7306. case SA_LANDPROTECTOR:
  7307. { //Does not consumes if the skill is already active. [Skotlex]
  7308. struct skill_unit_group *sg;
  7309. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7310. {
  7311. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7312. checkitem_flag = delitem_flag = 0;
  7313. else sg->limit = 0; //Disable it.
  7314. }
  7315. break;
  7316. }
  7317. case CG_HERMODE:
  7318. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7319. skill_get_splash(skill, lv), BL_NPC) < 1)
  7320. {
  7321. clif_skill_fail(sd,skill,0,0);
  7322. return 0;
  7323. }
  7324. break;
  7325. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7326. {
  7327. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7328. int size = range*2+1;
  7329. for (i=0;i<size*size;i++) {
  7330. x = sd->bl.x+(i%size-range);
  7331. y = sd->bl.y+(i/size-range);
  7332. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7333. clif_skill_fail(sd,skill,0,0);
  7334. return 0;
  7335. }
  7336. }
  7337. }
  7338. break;
  7339. case PR_REDEMPTIO:
  7340. {
  7341. int exp;
  7342. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7343. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7344. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7345. return 0;
  7346. }
  7347. break;
  7348. }
  7349. case AM_TWILIGHT2:
  7350. case AM_TWILIGHT3:
  7351. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7352. {
  7353. clif_skill_fail(sd,skill,0,0);
  7354. return 0;
  7355. }
  7356. break;
  7357. //SHOULD BE OPTIMALIZED [Komurka]
  7358. case SG_SUN_WARM:
  7359. if ((sd->bl.m == sd->feel_map[0].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7360. break;
  7361. clif_skill_fail(sd,skill,0,0);
  7362. return 0;
  7363. break;
  7364. case SG_MOON_WARM:
  7365. if ((sd->bl.m == sd->feel_map[1].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7366. break;
  7367. clif_skill_fail(sd,skill,0,0);
  7368. return 0;
  7369. break;
  7370. case SG_STAR_WARM:
  7371. if ((sd->bl.m == sd->feel_map[2].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7372. break;
  7373. clif_skill_fail(sd,skill,0,0);
  7374. return 0;
  7375. break;
  7376. case SG_SUN_COMFORT:
  7377. 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))
  7378. break;
  7379. clif_skill_fail(sd,skill,0,0);
  7380. return 0;
  7381. case SG_MOON_COMFORT:
  7382. 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))
  7383. break;
  7384. clif_skill_fail(sd,skill,0,0);
  7385. return 0;
  7386. case SG_STAR_COMFORT:
  7387. 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))
  7388. break;
  7389. clif_skill_fail(sd,skill,0,0);
  7390. return 0;
  7391. case SG_FUSION:
  7392. if (sd->sc.data[SC_FUSION].timer!=-1)
  7393. return 1;
  7394. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
  7395. break;
  7396. return 0;
  7397. }
  7398. if(!(type&2)){
  7399. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7400. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7401. return 0;
  7402. }
  7403. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7404. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7405. return 0;
  7406. }
  7407. if( zeny>0 && sd->status.zeny < zeny) {
  7408. clif_skill_fail(sd,skill,5,0);
  7409. return 0;
  7410. }
  7411. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7412. clif_skill_fail(sd,skill,6,0);
  7413. return 0;
  7414. }
  7415. if( spiritball > 0 && sd->spiritball < spiritball) {
  7416. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7417. return 0;
  7418. }
  7419. }
  7420. switch(state) {
  7421. case ST_HIDING:
  7422. if(!(sd->sc.option&OPTION_HIDE)) {
  7423. clif_skill_fail(sd,skill,0,0);
  7424. return 0;
  7425. }
  7426. break;
  7427. case ST_CLOAKING:
  7428. if(!pc_iscloaking(sd)) {
  7429. clif_skill_fail(sd,skill,0,0);
  7430. return 0;
  7431. }
  7432. break;
  7433. case ST_HIDDEN:
  7434. if(!pc_ishiding(sd)) {
  7435. clif_skill_fail(sd,skill,0,0);
  7436. return 0;
  7437. }
  7438. break;
  7439. case ST_RIDING:
  7440. if(!pc_isriding(sd)) {
  7441. clif_skill_fail(sd,skill,0,0);
  7442. return 0;
  7443. }
  7444. break;
  7445. case ST_FALCON:
  7446. if(!pc_isfalcon(sd)) {
  7447. clif_skill_fail(sd,skill,0,0);
  7448. return 0;
  7449. }
  7450. break;
  7451. case ST_CART:
  7452. if(!pc_iscarton(sd)) {
  7453. clif_skill_fail(sd,skill,0,0);
  7454. return 0;
  7455. }
  7456. break;
  7457. case ST_SHIELD:
  7458. if(sd->status.shield <= 0) {
  7459. clif_skill_fail(sd,skill,0,0);
  7460. return 0;
  7461. }
  7462. break;
  7463. case ST_SIGHT:
  7464. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7465. clif_skill_fail(sd,skill,0,0);
  7466. return 0;
  7467. }
  7468. break;
  7469. case ST_EXPLOSIONSPIRITS:
  7470. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7471. clif_skill_fail(sd,skill,0,0);
  7472. return 0;
  7473. }
  7474. break;
  7475. case ST_CARTBOOST:
  7476. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7477. clif_skill_fail(sd,skill,0,0);
  7478. return 0;
  7479. }
  7480. break;
  7481. case ST_RECOV_WEIGHT_RATE:
  7482. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7483. clif_skill_fail(sd,skill,0,0);
  7484. return 0;
  7485. }
  7486. break;
  7487. case ST_MOVE_ENABLE:
  7488. {
  7489. struct walkpath_data wpd;
  7490. if(!pc_can_move(sd)) {
  7491. clif_skill_fail(sd,skill,0,0);
  7492. return 0;
  7493. }
  7494. if (skill_get_inf(skill)&INF_GROUND_SKILL && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
  7495. clif_skill_fail(sd,skill,0,0);
  7496. return 0;
  7497. }
  7498. }
  7499. break;
  7500. case ST_WATER:
  7501. //?�?齡サ定
  7502. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7503. if ( (sd->sc.data[SC_DELUGE].timer == -1) &&
  7504. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7505. {
  7506. clif_skill_fail(sd,skill,0,0);
  7507. return 0;
  7508. }
  7509. break;
  7510. }
  7511. if (checkitem_flag) {
  7512. for(i=0;i<10;i++) {
  7513. int x = lv%11 - 1;
  7514. index[i] = -1;
  7515. if(itemid[i] <= 0)
  7516. continue;
  7517. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7518. continue;
  7519. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7520. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7521. continue;
  7522. if((skill == AM_POTIONPITCHER ||
  7523. skill == CR_SLIMPITCHER ||
  7524. skill == CR_CULTIVATION) && i != x)
  7525. continue;
  7526. index[i] = pc_search_inventory(sd,itemid[i]);
  7527. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7528. if(itemid[i] == 716 || itemid[i] == 717)
  7529. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7530. else
  7531. clif_skill_fail(sd,skill,0,0);
  7532. return 0;
  7533. }
  7534. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7535. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7536. }
  7537. }
  7538. if(!(type&1))
  7539. return 1;
  7540. if(delitem_flag) {
  7541. for(i=0;i<10;i++) {
  7542. if(index[i] >= 0)
  7543. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7544. }
  7545. if (arrow_flag && battle_config.arrow_decrement)
  7546. pc_delitem(sd,sd->equip_index[10],1,0);
  7547. }
  7548. if(type&2)
  7549. return 1;
  7550. if(sp > 0) { // SP?チ費
  7551. sd->status.sp-=sp;
  7552. clif_updatestatus(sd,SP_SP);
  7553. }
  7554. if(hp > 0) { // HP?チ費
  7555. sd->status.hp-=hp;
  7556. clif_updatestatus(sd,SP_HP);
  7557. }
  7558. if(zeny > 0) // Zeny?チ費
  7559. pc_payzeny(sd,zeny);
  7560. if(spiritball > 0) // 氣球?チ費
  7561. pc_delspiritball(sd,spiritball,0);
  7562. return 1;
  7563. }
  7564. /*==========================================
  7565. * 詠?・時間計算
  7566. *------------------------------------------
  7567. */
  7568. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
  7569. {
  7570. struct status_change *sc;
  7571. nullpo_retr(0, bl);
  7572. if (!time && bl->type != BL_MOB)
  7573. time = skill_get_cast(skill_id, skill_lv);
  7574. if (bl->type == BL_PC){
  7575. struct map_session_data *sd = (struct map_session_data*)bl;
  7576. nullpo_retr(0, sd);
  7577. // calculate base cast time (reduced by dex)
  7578. if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
  7579. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7580. if (scale > 0) // not instant cast
  7581. time = time * scale / battle_config.castrate_dex_scale;
  7582. else return 0; // instant cast
  7583. }
  7584. // config cast time multiplier
  7585. if (battle_config.cast_rate != 100)
  7586. time = time * battle_config.cast_rate / 100;
  7587. // calculate cast time reduced by card bonuses
  7588. if (sd->castrate != 100)
  7589. time -= time * (100 - sd->castrate) / 100;
  7590. } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
  7591. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7592. if (scale > 0) // not instant cast
  7593. time = time * scale / battle_config.castrate_dex_scale;
  7594. else return 0; // instant cast
  7595. if (battle_config.cast_rate != 100)
  7596. time = time * battle_config.cast_rate / 100;
  7597. }
  7598. // calculate cast time reduced by skill bonuses
  7599. sc = status_get_sc(bl);
  7600. /* サフラギウム */
  7601. if (sc && sc->count) {
  7602. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7603. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7604. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7605. }
  7606. /* ブラギの�? */
  7607. if (sc->data[SC_POEMBRAGI].timer != -1)
  7608. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7609. }
  7610. // return final cast time
  7611. return (time > 0) ? time : 0;
  7612. }
  7613. /*==========================================
  7614. * ディレイ計算
  7615. *------------------------------------------
  7616. */
  7617. int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
  7618. {
  7619. struct status_change *sc;
  7620. nullpo_retr(0, bl);
  7621. if (!time && bl->type != BL_MOB)
  7622. time = skill_get_delay(skill_id, skill_lv);
  7623. if (bl->type == BL_PC){
  7624. struct map_session_data *sd = (struct map_session_data*)bl;
  7625. nullpo_retr(0, sd);
  7626. // instant cast attack skills depend on aspd as delay [celest]
  7627. if (time == 0) {
  7628. if (skill_get_type(skill_id) == BF_WEAPON)
  7629. time = status_get_amotion(bl); //Use attack animation as default delay.
  7630. else
  7631. time = 300; // default delay, according to official servers
  7632. } else if (time < 0)
  7633. time = abs(time) + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7634. if (battle_config.delay_dependon_dex && /* dexの影響を計算する */
  7635. !skill_get_delaynodex(skill_id, skill_lv)) // if skill casttime is allowed to be reduced by dex
  7636. {
  7637. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7638. if (scale < 0)
  7639. scale = 0;
  7640. time = time * scale / battle_config.castrate_dex_scale;
  7641. }
  7642. if (battle_config.delay_rate != 100)
  7643. time = time * battle_config.delay_rate / 100;
  7644. if (sd->delayrate != 100)
  7645. time = time * sd->delayrate / 100;
  7646. if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
  7647. time = battle_config.min_skill_delay_limit;
  7648. }
  7649. /* ブラギの�? */
  7650. sc= status_get_sc(bl);
  7651. if (sc && sc->count) {
  7652. if (sc->data[SC_POEMBRAGI].timer != -1)
  7653. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7654. if (sc->data[SC_SPIRIT].timer != -1)
  7655. switch (skill_id) {
  7656. case CR_SHIELDBOOMERANG:
  7657. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7658. time /=2;
  7659. break;
  7660. case AS_SONICBLOW:
  7661. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7662. time /= 2;
  7663. break;
  7664. }
  7665. }
  7666. return (time > 0) ? time : 0;
  7667. }
  7668. /*==========================================
  7669. * スキル使用?iID指定?j
  7670. *------------------------------------------
  7671. */
  7672. int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
  7673. {
  7674. struct map_session_data* tsd = NULL;
  7675. struct block_list *bl = NULL;
  7676. struct status_change *sc;
  7677. int casttime, forcecast = 0;
  7678. unsigned int tick = gettick();
  7679. nullpo_retr(0, sd);
  7680. if (skill_lv <= 0)
  7681. return 0;
  7682. sc = sd->sc.count?&sd->sc:NULL;
  7683. switch(skill_num)
  7684. { //Check for skills that auto-select target
  7685. case MO_CHAINCOMBO:
  7686. target_id = sd->attacktarget;
  7687. if (sc && sc->data[SC_BLADESTOP].timer != -1){
  7688. if ((bl=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  7689. return 0;
  7690. target_id = bl->id;
  7691. }
  7692. break;
  7693. case MO_COMBOFINISH:
  7694. case CH_CHAINCRUSH:
  7695. case CH_TIGERFIST:
  7696. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  7697. case TK_DOWNKICK:
  7698. case TK_TURNKICK:
  7699. target_id = sd->attacktarget;
  7700. break;
  7701. case TK_JUMPKICK:
  7702. case TK_COUNTER:
  7703. case HT_POWER:
  7704. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  7705. target_id = sc->data[SC_COMBO].val2;
  7706. else if (skill_num == TK_COUNTER) //This one is for Ranking TKers
  7707. target_id = sd->attacktarget;
  7708. else if (skill_num == HT_POWER)
  7709. return 0;
  7710. break;
  7711. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  7712. //
  7713. case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
  7714. if (sc && sc->data[SC_COMBO].timer != -1 &&
  7715. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  7716. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  7717. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  7718. target_id = sd->attacktarget;
  7719. break;
  7720. case WE_MALE:
  7721. case WE_FEMALE:
  7722. if (!sd->status.partner_id)
  7723. return 0;
  7724. tsd = map_charid2sd(sd->status.partner_id);
  7725. bl = (struct block_list *)tsd;
  7726. if (bl)
  7727. target_id = bl->id;
  7728. else
  7729. {
  7730. clif_skill_fail(sd,skill_num,0,0);
  7731. return 0;
  7732. }
  7733. break;
  7734. case WE_CALLBABY:
  7735. tsd = pc_get_child(sd);
  7736. bl = (struct block_list *)tsd;
  7737. if (bl)
  7738. target_id = bl->id;
  7739. else
  7740. {
  7741. clif_skill_fail(sd,skill_num,0,0);
  7742. return 0;
  7743. }
  7744. break;
  7745. }
  7746. if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
  7747. return 0;
  7748. if (bl->type == BL_PC)
  7749. tsd = (struct map_session_data*)bl;
  7750. if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
  7751. return 0;
  7752. if(sd->bl.m != bl->m)
  7753. return 0;
  7754. if(sd->skilltimer != -1 && skill_num != SA_CASTCANCEL) //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
  7755. return 0;
  7756. if(skillnotok(skill_num, sd)) // [MouseJstr]
  7757. return 0;
  7758. if (tsd && (skill_num == ALL_RESURRECTION || skill_num == PR_REDEMPTIO) && !pc_isdead(tsd))
  7759. return 0;
  7760. if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
  7761. return 0;
  7762. if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
  7763. {
  7764. if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  7765. clif_skill_fail(sd,skill_num,0,0);
  7766. return 0;
  7767. }
  7768. //直前のスキルが何か?える必要のあるスキル
  7769. switch (skill_num) {
  7770. case SA_CASTCANCEL:
  7771. if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  7772. sd->skillid_old = sd->skillid;
  7773. sd->skilllv_old = sd->skilllv;
  7774. }
  7775. break;
  7776. case BD_ENCORE: /* アンコ?ル */
  7777. if (!sd->skillid_dance || pc_checkskill(sd, sd->skillid_dance) <= 0) { //Prevent using the dance skill if you no longer have the skill in your tree.
  7778. clif_skill_fail(sd,skill_num,0,0);
  7779. return 0;
  7780. }
  7781. sd->skillid_old = skill_num;
  7782. break;
  7783. case GD_BATTLEORDER:
  7784. case GD_REGENERATION:
  7785. case GD_RESTORE:
  7786. case GD_EMERGENCYCALL:
  7787. {
  7788. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7789. return 0;
  7790. skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
  7791. if (skill_lv <= 0) return 0;
  7792. }
  7793. break;
  7794. case BD_LULLABY: /* 子守歌 */
  7795. case BD_RICHMANKIM: /* ニヨルドの宴 */
  7796. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  7797. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  7798. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  7799. case BD_ROKISWEIL: /* �?キの叫び */
  7800. case BD_INTOABYSS: /* ?[淵の中に */
  7801. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  7802. case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
  7803. {
  7804. if (battle_config.player_skill_partner_check)
  7805. {
  7806. if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
  7807. {
  7808. clif_skill_fail(sd,skill_num,0,0);
  7809. return 0;
  7810. }
  7811. }
  7812. break;
  7813. }
  7814. }
  7815. sd->skillid = skill_num;
  7816. sd->skilllv = skill_lv;
  7817. if (!skill_check_condition(sd,0)) return 0;
  7818. if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
  7819. if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)
  7820. +(skill_num==RG_CLOSECONFINE)?0:1)) //Close confine is expoitable thanks to this extra range "feature" of the client. [Skotlex]
  7821. return 0;
  7822. }
  7823. if ((skill_num != MO_CHAINCOMBO &&
  7824. skill_num != MO_COMBOFINISH &&
  7825. skill_num != MO_EXTREMITYFIST &&
  7826. skill_num != CH_TIGERFIST &&
  7827. skill_num != CH_CHAINCRUSH &&
  7828. skill_num != TK_STORMKICK &&
  7829. skill_num != TK_DOWNKICK &&
  7830. skill_num != TK_TURNKICK &&
  7831. skill_num != TK_COUNTER) ||
  7832. (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
  7833. pc_stopattack(sd);
  7834. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  7835. sd->state.skillcastcancel = skill_get_castcancel(skill_num);
  7836. switch (skill_num) { /* 何か特殊な?�?が必要 */
  7837. case ALL_RESURRECTION: /* リザレクション */
  7838. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */
  7839. forcecast = 1; /* タ?ンアンデットと同じ詠?・時間 */
  7840. casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
  7841. }
  7842. break;
  7843. case MO_FINGEROFFENSIVE: /* 指? */
  7844. casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
  7845. break;
  7846. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  7847. //
  7848. case MO_EXTREMITYFIST: /*阿?C羅覇鳳�?*/
  7849. if (sc && sc->data[SC_COMBO].timer != -1 &&
  7850. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  7851. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  7852. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  7853. casttime = 0;
  7854. forcecast = 1;
  7855. break;
  7856. case SA_MAGICROD:
  7857. case SA_SPELLBREAKER:
  7858. forcecast = 1;
  7859. break;
  7860. case KN_CHARGEATK:
  7861. casttime *= distance_bl(&sd->bl, bl);
  7862. break;
  7863. // parent-baby skills
  7864. case WE_BABY:
  7865. case WE_CALLPARENT:
  7866. {
  7867. struct map_session_data *f_sd = pc_get_father(sd);
  7868. struct map_session_data *m_sd = pc_get_mother(sd);
  7869. // set target as any one of the parent
  7870. if (f_sd) target_id = f_sd->bl.id;
  7871. else if (m_sd) target_id = m_sd->bl.id;
  7872. else return 0; // neither are found
  7873. }
  7874. break;
  7875. case HP_BASILICA: /* バジリカ */
  7876. {
  7877. // cancel Basilica if already in effect
  7878. if (sc && sc->data[SC_BASILICA].timer != -1 && sc->data[SC_BASILICA].val3 == BCT_SELF) {
  7879. status_change_end(&sd->bl,SC_BASILICA,-1);
  7880. return 0;
  7881. }
  7882. }
  7883. break;
  7884. }
  7885. //�?モライズ?態ならキャストタイムが1/3
  7886. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
  7887. casttime = casttime/2;
  7888. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7889. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  7890. }
  7891. if (battle_config.pc_skill_log)
  7892. ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
  7893. sd->bl.id, target_id, skill_num, skill_lv, casttime);
  7894. if (casttime > 0 || forcecast) {
  7895. struct mob_data *md;
  7896. int mode;
  7897. if(sd->disguise) { // [Valaris]
  7898. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
  7899. clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
  7900. }
  7901. else
  7902. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
  7903. /* 詠?・反?モンスタ? */
  7904. if (bl->type == BL_MOB && (mode = status_get_mode(bl))&MD_CASTSENSOR && (md = (struct mob_data *)bl) &&
  7905. (!md->special_state.ai || skill_get_inf(skill_num) != INF_SUPPORT_SKILL) //Avoid having summons target master from supportive skills. [Skotlex]
  7906. ) {
  7907. switch (md->state.skillstate) {
  7908. case MSS_ANGRY:
  7909. case MSS_RUSH:
  7910. case MSS_FOLLOW:
  7911. if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
  7912. break; //Only Aggressive mobs change target while chasing.
  7913. case MSS_IDLE:
  7914. case MSS_WALK:
  7915. md->target_id = sd->bl.id;
  7916. md->state.targettype = ATTACKABLE;
  7917. md->state.aggressive = (mode&MD_ANGRY)?1:0;
  7918. md->min_chase = md->db->range3;
  7919. }
  7920. }
  7921. }
  7922. if (!(battle_config.pc_cloak_check_type&2) &&
  7923. sc && sc->data[SC_CLOAKING].timer != -1 &&
  7924. sd->skillid != AS_CLOAKING)
  7925. status_change_end(&sd->bl,SC_CLOAKING,-1);
  7926. sd->skilltarget = target_id;
  7927. sd->skillx = 0;
  7928. sd->skilly = 0;
  7929. sd->canact_tick = tick + casttime + 100;
  7930. //Recycling forcecast to store the skill's level. [Skotlex]
  7931. sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);
  7932. if (casttime > 0) {
  7933. sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
  7934. if (forcecast > 0)
  7935. status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
  7936. else
  7937. pc_stop_walking(sd,0);
  7938. } else {
  7939. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  7940. if (skill_num != SA_CASTCANCEL)
  7941. sd->skilltimer = -1;
  7942. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  7943. }
  7944. return 0;
  7945. }
  7946. /*==========================================
  7947. * スキル使用?i?�?且w定?j
  7948. *------------------------------------------
  7949. */
  7950. int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
  7951. {
  7952. struct block_list bl;
  7953. struct status_change *sc;
  7954. int casttime, skill = 0;
  7955. unsigned int tick = gettick();
  7956. nullpo_retr(0, sd);
  7957. if (pc_isdead(sd))
  7958. return 0;
  7959. if (skill_lv <= 0)
  7960. return 0;
  7961. if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
  7962. return 0;
  7963. if (skillnotok(skill_num, sd)) // [MouseJstr]
  7964. return 0;
  7965. if (skill_num == WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg) { // noicewall flag [Valaris]
  7966. clif_skill_fail(sd,sd->skillid,0,0);
  7967. return 0;
  7968. }
  7969. if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
  7970. { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
  7971. clif_skill_fail(sd,skill_num,0,0);
  7972. return 0;
  7973. }
  7974. sc = sd->sc.count?&sd->sc:NULL;
  7975. if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
  7976. return 0;
  7977. sd->skillid = skill_num;
  7978. sd->skilllv = skill_lv;
  7979. sd->skillx = skill_x;
  7980. sd->skilly = skill_y;
  7981. if (!skill_check_condition(sd,0)) return 0;
  7982. /* 射程と?瘧Q物チェック */
  7983. bl.type = BL_NUL;
  7984. bl.m = sd->bl.m;
  7985. bl.x = skill_x;
  7986. bl.y = skill_y;
  7987. if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
  7988. return 0;
  7989. /* Previous code body, left here in case we have to rollback. [Skotlex]
  7990. {
  7991. int check_range_flag = 0;
  7992. range = skill_get_range(skill_num,skill_lv);
  7993. if(range < 0)
  7994. range = status_get_range(&sd->bl) - (range + 1);
  7995. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  7996. if (sd->walktimer != -1)
  7997. range ++;
  7998. else check_range_flag = 1;
  7999. if(!battle_check_range(&sd->bl,&bl,range)) {
  8000. if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
  8001. int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  8002. int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
  8003. pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
  8004. } else
  8005. return 0;
  8006. }
  8007. }
  8008. */
  8009. pc_stopattack(sd);
  8010. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  8011. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  8012. if (battle_config.pc_skill_log)
  8013. ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
  8014. sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
  8015. //�?モライズ?態ならキャストタイムが1/3
  8016. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
  8017. casttime = casttime/3;
  8018. if ((--sc->data[SC_MEMORIZE].val2)<=0)
  8019. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8020. }
  8021. if( casttime>0 ) { /* 詠?・が必要 */
  8022. if(sd->disguise) { // [Valaris]
  8023. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
  8024. clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8025. }
  8026. else
  8027. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8028. }
  8029. if (!(battle_config.pc_cloak_check_type&2) &&
  8030. sc && sc->data[SC_CLOAKING].timer != -1)
  8031. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8032. sd->skilltarget = 0;
  8033. sd->canact_tick = tick + casttime + 100;
  8034. sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);
  8035. if (casttime > 0) {
  8036. sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
  8037. if (skill > 0)
  8038. status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
  8039. else
  8040. pc_stop_walking(sd,0);
  8041. } else {
  8042. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8043. sd->skilltimer = -1;
  8044. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  8045. }
  8046. return 0;
  8047. }
  8048. /*==========================================
  8049. * スキル詠?・キャンセル
  8050. *------------------------------------------
  8051. */
  8052. int skill_castcancel (struct block_list *bl, int type)
  8053. {
  8054. int ret = 0;
  8055. nullpo_retr(0, bl);
  8056. if (bl->type == BL_PC) {
  8057. struct map_session_data *sd = (struct map_session_data *)bl;
  8058. unsigned long tick = gettick();
  8059. nullpo_retr(0, sd);
  8060. sd->canact_tick = tick;
  8061. sd->canmove_tick = tick;
  8062. if (sd->skilltimer != -1) {
  8063. if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
  8064. status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
  8065. }
  8066. if (!type) {
  8067. if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
  8068. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8069. else
  8070. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8071. if (ret < 0)
  8072. ShowError("delete timer error : skillid : %d\n", sd->skillid);
  8073. } else {
  8074. if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
  8075. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8076. else
  8077. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8078. if (ret < 0)
  8079. ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
  8080. }
  8081. sd->skillid = sd->skilllv = -1;
  8082. sd->skilltimer = -1;
  8083. clif_skillcastcancel(bl);
  8084. }
  8085. return 0;
  8086. } else if (bl->type == BL_MOB) {
  8087. struct mob_data *md = (struct mob_data *)bl;
  8088. nullpo_retr(0, md);
  8089. if (md->skilltimer != -1) {
  8090. if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
  8091. ret = delete_timer( md->skilltimer, mobskill_castend_pos );
  8092. else
  8093. ret = delete_timer( md->skilltimer, mobskill_castend_id );
  8094. md->skillid = md->skilllv = -1;
  8095. md->skilltimer = -1;
  8096. clif_skillcastcancel(bl);
  8097. }
  8098. if (ret < 0)
  8099. ShowError("delete timer error : skillid : %d\n", md->skillid);
  8100. return 0;
  8101. } if (bl->type == BL_PET) {
  8102. struct pet_data *pd = (struct pet_data*)bl;
  8103. pd->state.casting_flag = 0;
  8104. clif_skillcastcancel(bl);
  8105. if (pd->timer != -1)
  8106. { //Free the data attached to casting. [Skotlex]
  8107. struct TimerData *td = get_timer(pd->timer);
  8108. if (td && td->data)
  8109. {
  8110. aFree((struct cast_end_delay*)td->data);
  8111. td->data = 0;
  8112. }
  8113. }
  8114. //The timer is not deleted as the pet's attack will be resumed.
  8115. return 0;
  8116. }
  8117. return 1;
  8118. }
  8119. /*=========================================
  8120. * ブランディッシュスピア ?炎哿ヘ?決定
  8121. *----------------------------------------
  8122. */
  8123. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  8124. nullpo_retv(tc);
  8125. if(dir == 0){
  8126. tc->val1[0]=x-2;
  8127. tc->val1[1]=x-1;
  8128. tc->val1[2]=x;
  8129. tc->val1[3]=x+1;
  8130. tc->val1[4]=x+2;
  8131. tc->val2[0]=
  8132. tc->val2[1]=
  8133. tc->val2[2]=
  8134. tc->val2[3]=
  8135. tc->val2[4]=y-1;
  8136. }
  8137. else if(dir==2){
  8138. tc->val1[0]=
  8139. tc->val1[1]=
  8140. tc->val1[2]=
  8141. tc->val1[3]=
  8142. tc->val1[4]=x+1;
  8143. tc->val2[0]=y+2;
  8144. tc->val2[1]=y+1;
  8145. tc->val2[2]=y;
  8146. tc->val2[3]=y-1;
  8147. tc->val2[4]=y-2;
  8148. }
  8149. else if(dir==4){
  8150. tc->val1[0]=x-2;
  8151. tc->val1[1]=x-1;
  8152. tc->val1[2]=x;
  8153. tc->val1[3]=x+1;
  8154. tc->val1[4]=x+2;
  8155. tc->val2[0]=
  8156. tc->val2[1]=
  8157. tc->val2[2]=
  8158. tc->val2[3]=
  8159. tc->val2[4]=y+1;
  8160. }
  8161. else if(dir==6){
  8162. tc->val1[0]=
  8163. tc->val1[1]=
  8164. tc->val1[2]=
  8165. tc->val1[3]=
  8166. tc->val1[4]=x-1;
  8167. tc->val2[0]=y+2;
  8168. tc->val2[1]=y+1;
  8169. tc->val2[2]=y;
  8170. tc->val2[3]=y-1;
  8171. tc->val2[4]=y-2;
  8172. }
  8173. else if(dir==1){
  8174. tc->val1[0]=x-1;
  8175. tc->val1[1]=x;
  8176. tc->val1[2]=x+1;
  8177. tc->val1[3]=x+2;
  8178. tc->val1[4]=x+3;
  8179. tc->val2[0]=y-4;
  8180. tc->val2[1]=y-3;
  8181. tc->val2[2]=y-1;
  8182. tc->val2[3]=y;
  8183. tc->val2[4]=y+1;
  8184. }
  8185. else if(dir==3){
  8186. tc->val1[0]=x+3;
  8187. tc->val1[1]=x+2;
  8188. tc->val1[2]=x+1;
  8189. tc->val1[3]=x;
  8190. tc->val1[4]=x-1;
  8191. tc->val2[0]=y-1;
  8192. tc->val2[1]=y;
  8193. tc->val2[2]=y+1;
  8194. tc->val2[3]=y+2;
  8195. tc->val2[4]=y+3;
  8196. }
  8197. else if(dir==5){
  8198. tc->val1[0]=x+1;
  8199. tc->val1[1]=x;
  8200. tc->val1[2]=x-1;
  8201. tc->val1[3]=x-2;
  8202. tc->val1[4]=x-3;
  8203. tc->val2[0]=y+3;
  8204. tc->val2[1]=y+2;
  8205. tc->val2[2]=y+1;
  8206. tc->val2[3]=y;
  8207. tc->val2[4]=y-1;
  8208. }
  8209. else if(dir==7){
  8210. tc->val1[0]=x-3;
  8211. tc->val1[1]=x-2;
  8212. tc->val1[2]=x-1;
  8213. tc->val1[3]=x;
  8214. tc->val1[4]=x+1;
  8215. tc->val2[1]=y;
  8216. tc->val2[0]=y+1;
  8217. tc->val2[2]=y-1;
  8218. tc->val2[3]=y-2;
  8219. tc->val2[4]=y-3;
  8220. }
  8221. }
  8222. /*=========================================
  8223. * ブランディッシュスピア 方向判定 範??張
  8224. *-----------------------------------------
  8225. */
  8226. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  8227. int c;
  8228. nullpo_retv(tc);
  8229. for(c=0;c<5;c++){
  8230. if(dir==0){
  8231. tc->val2[c]+=are;
  8232. }else if(dir==1){
  8233. tc->val1[c]-=are; tc->val2[c]+=are;
  8234. }else if(dir==2){
  8235. tc->val1[c]-=are;
  8236. }else if(dir==3){
  8237. tc->val1[c]-=are; tc->val2[c]-=are;
  8238. }else if(dir==4){
  8239. tc->val2[c]-=are;
  8240. }else if(dir==5){
  8241. tc->val1[c]+=are; tc->val2[c]-=are;
  8242. }else if(dir==6){
  8243. tc->val1[c]+=are;
  8244. }else if(dir==7){
  8245. tc->val1[c]+=are; tc->val2[c]+=are;
  8246. }
  8247. }
  8248. }
  8249. /*==========================================
  8250. * Weapon Repair [Celest/DracoRPG]
  8251. *------------------------------------------
  8252. */
  8253. void skill_repairweapon(struct map_session_data *sd, int idx)
  8254. {
  8255. int material;
  8256. int materials[4] = { 1002, 998, 999, 756 };
  8257. struct item *item;
  8258. struct map_session_data *target_sd;
  8259. nullpo_retv(sd);
  8260. target_sd = map_id2sd(sd->menuskill_lv);
  8261. if (!target_sd) //Failed....
  8262. return;
  8263. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8264. return;
  8265. if(idx < 0 || idx >= MAX_INVENTORY)
  8266. return; //Invalid index??
  8267. item = &target_sd->status.inventory[idx];
  8268. if(item->nameid <= 0 || item->attribute == 0)
  8269. return; //Again invalid item....
  8270. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->skillid,sd->skilllv))){
  8271. clif_item_repaireffect(sd,item->nameid,1);
  8272. return;
  8273. }
  8274. if (itemdb_type(item->nameid)==4)
  8275. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8276. else
  8277. material = materials [2]; // Armors consume 1 Steel
  8278. if (pc_search_inventory(sd,material) < 0 ) {
  8279. clif_skill_fail(sd,sd->skillid,0,0);
  8280. return;
  8281. }
  8282. item->attribute=0;
  8283. clif_equiplist(target_sd);
  8284. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8285. clif_item_repaireffect(sd,item->nameid,0);
  8286. if(sd!=target_sd)
  8287. clif_item_repaireffect(target_sd,item->nameid,0);
  8288. }
  8289. /*==========================================
  8290. * Item Appraisal
  8291. *------------------------------------------
  8292. */
  8293. void skill_identify(struct map_session_data *sd,int idx)
  8294. {
  8295. int flag=1;
  8296. nullpo_retv(sd);
  8297. if(idx >= 0 && idx < MAX_INVENTORY) {
  8298. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8299. flag=0;
  8300. sd->status.inventory[idx].identify=1;
  8301. }
  8302. }
  8303. clif_item_identified(sd,idx,flag);
  8304. }
  8305. /*==========================================
  8306. * Weapon Refine [Celest]
  8307. *------------------------------------------
  8308. */
  8309. void skill_weaponrefine(struct map_session_data *sd,int idx)
  8310. {
  8311. int i = 0, ep = 0, per;
  8312. int material[5] = { 0, 1010, 1011, 984, 984 };
  8313. struct item *item;
  8314. nullpo_retv(sd);
  8315. if (idx >= 0 && idx < MAX_INVENTORY) {
  8316. struct item_data *ditem = sd->inventory_data[idx];
  8317. item = &sd->status.inventory[idx];
  8318. if(item->nameid > 0 && ditem->type == 4) {
  8319. if (item->refine >= sd->skilllv ||
  8320. item->refine >= MAX_REFINE || // if it's no longer refineable
  8321. ditem->flag.no_refine || // if the item isn't refinable
  8322. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8323. clif_skill_fail(sd,sd->skillid,0,0);
  8324. return;
  8325. }
  8326. per = percentrefinery [ditem->wlv][(int)item->refine];
  8327. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8328. if (per > rand() % 100) {
  8329. item->refine++;
  8330. pc_delitem(sd, i, 1, 0);
  8331. if(item->equip) {
  8332. ep = item->equip;
  8333. pc_unequipitem(sd,idx,3);
  8334. }
  8335. clif_refine(sd->fd,sd,0,idx,item->refine);
  8336. clif_delitem(sd,idx,1);
  8337. clif_additem(sd,idx,1,0);
  8338. if (ep)
  8339. pc_equipitem(sd,idx,ep);
  8340. clif_misceffect(&sd->bl,3);
  8341. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8342. switch(ditem->wlv){
  8343. case 1:
  8344. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8345. break;
  8346. case 2:
  8347. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8348. break;
  8349. case 3:
  8350. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8351. break;
  8352. }
  8353. }
  8354. } else {
  8355. pc_delitem(sd, i, 1, 0);
  8356. item->refine = 0;
  8357. if(item->equip)
  8358. pc_unequipitem(sd,idx,3);
  8359. clif_refine(sd->fd,sd,1,idx,item->refine);
  8360. pc_delitem(sd,idx,1,0);
  8361. clif_misceffect(&sd->bl,2);
  8362. clif_emotion(&sd->bl, 23);
  8363. }
  8364. }
  8365. }
  8366. }
  8367. /*==========================================
  8368. * オ?トスペル
  8369. *------------------------------------------
  8370. */
  8371. int skill_autospell(struct map_session_data *sd,int skillid)
  8372. {
  8373. int skilllv;
  8374. int maxlv=1,lv;
  8375. nullpo_retr(0, sd);
  8376. skilllv = sd->menuskill_lv;
  8377. if(skilllv <= 0) return 0;
  8378. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8379. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8380. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8381. maxlv =10; //Soul Linker bonus. [Skotlex]
  8382. else if(skilllv==2) maxlv=1;
  8383. else if(skilllv==3) maxlv=2;
  8384. else if(skilllv>=4) maxlv=3;
  8385. }
  8386. else if(skillid==MG_SOULSTRIKE){
  8387. if(skilllv==5) maxlv=1;
  8388. else if(skilllv==6) maxlv=2;
  8389. else if(skilllv>=7) maxlv=3;
  8390. }
  8391. else if(skillid==MG_FIREBALL){
  8392. if(skilllv==8) maxlv=1;
  8393. else if(skilllv>=9) maxlv=2;
  8394. }
  8395. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8396. else return 0;
  8397. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  8398. maxlv = lv;
  8399. status_change_start(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  8400. skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが?曹ォ易い????H
  8401. return 0;
  8402. }
  8403. /*==========================================
  8404. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  8405. *------------------------------------------
  8406. */
  8407. static int skill_gangster_count(struct block_list *bl,va_list ap)
  8408. {
  8409. struct map_session_data *sd;
  8410. sd=(struct map_session_data*)bl;
  8411. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8412. return 1;
  8413. return 0;
  8414. }
  8415. static int skill_gangster_in(struct block_list *bl,va_list ap)
  8416. {
  8417. struct map_session_data *sd;
  8418. sd=(struct map_session_data*)bl;
  8419. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8420. sd->state.gangsterparadise=1;
  8421. return 0;
  8422. }
  8423. static int skill_gangster_out(struct block_list *bl,va_list ap)
  8424. {
  8425. struct map_session_data *sd;
  8426. sd=(struct map_session_data*)bl;
  8427. if(sd && sd->state.gangsterparadise)
  8428. sd->state.gangsterparadise=0;
  8429. return 0;
  8430. }
  8431. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8432. {
  8433. int range;
  8434. nullpo_retr(0, sd);
  8435. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8436. return 0;
  8437. range = skill_get_splash(RG_GANGSTER, range);
  8438. if(type==1) {/* ?タった時の?�? */
  8439. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8440. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8441. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8442. sd->state.gangsterparadise = 1;
  8443. }
  8444. return 0;
  8445. }
  8446. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8447. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8448. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8449. sd->state.gangsterparadise = 0;
  8450. return 0;
  8451. }
  8452. return 0;
  8453. }
  8454. /*==========================================
  8455. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8456. *------------------------------------------
  8457. */
  8458. static int skill_rest_count(struct block_list *bl,va_list ap)
  8459. {
  8460. struct map_session_data *sd;
  8461. sd=(struct map_session_data*)bl;
  8462. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8463. return 1;
  8464. return 0;
  8465. }
  8466. static int skill_rest_in(struct block_list *bl,va_list ap)
  8467. {
  8468. struct map_session_data *sd;
  8469. nullpo_retr(0, bl);
  8470. nullpo_retr(0, ap);
  8471. sd=(struct map_session_data*)bl;
  8472. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8473. sd->state.rest=1;
  8474. status_calc_pc(sd,0);
  8475. }
  8476. return 0;
  8477. }
  8478. static int skill_rest_out(struct block_list *bl,va_list ap)
  8479. {
  8480. struct map_session_data *sd;
  8481. sd=(struct map_session_data*)bl;
  8482. if(sd && sd->state.rest != 0)
  8483. sd->state.rest=0;
  8484. return 0;
  8485. }
  8486. int skill_rest(struct map_session_data *sd ,int type)
  8487. {
  8488. int range;
  8489. nullpo_retr(0, sd);
  8490. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8491. range = skill_get_splash(TK_HPTIME, range);
  8492. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8493. range = skill_get_splash(TK_SPTIME, range);
  8494. else
  8495. return 0;
  8496. if(type==1) { //When you sit down
  8497. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8498. {
  8499. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8500. sd->state.rest = 1;
  8501. status_calc_pc(sd,0);
  8502. }
  8503. return 0;
  8504. }
  8505. else if(type==0) { //When you stand up
  8506. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8507. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8508. sd->state.rest = 0;
  8509. status_calc_pc(sd,0);
  8510. return 0;
  8511. }
  8512. return 0;
  8513. }
  8514. /*==========================================
  8515. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8516. *------------------------------------------
  8517. */
  8518. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8519. {
  8520. struct block_list *src;
  8521. int skillnum,skilllv;
  8522. unsigned int tick;
  8523. nullpo_retr(0, bl);
  8524. nullpo_retr(0, ap);
  8525. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8526. skillnum=va_arg(ap,int);
  8527. skilllv=va_arg(ap,int);
  8528. if(skilllv <= 0) return 0;
  8529. tick=va_arg(ap,unsigned int);
  8530. if (src == bl || //自分には?かない
  8531. bl->prev == NULL ||
  8532. status_isdead(bl))
  8533. return 0;
  8534. if (bl->type == BL_PC) {
  8535. struct map_session_data *sd = (struct map_session_data *)bl;
  8536. if (sd && sd->sc.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
  8537. return 0;
  8538. }
  8539. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8540. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8541. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8542. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8543. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8544. return 0;
  8545. }
  8546. /*==========================================
  8547. * バジリカのセルを?ン定する
  8548. *------------------------------------------
  8549. */
  8550. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int flag)
  8551. {
  8552. int i,x,y,range = skill_get_unit_range(skill_num);
  8553. int size = range*2+1;
  8554. for (i=0;i<size*size;i++) {
  8555. x = src->bl.x+(i%size-range);
  8556. y = src->bl.y+(i/size-range);
  8557. map_setcell(src->bl.m,x,y,flag);
  8558. }
  8559. }
  8560. /*==========================================
  8561. * Sets a map cell around the caster, according to the skill's range.
  8562. *------------------------------------------
  8563. */
  8564. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8565. {
  8566. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8567. int size = range*2+1;
  8568. for (i=0;i<size*size;i++) {
  8569. x = src->x+(i%size-range);
  8570. y = src->y+(i/size-range);
  8571. map_setcell(src->m,x,y,flag);
  8572. }
  8573. }
  8574. /*==========================================
  8575. *
  8576. *------------------------------------------
  8577. */
  8578. int skill_attack_area(struct block_list *bl,va_list ap)
  8579. {
  8580. struct block_list *src,*dsrc;
  8581. int atk_type,skillid,skilllv,flag,type;
  8582. unsigned int tick;
  8583. nullpo_retr(0, bl);
  8584. nullpo_retr(0, ap);
  8585. atk_type = va_arg(ap,int);
  8586. if((src=va_arg(ap,struct block_list*)) == NULL)
  8587. return 0;
  8588. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8589. return 0;
  8590. skillid=va_arg(ap,int);
  8591. skilllv=va_arg(ap,int);
  8592. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8593. tick=va_arg(ap,unsigned int);
  8594. flag=va_arg(ap,int);
  8595. type=va_arg(ap,int);
  8596. if(battle_check_target(dsrc,bl,type) > 0)
  8597. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8598. return 0;
  8599. }
  8600. /*==========================================
  8601. *
  8602. *------------------------------------------
  8603. */
  8604. int skill_clear_element_field(struct block_list *bl)
  8605. {
  8606. struct skill_unit_group *ug=NULL;
  8607. int i,max,skillid;
  8608. nullpo_retr(0, bl);
  8609. if (bl->type==BL_MOB) {
  8610. max = MAX_MOBSKILLUNITGROUP;
  8611. ug = ((struct mob_data *)bl)->skillunit;
  8612. } else if(bl->type==BL_PC) {
  8613. max = MAX_SKILLUNITGROUP;
  8614. ug = ((struct map_session_data *)bl)->skillunit;
  8615. } else if(bl->type==BL_PET) {
  8616. max = MAX_MOBSKILLUNITGROUP;
  8617. ug = ((struct pet_data*)bl)->skillunit;
  8618. } else
  8619. return 0;
  8620. for (i=0;i<max;i++) {
  8621. skillid=ug[i].skill_id;
  8622. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8623. skill_delunitgroup(&ug[i]);
  8624. }
  8625. return 0;
  8626. }
  8627. /*==========================================
  8628. * Returns the first element field found [Skotlex]
  8629. *------------------------------------------
  8630. */
  8631. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8632. {
  8633. struct mob_data *md=NULL;
  8634. struct map_session_data *sd=NULL;
  8635. int i,max,skillid;
  8636. nullpo_retr(0, bl);
  8637. if (bl->type==BL_MOB) {
  8638. max = MAX_MOBSKILLUNITGROUP;
  8639. md = (struct mob_data *)bl;
  8640. } else if(bl->type==BL_PC) {
  8641. max = MAX_SKILLUNITGROUP;
  8642. sd = (struct map_session_data *)bl;
  8643. } else
  8644. return NULL;
  8645. for (i=0;i<max;i++) {
  8646. if(sd){
  8647. skillid=sd->skillunit[i].skill_id;
  8648. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8649. return &sd->skillunit[i];
  8650. }else if(md){
  8651. skillid=md->skillunit[i].skill_id;
  8652. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8653. return &md->skillunit[i];
  8654. }
  8655. }
  8656. return NULL;
  8657. }
  8658. // for graffiti cleaner [Valaris]
  8659. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8660. {
  8661. struct skill_unit *unit=NULL;
  8662. nullpo_retr(0, bl);
  8663. nullpo_retr(0, ap);
  8664. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8665. return 0;
  8666. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8667. skill_delunit(unit);
  8668. return 0;
  8669. }
  8670. int skill_greed(struct block_list *bl, va_list ap)
  8671. {
  8672. struct block_list *src;
  8673. struct map_session_data *sd=NULL;
  8674. struct flooritem_data *fitem=NULL;
  8675. nullpo_retr(0, bl);
  8676. nullpo_retr(0, ap);
  8677. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8678. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8679. pc_takeitem(sd, fitem);
  8680. return 0;
  8681. }
  8682. /*==========================================
  8683. * ランドプ�?テクタ?チェック(foreachinarea)
  8684. *------------------------------------------
  8685. */
  8686. int skill_landprotector(struct block_list *bl, va_list ap )
  8687. {
  8688. int skillid;
  8689. int *alive;
  8690. struct skill_unit *unit;
  8691. struct block_list *src;
  8692. skillid = va_arg(ap,int);
  8693. alive = va_arg(ap,int *);
  8694. src = va_arg(ap,struct block_list *);
  8695. unit = (struct skill_unit *)bl;
  8696. if (unit == NULL || unit->group == NULL)
  8697. return 0;
  8698. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8699. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8700. { //Check for offensive Land Protector to delete both. [Skotlex]
  8701. (*alive) = 0;
  8702. skill_delunit(unit);
  8703. return 1;
  8704. }
  8705. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8706. return 0; //Traps cannot be removed by Land Protector/Ganbantein
  8707. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8708. skill_delunit(unit);
  8709. } else
  8710. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8711. (*alive) = 0;
  8712. } else
  8713. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8714. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8715. (*alive) = 0;
  8716. } else
  8717. return 0;
  8718. return 1;
  8719. }
  8720. /*==========================================
  8721. * variation of skill_landprotector
  8722. *------------------------------------------
  8723. */
  8724. int skill_ganbatein(struct block_list *bl, va_list ap )
  8725. {
  8726. struct skill_unit *unit;
  8727. nullpo_retr(0, bl);
  8728. nullpo_retr(0, ap);
  8729. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8730. return 0;
  8731. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8732. return 0; //Do not remove traps.
  8733. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8734. skill_delunit(unit);
  8735. else skill_delunitgroup(unit->group);
  8736. return 1;
  8737. }
  8738. /*==========================================
  8739. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8740. *------------------------------------------
  8741. */
  8742. int skill_count_target (struct block_list *bl, va_list ap)
  8743. {
  8744. struct block_list *src;
  8745. int *c;
  8746. nullpo_retr(0, bl);
  8747. nullpo_retr(0, ap);
  8748. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8749. return 0;
  8750. if ((c = va_arg(ap,int *)) == NULL)
  8751. return 0;
  8752. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8753. (*c)++;
  8754. return 0;
  8755. }
  8756. /*==========================================
  8757. * トラップ範??�?(foreachinarea)
  8758. *------------------------------------------
  8759. */
  8760. int skill_trap_splash (struct block_list *bl, va_list ap)
  8761. {
  8762. struct block_list *src;
  8763. int tick;
  8764. int splash_count;
  8765. struct skill_unit *unit;
  8766. struct skill_unit_group *sg;
  8767. struct block_list *ss;
  8768. int i;
  8769. nullpo_retr(0, bl);
  8770. nullpo_retr(0, ap);
  8771. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8772. nullpo_retr(0, unit = (struct skill_unit *)src);
  8773. nullpo_retr(0, sg = unit->group);
  8774. // nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8775. if ((ss = map_id2bl(sg->src_id)) == NULL)
  8776. { //Temporal debug until this case is solved. [Skotlex]
  8777. ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
  8778. return 0;
  8779. }
  8780. tick = va_arg(ap,int);
  8781. splash_count = va_arg(ap,int);
  8782. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8783. switch(sg->unit_id){
  8784. case UNT_SHOCKWAVE:
  8785. case UNT_SANDMAN:
  8786. case UNT_FLASHER:
  8787. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8788. break;
  8789. case UNT_BLASTMINE:
  8790. case UNT_CLAYMORETRAP:
  8791. for(i=0;i<splash_count;i++){
  8792. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8793. }
  8794. break;
  8795. case UNT_FREEZINGTRAP:
  8796. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8797. break;
  8798. default:
  8799. break;
  8800. }
  8801. }
  8802. return 0;
  8803. }
  8804. /*==========================================
  8805. * ステ?タス異?�?I了
  8806. *------------------------------------------
  8807. */
  8808. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8809. {
  8810. struct status_change *sc;
  8811. nullpo_retr(0, bl);
  8812. nullpo_retr(0, sc= status_get_sc(bl));
  8813. if (!sc->count) return 0;
  8814. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8815. status_change_end(bl, SC_ENCPOISON, -1);
  8816. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8817. status_change_end(bl, SC_ASPERSIO, -1);
  8818. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  8819. status_change_end(bl, SC_FIREWEAPON, -1);
  8820. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  8821. status_change_end(bl, SC_WATERWEAPON, -1);
  8822. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  8823. status_change_end(bl, SC_WINDWEAPON, -1);
  8824. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  8825. status_change_end(bl, SC_EARTHWEAPON, -1);
  8826. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8827. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8828. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8829. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8830. return 0;
  8831. }
  8832. /* ク�??キング??ク?i周りに移動不可能地?があるか?j */
  8833. int skill_check_cloaking(struct block_list *bl)
  8834. {
  8835. struct map_session_data *sd = NULL;
  8836. struct status_change *sc;
  8837. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8838. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8839. int end = 1,i;
  8840. nullpo_retr(1, bl);
  8841. if (bl->type == BL_PC)
  8842. sd = (struct map_session_data *)bl;
  8843. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8844. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8845. { //Check for walls.
  8846. for (i = 0; i < 8; i++)
  8847. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8848. {
  8849. end = 0;
  8850. break;
  8851. }
  8852. } else
  8853. end = 0; //No wall check.
  8854. if(end){
  8855. sc = status_get_sc(bl);
  8856. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  8857. status_change_end(bl, SC_CLOAKING, -1);
  8858. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  8859. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  8860. }
  8861. }
  8862. else {
  8863. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  8864. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  8865. }
  8866. }
  8867. return end;
  8868. }
  8869. /*
  8870. *----------------------------------------------------------------------------
  8871. * スキルユニット
  8872. *----------------------------------------------------------------------------
  8873. */
  8874. /*==========================================
  8875. * 演奏/ダンスをやめる
  8876. * flag 1で?≡t中なら相方にユニットを任せる
  8877. *
  8878. *------------------------------------------
  8879. */
  8880. void skill_stop_dancing(struct block_list *src)
  8881. {
  8882. struct status_change* sc;
  8883. struct skill_unit_group* group;
  8884. struct map_session_data* dsd = NULL;
  8885. nullpo_retv(src);
  8886. nullpo_retv(sc = status_get_sc(src));
  8887. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8888. return;
  8889. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8890. sc->data[SC_DANCING].val2 = 0;
  8891. if (sc->data[SC_DANCING].val4)
  8892. {
  8893. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8894. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8895. sc->data[SC_DANCING].val4 = 0;
  8896. }
  8897. if (group)
  8898. skill_delunitgroup(group);
  8899. if (dsd)
  8900. {
  8901. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8902. status_change_end(&dsd->bl, SC_DANCING, -1);
  8903. }
  8904. status_change_end(src, SC_DANCING, -1);
  8905. }
  8906. /*==========================================
  8907. * スキルユニット?炎匀サ
  8908. *------------------------------------------
  8909. */
  8910. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8911. {
  8912. struct skill_unit *unit;
  8913. nullpo_retr(NULL, group);
  8914. nullpo_retr(NULL, unit=&group->unit[idx]);
  8915. if(!unit->alive)
  8916. group->alive_count++;
  8917. unit->bl.id=map_addobject(&unit->bl);
  8918. unit->bl.type=BL_SKILL;
  8919. unit->bl.m=group->map;
  8920. unit->bl.x=x;
  8921. unit->bl.y=y;
  8922. unit->group=group;
  8923. unit->val1=unit->val2=0;
  8924. unit->alive=1;
  8925. map_addblock(&unit->bl);
  8926. clif_skill_setunit(unit);
  8927. switch (group->skill_id) {
  8928. case AL_PNEUMA:
  8929. skill_unitsetmapcell(unit,AL_PNEUMA,CELL_SETPNEUMA);
  8930. break;
  8931. case MG_SAFETYWALL:
  8932. skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_SETSAFETYWALL);
  8933. break;
  8934. case SA_LANDPROTECTOR:
  8935. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_SETLANDPROTECTOR);
  8936. break;
  8937. case HP_BASILICA:
  8938. skill_unitsetmapcell(unit,HP_BASILICA,CELL_SETBASILICA);
  8939. break;
  8940. case WZ_ICEWALL:
  8941. skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_SETICEWALL);
  8942. break;
  8943. }
  8944. return unit;
  8945. }
  8946. /*==========================================
  8947. * スキルユニット?�?�
  8948. *------------------------------------------
  8949. */
  8950. int skill_delunit(struct skill_unit *unit)
  8951. {
  8952. struct skill_unit_group *group;
  8953. nullpo_retr(0, unit);
  8954. if(!unit->alive)
  8955. return 0;
  8956. nullpo_retr(0, group=unit->group);
  8957. /* onlimitイベント呼び?oし */
  8958. skill_unit_onlimit( unit,gettick() );
  8959. /* onoutイベント呼び?oし */
  8960. if (!unit->range) {
  8961. map_foreachincell(skill_unit_effect,unit->bl.m,
  8962. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8963. }
  8964. switch (group->skill_id) {
  8965. case AL_PNEUMA:
  8966. skill_unitsetmapcell(unit,AL_PNEUMA,CELL_CLRPNEUMA);
  8967. break;
  8968. case MG_SAFETYWALL:
  8969. skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_CLRSAFETYWALL);
  8970. break;
  8971. case SA_LANDPROTECTOR:
  8972. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_CLRLANDPROTECTOR);
  8973. break;
  8974. case HP_BASILICA:
  8975. skill_unitsetmapcell(unit,HP_BASILICA,CELL_CLRBASILICA);
  8976. break;
  8977. case WZ_ICEWALL:
  8978. skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_CLRICEWALL);
  8979. break;
  8980. }
  8981. clif_skill_delunit(unit);
  8982. unit->group=NULL;
  8983. unit->alive=0;
  8984. map_delobjectnofree(unit->bl.id);
  8985. if(--group->alive_count==0)
  8986. skill_delunitgroup(group);
  8987. return 0;
  8988. }
  8989. /*==========================================
  8990. * スキルユニットグル?プ?炎匀サ
  8991. *------------------------------------------
  8992. */
  8993. static int skill_unit_group_newid = MAX_SKILL_DB;
  8994. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8995. int count,int skillid,int skilllv,int unit_id)
  8996. {
  8997. int i;
  8998. struct skill_unit_group *group=NULL, *list=NULL;
  8999. int maxsug=0;
  9000. if(skilllv <= 0) return 0;
  9001. nullpo_retr(NULL, src);
  9002. if(src->type==BL_PC){
  9003. list=((struct map_session_data *)src)->skillunit;
  9004. maxsug=MAX_SKILLUNITGROUP;
  9005. }else if(src->type==BL_MOB){
  9006. list=((struct mob_data *)src)->skillunit;
  9007. maxsug=MAX_MOBSKILLUNITGROUP;
  9008. }else if(src->type==BL_PET){
  9009. list=((struct pet_data *)src)->skillunit;
  9010. maxsug=MAX_MOBSKILLUNITGROUP;
  9011. }
  9012. if(list){
  9013. for(i=0;i<maxsug;i++) /* 空いているもの??� */
  9014. if(list[i].group_id==0){
  9015. group=&list[i];
  9016. break;
  9017. }
  9018. if(group==NULL){ /* 空いてないので古いもの??� */
  9019. int j=0;
  9020. unsigned maxdiff=0,x,tick=gettick();
  9021. for(i=0;i<maxsug;i++)
  9022. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  9023. maxdiff=x;
  9024. j=i;
  9025. }
  9026. skill_delunitgroup(&list[j]);
  9027. group=&list[j];
  9028. }
  9029. }
  9030. if(group==NULL){
  9031. ShowFatalError("skill_initunitgroup: error unit group !\n");
  9032. exit(1);
  9033. }
  9034. group->src_id=src->id;
  9035. group->party_id=status_get_party_id(src);
  9036. group->guild_id=status_get_guild_id(src);
  9037. group->group_id=skill_unit_group_newid++;
  9038. if(skill_unit_group_newid<=0)
  9039. skill_unit_group_newid = MAX_SKILL_DB;
  9040. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9041. group->unit_count=count;
  9042. group->val1=group->val2=0;
  9043. group->skill_id=skillid;
  9044. group->skill_lv=skilllv;
  9045. group->unit_id=unit_id;
  9046. group->map=src->m;
  9047. group->limit=10000;
  9048. group->interval=1000;
  9049. group->tick=gettick();
  9050. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9051. group->tick += 1500;
  9052. group->valstr=NULL;
  9053. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  9054. if (i&UF_DANCE) {
  9055. struct map_session_data *sd = NULL;
  9056. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  9057. sd->skillid_dance=skillid;
  9058. sd->skilllv_dance=skilllv;
  9059. }
  9060. status_change_start(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000,0);
  9061. //?≡tスキルは相方をダンス?�ヤにする
  9062. if (sd && i&UF_ENSEMBLE &&
  9063. battle_config.player_skill_partner_check) {
  9064. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9065. }
  9066. }
  9067. return group;
  9068. }
  9069. /*==========================================
  9070. * スキルユニットグル?プ?�?�
  9071. *------------------------------------------
  9072. */
  9073. int skill_delunitgroup(struct skill_unit_group *group)
  9074. {
  9075. struct block_list *src;
  9076. int i;
  9077. nullpo_retr(0, group);
  9078. if(group->unit_count<=0)
  9079. return 0;
  9080. src=map_id2bl(group->src_id);
  9081. //ダンススキルはダンス?�ヤを解?怩キる
  9082. if(src) {
  9083. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  9084. {
  9085. struct status_change* sc = status_get_sc(src);
  9086. if (sc && sc->data[SC_DANCING].timer != -1)
  9087. {
  9088. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9089. status_change_end(src,SC_DANCING,-1);
  9090. }
  9091. }
  9092. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9093. struct status_change *sc = status_get_sc(src);
  9094. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9095. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9096. status_change_end(src,SC_GOSPEL,-1);
  9097. }
  9098. }
  9099. }
  9100. group->alive_count=0;
  9101. if(group->unit!=NULL){
  9102. for(i=0;i<group->unit_count;i++)
  9103. if(group->unit[i].alive)
  9104. skill_delunit(&group->unit[i]);
  9105. }
  9106. if(group->valstr!=NULL){
  9107. //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
  9108. aFree(group->valstr);
  9109. group->valstr=NULL;
  9110. }
  9111. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  9112. group->unit=NULL;
  9113. group->src_id=0;
  9114. group->group_id=0;
  9115. group->unit_count=0;
  9116. return 0;
  9117. }
  9118. /*==========================================
  9119. * スキルユニットグル?プ全?�?�
  9120. *------------------------------------------
  9121. */
  9122. int skill_clear_unitgroup(struct block_list *src)
  9123. {
  9124. struct skill_unit_group *group=NULL;
  9125. int maxsug=0;
  9126. nullpo_retr(0, src);
  9127. if(src->type==BL_PC){
  9128. group=((struct map_session_data *)src)->skillunit;
  9129. maxsug=MAX_SKILLUNITGROUP;
  9130. } else if(src->type==BL_MOB){
  9131. group=((struct mob_data *)src)->skillunit;
  9132. maxsug=MAX_MOBSKILLUNITGROUP;
  9133. } else if(src->type==BL_PET){ // [Valaris]
  9134. group=((struct pet_data *)src)->skillunit;
  9135. maxsug=MAX_MOBSKILLUNITGROUP;
  9136. } else
  9137. return 0;
  9138. if(group){
  9139. int i;
  9140. for(i=0;i<maxsug;i++)
  9141. if(group[i].group_id>0 && group[i].src_id == src->id)
  9142. skill_delunitgroup(&group[i]);
  9143. }
  9144. return 0;
  9145. }
  9146. /*==========================================
  9147. * スキルユニットグル?プの被影響tick??�
  9148. *------------------------------------------
  9149. */
  9150. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  9151. struct block_list *bl,struct skill_unit_group *group,int tick)
  9152. {
  9153. int i,j=-1,k,s,id;
  9154. struct skill_unit_group_tickset *set;
  9155. nullpo_retr(0, bl);
  9156. if (group->interval==-1)
  9157. return NULL;
  9158. if (bl->type == BL_PC)
  9159. set = ((struct map_session_data *)bl)->skillunittick;
  9160. else if (bl->type == BL_MOB)
  9161. set = ((struct mob_data *)bl)->skillunittick;
  9162. else if (bl->type == BL_PET)
  9163. set = ((struct pet_data *)bl)->skillunittick;
  9164. else
  9165. return 0;
  9166. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9167. id = s = group->skill_id;
  9168. else
  9169. id = s = group->group_id;
  9170. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9171. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9172. if (set[k].id == id)
  9173. return &set[k];
  9174. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9175. j=k;
  9176. }
  9177. if (j == -1) {
  9178. if(battle_config.error_log) {
  9179. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9180. }
  9181. j = id % MAX_SKILLUNITGROUPTICKSET;
  9182. }
  9183. set[j].id = id;
  9184. set[j].tick = tick;
  9185. return &set[j];
  9186. }
  9187. /*==========================================
  9188. * スキルユニットタイマ??動?�?用(foreachinarea)
  9189. *------------------------------------------
  9190. */
  9191. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  9192. {
  9193. struct skill_unit *unit;
  9194. struct skill_unit_group *group;
  9195. unsigned int tick;
  9196. nullpo_retr(0, bl);
  9197. nullpo_retr(0, ap);
  9198. unit = va_arg(ap,struct skill_unit *);
  9199. tick = va_arg(ap,unsigned int);
  9200. if (!unit->alive || bl->prev==NULL)
  9201. return 0;
  9202. nullpo_retr(0, group=unit->group);
  9203. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9204. return 0; //AoE skills are ineffective. [Skotlex]
  9205. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9206. return 0;
  9207. skill_unit_onplace_timer(unit,bl,tick);
  9208. return 0;
  9209. }
  9210. /*==========================================
  9211. * スキルユニットタイマ??�?用(foreachobject)
  9212. *------------------------------------------
  9213. */
  9214. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  9215. {
  9216. struct skill_unit *unit;
  9217. struct skill_unit_group *group;
  9218. unsigned int tick;
  9219. nullpo_retr(0, bl);
  9220. nullpo_retr(0, ap);
  9221. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9222. tick=va_arg(ap,unsigned int);
  9223. if(!unit->alive)
  9224. return 0;
  9225. group=unit->group;
  9226. nullpo_retr(0, group);
  9227. /* onplace_timerイベント呼び?oし */
  9228. if (unit->range>=0 && group->interval!=-1) {
  9229. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9230. group->bl_flag,bl,tick);
  9231. if (!unit->alive)
  9232. return 0;
  9233. // マグヌスは発動したユニットは?�?怩キる
  9234. if (group->skill_id==PR_MAGNUS && unit->val2) {
  9235. skill_delunit(unit);
  9236. return 0;
  9237. }
  9238. }
  9239. /* 時間?リれ?�?� */
  9240. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9241. switch(group->unit_id){
  9242. case UNT_BLASTMINE:
  9243. group->unit_id = UNT_USED_TRAPS;
  9244. clif_changelook(bl,LOOK_BASE,group->unit_id);
  9245. group->limit=DIFF_TICK(tick+1500,group->tick);
  9246. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9247. break;
  9248. case UNT_SKIDTRAP:
  9249. case UNT_ANKLESNARE:
  9250. case UNT_LANDMINE:
  9251. case UNT_SHOCKWAVE:
  9252. case UNT_SANDMAN:
  9253. case UNT_FLASHER:
  9254. case UNT_FREEZINGTRAP:
  9255. case UNT_CLAYMORETRAP:
  9256. case UNT_TALKIEBOX:
  9257. {
  9258. struct block_list *src=map_id2bl(group->src_id);
  9259. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9260. else{
  9261. if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
  9262. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9263. struct item item_tmp;
  9264. memset(&item_tmp,0,sizeof(item_tmp));
  9265. item_tmp.nameid=1065;
  9266. item_tmp.identify=1;
  9267. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  9268. }
  9269. }
  9270. skill_delunit(unit);
  9271. }
  9272. break;
  9273. case 0xc1:
  9274. case 0xc2:
  9275. case 0xc3:
  9276. case 0xc4:
  9277. {
  9278. struct block_list *src=map_id2bl(group->src_id);
  9279. if (src)
  9280. group->tick = tick;
  9281. }
  9282. break;
  9283. default:
  9284. skill_delunit(unit);
  9285. }
  9286. }
  9287. if(group->unit_id == UNT_ICEWALL) {
  9288. unit->val1 -= 5;
  9289. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9290. unit->limit = DIFF_TICK(tick+700,group->tick);
  9291. }
  9292. return 0;
  9293. }
  9294. /*==========================================
  9295. * スキルユニットタイマ??�?
  9296. *------------------------------------------
  9297. */
  9298. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  9299. {
  9300. map_freeblock_lock();
  9301. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9302. map_freeblock_unlock();
  9303. return 0;
  9304. }
  9305. /*==========================================
  9306. * スキルユニット移動時?�?用(foreachinarea)
  9307. *------------------------------------------
  9308. */
  9309. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  9310. {
  9311. struct skill_unit *unit = (struct skill_unit *)bl;
  9312. struct block_list *target;
  9313. unsigned int tick,flag,result;
  9314. int skill_id;
  9315. target=va_arg(ap,struct block_list*);
  9316. tick = va_arg(ap,unsigned int);
  9317. flag = va_arg(ap,int);
  9318. nullpo_retr(0, unit->group);
  9319. if (!(unit->group->bl_flag&target->type))
  9320. return 0; //we don't target this type of bl
  9321. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9322. if (unit->group->interval!=-1 &&
  9323. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9324. return 0;
  9325. if (!unit->alive || target->prev==NULL)
  9326. return 0;
  9327. if (flag&1)
  9328. {
  9329. result = skill_unit_onplace(unit,target,tick);
  9330. if (flag&2 && result)
  9331. { //Clear skill ids we have stored in onout.
  9332. int i;
  9333. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9334. if (i<8)
  9335. skill_unit_temp[i] = 0;
  9336. }
  9337. }
  9338. else
  9339. {
  9340. result = skill_unit_onout(unit,target,tick);
  9341. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9342. skill_unit_temp[skill_unit_index++] = result;
  9343. }
  9344. if (flag&4)
  9345. skill_unit_onleft(skill_id,target,tick);
  9346. return 1;
  9347. }
  9348. /*==========================================
  9349. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9350. * Flag values:
  9351. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9352. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9353. * units to figure out when they have left a group.
  9354. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9355. *------------------------------------------
  9356. */
  9357. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  9358. {
  9359. nullpo_retr(0, bl);
  9360. if(bl->prev==NULL )
  9361. return 0;
  9362. if (flag&2 && !(flag&1))
  9363. { //Onout, clear data
  9364. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9365. skill_unit_index=0;
  9366. }
  9367. map_foreachincell(skill_unit_move_sub,
  9368. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9369. if (flag&2 && flag&1)
  9370. { //Onplace, check any skill units you have left.
  9371. int i;
  9372. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9373. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9374. }
  9375. return 0;
  9376. }
  9377. /*==========================================
  9378. * スキルユニット自?の移動時?�?
  9379. * 引?はグル?プと移動量
  9380. *------------------------------------------
  9381. */
  9382. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  9383. {
  9384. int i,j;
  9385. unsigned int tick = gettick();
  9386. int *m_flag;
  9387. struct skill_unit *unit1;
  9388. struct skill_unit *unit2;
  9389. nullpo_retr(0, group);
  9390. if (group->unit_count<=0)
  9391. return 0;
  9392. if (group->unit==NULL)
  9393. return 0;
  9394. i = skill_get_unit_flag(group->skill_id); //Check the flag...
  9395. if (!(
  9396. (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
  9397. skill_get_inf2(group->skill_id)&INF2_TRAP
  9398. ))
  9399. return 0;
  9400. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  9401. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  9402. // m_flag
  9403. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9404. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9405. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9406. // 3: Both 1+2.
  9407. for(i=0;i<group->unit_count;i++){
  9408. unit1=&group->unit[i];
  9409. if (!unit1->alive || unit1->bl.m!=m)
  9410. continue;
  9411. for(j=0;j<group->unit_count;j++){
  9412. unit2=&group->unit[j];
  9413. if (!unit2->alive)
  9414. continue;
  9415. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9416. m_flag[i] |= 0x1;
  9417. }
  9418. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9419. m_flag[i] |= 0x2;
  9420. }
  9421. }
  9422. }
  9423. j = 0;
  9424. for (i=0;i<group->unit_count;i++) {
  9425. unit1=&group->unit[i];
  9426. if (!unit1->alive)
  9427. continue;
  9428. if (!(m_flag[i]&0x2)) {
  9429. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9430. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9431. }
  9432. //Move Cell using "smart" criteria (avoid useless moving around)
  9433. switch(m_flag[i])
  9434. {
  9435. case 0:
  9436. //Cell moves independently, safely move it.
  9437. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9438. clif_skill_setunit(unit1);
  9439. break;
  9440. case 1:
  9441. //Cell moves unto another cell, look for a replacement cell that won't collide
  9442. //and has no cell moving into it (flag == 2)
  9443. for(;j<group->unit_count;j++)
  9444. {
  9445. if(m_flag[j]!=2 || !group->unit[j].alive)
  9446. continue;
  9447. //Move to where this cell would had moved.
  9448. unit2 = &group->unit[j];
  9449. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9450. clif_skill_setunit(unit1);
  9451. j++; //Skip this cell as we have used it.
  9452. break;
  9453. }
  9454. break;
  9455. case 2:
  9456. case 3:
  9457. break; //Don't move the cell as a cell will end on this tile anyway.
  9458. }
  9459. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  9460. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9461. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9462. }
  9463. }
  9464. aFree(m_flag);
  9465. return 0;
  9466. }
  9467. /*----------------------------------------------------------------------------
  9468. * アイテム?�?ャ
  9469. *----------------------------------------------------------------------------
  9470. */
  9471. /*==========================================
  9472. * アイテム?�?ャ可能判定
  9473. *------------------------------------------
  9474. */
  9475. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9476. {
  9477. int i,j;
  9478. nullpo_retr(0, sd);
  9479. if(nameid<=0)
  9480. return 0;
  9481. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9482. if(skill_produce_db[i].nameid == nameid )
  9483. break;
  9484. }
  9485. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9486. return 0;
  9487. if(trigger>=0){
  9488. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9489. if(skill_produce_db[i].itemlv!=trigger)
  9490. return 0;
  9491. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9492. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9493. return 0;
  9494. } else { // Weapon (itemlv must be higher or equal)
  9495. if(skill_produce_db[i].itemlv>trigger)
  9496. return 0;
  9497. }
  9498. }
  9499. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9500. return 0; /* スキルが足りない */
  9501. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9502. int id,x,y;
  9503. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9504. continue;
  9505. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9506. if(pc_search_inventory(sd,id) < 0)
  9507. return 0;
  9508. }
  9509. else {
  9510. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9511. if( sd->status.inventory[y].nameid == id )
  9512. x+=sd->status.inventory[y].amount;
  9513. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9514. return 0;
  9515. }
  9516. }
  9517. return i+1;
  9518. }
  9519. /*==========================================
  9520. * アイテム?�?ャ可能判定
  9521. *------------------------------------------
  9522. */
  9523. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9524. int nameid, int slot1, int slot2, int slot3, int qty)
  9525. {
  9526. int slot[3];
  9527. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9528. nullpo_retr(0, sd);
  9529. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9530. return 0;
  9531. idx--;
  9532. if (qty < 1)
  9533. qty = 1;
  9534. if (!skill_id) //A skill can be specified for some override cases.
  9535. skill_id = skill_produce_db[idx].req_skill;
  9536. slot[0]=slot1;
  9537. slot[1]=slot2;
  9538. slot[2]=slot3;
  9539. /* 埋め?み?�? */
  9540. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9541. int j;
  9542. if( slot[i]<=0 )
  9543. continue;
  9544. j = pc_search_inventory(sd,slot[i]);
  9545. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9546. continue;
  9547. if(slot[i]==1000){ /* Star Crumb */
  9548. pc_delitem(sd,j,1,1);
  9549. sc++;
  9550. }
  9551. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9552. static const int ele_table[4]={3,1,4,2};
  9553. pc_delitem(sd,j,1,1);
  9554. ele=ele_table[slot[i]-994];
  9555. }
  9556. }
  9557. /* ?゙料?チ費 */
  9558. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9559. int j,id,x;
  9560. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9561. continue;
  9562. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9563. 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 */
  9564. int y=0;
  9565. j = pc_search_inventory(sd,id);
  9566. if(j >= 0){
  9567. y = sd->status.inventory[j].amount;
  9568. if(y>x)y=x; /* 足りている */
  9569. pc_delitem(sd,j,y,0);
  9570. }else {
  9571. if(battle_config.error_log)
  9572. ShowError("skill_produce_mix: material item error\n");
  9573. }
  9574. x-=y; /* まだ足りない個?を計算 */
  9575. }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 */
  9576. }
  9577. if((equip=itemdb_isequip(nameid)))
  9578. wlv = itemdb_wlv(nameid);
  9579. if(!equip) {
  9580. switch(skill_id){
  9581. case BS_IRON:
  9582. case BS_STEEL:
  9583. case BS_ENCHANTEDSTONE:
  9584. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9585. int skill = pc_checkskill(sd,skill_id);
  9586. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9587. switch(nameid){
  9588. case 998: // Iron
  9589. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9590. break;
  9591. case 999: // Steel
  9592. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9593. break;
  9594. case 1000: //Star Crumb
  9595. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9596. break;
  9597. default: // Enchanted Stones
  9598. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9599. break;
  9600. }
  9601. break;
  9602. case ASC_CDP:
  9603. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9604. break;
  9605. case AL_HOLYWATER:
  9606. make_per = 100000; //100% success
  9607. break;
  9608. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9609. case AM_TWILIGHT1:
  9610. case AM_TWILIGHT2:
  9611. case AM_TWILIGHT3:
  9612. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9613. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9614. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9615. switch(nameid){
  9616. case 501: // Red Potion
  9617. case 503: // Yellow Potion
  9618. case 504: // White Potion
  9619. case 605: // Anodyne
  9620. case 606: // Aloevera
  9621. make_per += 2000;
  9622. break;
  9623. case 505: // Blue Potion
  9624. make_per -= 500;
  9625. break;
  9626. case 545: // Condensed Red Potion
  9627. case 546: // Condensed Yellow Potion
  9628. case 547: // Condensed White Potion
  9629. make_per -= 1000;
  9630. break;
  9631. case 970: // Alcohol
  9632. make_per += 1000;
  9633. break;
  9634. case 7139: // Glistening Coat
  9635. make_per -= 1000;
  9636. break;
  9637. case 7135: // Bottle Grenade
  9638. case 7136: // Acid Bottle
  9639. case 7137: // Plant Bottle
  9640. case 7138: // Marine Sphere Bottle
  9641. default:
  9642. break;
  9643. }
  9644. if(battle_config.pp_rate != 100)
  9645. make_per = make_per * battle_config.pp_rate / 100;
  9646. break;
  9647. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9648. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9649. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9650. switch(nameid){
  9651. case 12114:
  9652. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9653. if (flag > 0)
  9654. make_per += 1000*flag-500;
  9655. break;
  9656. case 12115:
  9657. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9658. if (flag > 0)
  9659. make_per += 1000*flag-500;
  9660. break;
  9661. case 12116:
  9662. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9663. if (flag > 0)
  9664. make_per += 1000*flag-500;
  9665. break;
  9666. case 12117:
  9667. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9668. if (flag > 0)
  9669. make_per += 1000*flag-500;
  9670. break;
  9671. }
  9672. break;
  9673. default:
  9674. make_per = 5000;
  9675. break;
  9676. }
  9677. }
  9678. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9679. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9680. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9681. 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
  9682. 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
  9683. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9684. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9685. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9686. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9687. if(battle_config.wp_rate != 100)
  9688. make_per = make_per * battle_config.wp_rate / 100;
  9689. }
  9690. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9691. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9692. make_per = (make_per * 80) / 100; //Lupus
  9693. if(make_per < 1) make_per = 1;
  9694. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9695. struct item tmp_item;
  9696. memset(&tmp_item,0,sizeof(tmp_item));
  9697. tmp_item.nameid=nameid;
  9698. tmp_item.amount=1;
  9699. tmp_item.identify=1;
  9700. if(equip){
  9701. tmp_item.card[0]=0x00ff;
  9702. tmp_item.card[1]=((sc*5)<<8)+ele;
  9703. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9704. tmp_item.card[3]=GetWord(sd->char_id,1);
  9705. } else {
  9706. //Flag is only used on the end, so it can be used here. [Skotlex]
  9707. switch (skill_id) {
  9708. case AM_PHARMACY:
  9709. case AM_TWILIGHT1:
  9710. case AM_TWILIGHT2:
  9711. case AM_TWILIGHT3:
  9712. flag = battle_config.produce_potion_name_input;
  9713. break;
  9714. case AL_HOLYWATER:
  9715. flag = battle_config.holywater_name_input;
  9716. break;
  9717. case ASC_CDP:
  9718. flag = battle_config.cdp_name_input;
  9719. break;
  9720. default:
  9721. flag = battle_config.produce_item_name_input;
  9722. break;
  9723. }
  9724. if (flag) {
  9725. tmp_item.card[0]=0x00fe;
  9726. tmp_item.card[1]=0;
  9727. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9728. tmp_item.card[3]=GetWord(sd->char_id,1);
  9729. }
  9730. }
  9731. if(log_config.produce > 0)
  9732. log_produce(sd,nameid,slot1,slot2,slot3,1);
  9733. if(equip){
  9734. clif_produceeffect(sd,0,nameid);
  9735. clif_misceffect(&sd->bl,3);
  9736. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9737. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9738. } else {
  9739. int fame = 0;
  9740. tmp_item.amount = 0;
  9741. for (i=0; i< qty; i++)
  9742. { //Apply quantity modifiers.
  9743. if (rand()%10000 < make_per || qty == 1)
  9744. { //Success
  9745. tmp_item.amount++;
  9746. if(nameid < 545 || nameid > 547)
  9747. continue;
  9748. if(skill_id != AM_PHARMACY &&
  9749. skill_id != AM_TWILIGHT1 &&
  9750. skill_id != AM_TWILIGHT2 &&
  9751. skill_id != AM_TWILIGHT3)
  9752. continue;
  9753. //Add fame as needed.
  9754. switch(++sd->potion_success_counter) {
  9755. case 3:
  9756. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9757. break;
  9758. case 5:
  9759. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9760. break;
  9761. case 7:
  9762. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9763. break;
  9764. case 10:
  9765. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9766. sd->potion_success_counter = 0;
  9767. break;
  9768. }
  9769. } else //Failure
  9770. sd->potion_success_counter = 0;
  9771. }
  9772. if (fame)
  9773. pc_addfame(sd,fame);
  9774. //Visual effects and the like.
  9775. switch (skill_id) {
  9776. case AM_PHARMACY:
  9777. case AM_TWILIGHT1:
  9778. case AM_TWILIGHT2:
  9779. case AM_TWILIGHT3:
  9780. case ASC_CDP:
  9781. clif_produceeffect(sd,2,nameid);
  9782. clif_misceffect(&sd->bl,5);
  9783. break;
  9784. case BS_IRON:
  9785. case BS_STEEL:
  9786. case BS_ENCHANTEDSTONE:
  9787. clif_produceeffect(sd,0,nameid);
  9788. clif_misceffect(&sd->bl,3);
  9789. break;
  9790. default: //Those that don't require a skill?
  9791. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9792. clif_specialeffect(&sd->bl, 608, 0);
  9793. break;
  9794. }
  9795. }
  9796. if (tmp_item.amount) { //Success
  9797. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9798. clif_additem(sd,0,0,flag);
  9799. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9800. }
  9801. return 1;
  9802. }
  9803. }
  9804. //Failure
  9805. if(log_config.produce)
  9806. log_produce(sd,nameid,slot1,slot2,slot3,0);
  9807. if(equip){
  9808. clif_produceeffect(sd,1,nameid);
  9809. clif_misceffect(&sd->bl,2);
  9810. } else {
  9811. switch (skill_id) {
  9812. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  9813. pc_heal(sd,-(sd->status.max_hp>>2),0);
  9814. case AM_PHARMACY:
  9815. case AM_TWILIGHT1:
  9816. case AM_TWILIGHT2:
  9817. case AM_TWILIGHT3:
  9818. clif_produceeffect(sd,3,nameid);
  9819. clif_misceffect(&sd->bl,6);
  9820. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9821. break;
  9822. case BS_IRON:
  9823. case BS_STEEL:
  9824. case BS_ENCHANTEDSTONE:
  9825. clif_produceeffect(sd,1,nameid);
  9826. clif_misceffect(&sd->bl,2);
  9827. break;
  9828. default:
  9829. if (skill_produce_db[idx].itemlv==11)
  9830. clif_specialeffect(&sd->bl, 609, 0);
  9831. }
  9832. }
  9833. return 0;
  9834. }
  9835. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9836. {
  9837. int i,j,flag,index=-1;
  9838. struct item tmp_item;
  9839. nullpo_retr(0, sd);
  9840. if(nameid <= 0)
  9841. return 1;
  9842. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9843. if(nameid == skill_arrow_db[i].nameid) {
  9844. index = i;
  9845. break;
  9846. }
  9847. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9848. return 1;
  9849. pc_delitem(sd,j,1,0);
  9850. for(i=0;i<5;i++) {
  9851. memset(&tmp_item,0,sizeof(tmp_item));
  9852. tmp_item.identify = 1;
  9853. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9854. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9855. if(battle_config.making_arrow_name_input) {
  9856. tmp_item.card[0]=0x00fe;
  9857. tmp_item.card[1]=0;
  9858. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9859. tmp_item.card[3]=GetWord(sd->char_id,1);
  9860. }
  9861. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9862. continue;
  9863. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9864. clif_additem(sd,0,0,flag);
  9865. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9866. }
  9867. }
  9868. return 0;
  9869. }
  9870. /*----------------------------------------------------------------------------
  9871. * ?炎匀サ系
  9872. */
  9873. /*
  9874. * 文字列?�?
  9875. * ',' で区?リって val に戻す
  9876. */
  9877. int skill_split_str(char *str,char **val,int num)
  9878. {
  9879. int i;
  9880. for (i=0; i<num && str; i++){
  9881. val[i] = str;
  9882. str = strchr(str,',');
  9883. if (str)
  9884. *str++=0;
  9885. }
  9886. return i;
  9887. }
  9888. /*
  9889. * 文字列?�?
  9890. * ':' で区?リってatoiしてvalに戻す
  9891. */
  9892. int skill_split_atoi(char *str,int *val)
  9893. {
  9894. int i, j, diff, step = 1;
  9895. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9896. if (!str) break;
  9897. val[i] = atoi(str);
  9898. str = strchr(str,':');
  9899. if (str)
  9900. *str++=0;
  9901. }
  9902. if(i==0) //No data found.
  9903. return 0;
  9904. if(i==1)
  9905. { //Single value, have the whole range have the same value.
  9906. for (; i < MAX_SKILL_LEVEL; i++)
  9907. val[i] = val[i-1];
  9908. return i;
  9909. }
  9910. //Check for linear change with increasing steps until we reach half of the data acquired.
  9911. for (step = 1; step <= i/2; step++)
  9912. {
  9913. diff = val[i-1] - val[i-step-1];
  9914. for(j = i-1; j >= step; j--)
  9915. if ((val[j]-val[j-step]) != diff)
  9916. break;
  9917. if (j>=step) //No match, try next step.
  9918. continue;
  9919. for(; i < MAX_SKILL_LEVEL; i++)
  9920. { //Apply linear increase
  9921. val[i] = val[i-step]+diff;
  9922. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9923. { val[i] = 1; diff = 0; step = 1; }
  9924. }
  9925. return i;
  9926. }
  9927. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9928. for (;i<MAX_SKILL_LEVEL; i++)
  9929. val[i] = val[i-1];
  9930. return i;
  9931. }
  9932. /*
  9933. * スキルユニットの配置?﨣�?�?ャ
  9934. */
  9935. void skill_init_unit_layout(void)
  9936. {
  9937. int i,j,size,pos = 0;
  9938. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9939. // 矩形のユニット配置を?�?ャする
  9940. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9941. size = i*2+1;
  9942. skill_unit_layout[i].count = size*size;
  9943. for (j=0; j<size*size; j++) {
  9944. skill_unit_layout[i].dx[j] = (j%size-i);
  9945. skill_unit_layout[i].dy[j] = (j/size-i);
  9946. }
  9947. }
  9948. pos = i;
  9949. // 矩形以外のユニット配置を?�?ャする
  9950. for (i=0;i<MAX_SKILL_DB;i++) {
  9951. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9952. continue;
  9953. switch (i) {
  9954. case MG_FIREWALL:
  9955. case WZ_ICEWALL:
  9956. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  9957. break;
  9958. case PR_SANCTUARY:
  9959. {
  9960. static const int dx[] = {
  9961. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9962. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9963. static const int dy[]={
  9964. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9965. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9966. skill_unit_layout[pos].count = 21;
  9967. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9968. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9969. break;
  9970. }
  9971. case PR_MAGNUS:
  9972. {
  9973. static const int dx[] = {
  9974. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9975. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9976. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9977. static const int dy[] = {
  9978. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9979. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9980. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9981. skill_unit_layout[pos].count = 33;
  9982. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9983. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9984. break;
  9985. }
  9986. case AS_VENOMDUST:
  9987. {
  9988. static const int dx[] = {-1, 0, 0, 0, 1};
  9989. static const int dy[] = { 0,-1, 0, 1, 0};
  9990. skill_unit_layout[pos].count = 5;
  9991. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9992. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9993. break;
  9994. }
  9995. case CR_GRANDCROSS:
  9996. case NPC_GRANDDARKNESS:
  9997. {
  9998. static const int dx[] = {
  9999. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10000. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10001. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10002. static const int dy[] = {
  10003. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10004. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10005. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10006. skill_unit_layout[pos].count = 29;
  10007. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10008. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10009. break;
  10010. }
  10011. case PF_FOGWALL:
  10012. {
  10013. static const int dx[] = {
  10014. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10015. static const int dy[] = {
  10016. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10017. skill_unit_layout[pos].count = 15;
  10018. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10019. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10020. break;
  10021. }
  10022. case PA_GOSPEL:
  10023. {
  10024. static const int dx[] = {
  10025. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10026. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10027. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10028. -1, 0, 1};
  10029. static const int dy[] = {
  10030. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10031. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10032. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10033. 3, 3, 3};
  10034. skill_unit_layout[pos].count = 33;
  10035. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10036. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10037. break;
  10038. }
  10039. default:
  10040. ShowError("unknown unit layout at skill %d\n",i);
  10041. break;
  10042. }
  10043. if (!skill_unit_layout[pos].count)
  10044. continue;
  10045. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10046. skill_db[i].unit_layout_type[j] = pos;
  10047. pos++;
  10048. }
  10049. // ファイヤ?[ウォ?[ル
  10050. firewall_unit_pos = pos;
  10051. for (i=0;i<8;i++) {
  10052. if (i&1) { /* 斜め配置 */
  10053. skill_unit_layout[pos].count = 5;
  10054. if (i&0x2) {
  10055. int dx[] = {-1,-1, 0, 0, 1};
  10056. int dy[] = { 1, 0, 0,-1,-1};
  10057. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10058. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10059. } else {
  10060. int dx[] = { 1, 1 ,0, 0,-1};
  10061. int dy[] = { 1, 0, 0,-1,-1};
  10062. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10063. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10064. }
  10065. } else { /* ?c横配置 */
  10066. skill_unit_layout[pos].count = 3;
  10067. if (i%4==0) { /* ?繪コ */
  10068. int dx[] = {-1, 0, 1};
  10069. int dy[] = { 0, 0, 0};
  10070. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10071. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10072. } else { /* ?カ右 */
  10073. int dx[] = { 0, 0, 0};
  10074. int dy[] = {-1, 0, 1};
  10075. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10076. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10077. }
  10078. }
  10079. pos++;
  10080. }
  10081. // アイスウォ?[ル
  10082. icewall_unit_pos = pos;
  10083. for (i=0;i<8;i++) {
  10084. skill_unit_layout[pos].count = 5;
  10085. if (i&1) { /* 斜め配置 */
  10086. if (i&0x2) {
  10087. int dx[] = {-2,-1, 0, 1, 2};
  10088. int dy[] = { 2,-1, 0,-1,-2};
  10089. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10090. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10091. } else {
  10092. int dx[] = { 2, 1 ,0,-1,-2};
  10093. int dy[] = { 2, 1, 0,-1,-2};
  10094. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10095. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10096. }
  10097. } else { /* ?c横配置 */
  10098. if (i%4==0) { /* ?繪コ */
  10099. int dx[] = {-2,-1, 0, 1, 2};
  10100. int dy[] = { 0, 0, 0, 0, 0};
  10101. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10102. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10103. } else { /* ?カ右 */
  10104. int dx[] = { 0, 0, 0, 0, 0};
  10105. int dy[] = {-2,-1, 0, 1, 2};
  10106. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10107. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10108. }
  10109. }
  10110. pos++;
  10111. }
  10112. }
  10113. /*==========================================
  10114. * スキル?係ファイル?み?み
  10115. * skill_db.txt スキルデ?タ
  10116. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  10117. * produce_db.txt アイテム?�?ャスキル用デ?タ
  10118. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  10119. * abra_db.txt アブラカダブラ?動スキルデ?タ
  10120. *------------------------------------------
  10121. */
  10122. int skill_readdb(void)
  10123. {
  10124. int i,j,k,l,m;
  10125. FILE *fp;
  10126. char line[1024],path[1024],*p;
  10127. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10128. /* スキルデ?タベ?ス */
  10129. memset(skill_db,0,sizeof(skill_db));
  10130. sprintf(path, "%s/skill_db.txt", db_path);
  10131. fp=fopen(path,"r");
  10132. if(fp==NULL){
  10133. ShowError("can't read %s\n", path);
  10134. return 1;
  10135. }
  10136. while(fgets(line,1020,fp)){
  10137. char *split[50];
  10138. if(line[0]=='/' && line[1]=='/')
  10139. continue;
  10140. j = skill_split_str(line,split,15);
  10141. if(j < 15 || split[14]==NULL)
  10142. continue;
  10143. i=atoi(split[0]);
  10144. if (i>=10000 && i<10015) // for guild skills [Celest]
  10145. i -= 9500;
  10146. else if(i<=0 || i>MAX_SKILL_DB)
  10147. continue;
  10148. skill_split_atoi(split[1],skill_db[i].range);
  10149. skill_db[i].hit=atoi(split[2]);
  10150. skill_db[i].inf=atoi(split[3]);
  10151. skill_db[i].pl=atoi(split[4]);
  10152. skill_db[i].nk=atoi(split[5]);
  10153. skill_split_atoi(split[6],skill_db[i].splash);
  10154. skill_db[i].max=atoi(split[7]);
  10155. skill_split_atoi(split[8],skill_db[i].num);
  10156. if(strcmpi(split[9],"yes") == 0)
  10157. skill_db[i].castcancel=1;
  10158. else
  10159. skill_db[i].castcancel=0;
  10160. skill_db[i].cast_def_rate=atoi(split[10]);
  10161. skill_db[i].inf2=atoi(split[11]);
  10162. skill_db[i].maxcount=atoi(split[12]);
  10163. if(strcmpi(split[13],"weapon") == 0)
  10164. skill_db[i].skill_type=BF_WEAPON;
  10165. else if(strcmpi(split[13],"magic") == 0)
  10166. skill_db[i].skill_type=BF_MAGIC;
  10167. else if(strcmpi(split[13],"misc") == 0)
  10168. skill_db[i].skill_type=BF_MISC;
  10169. else
  10170. skill_db[i].skill_type=0;
  10171. skill_split_atoi(split[14],skill_db[i].blewcount);
  10172. for (j = 0; skill_names[j].id != 0; j++)
  10173. if (skill_names[j].id == i) {
  10174. skill_db[i].name = skill_names[j].name;
  10175. skill_db[i].desc = skill_names[j].desc;
  10176. break;
  10177. }
  10178. }
  10179. fclose(fp);
  10180. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10181. sprintf(path, "%s/skill_require_db.txt", db_path);
  10182. fp=fopen(path,"r");
  10183. if(fp==NULL){
  10184. ShowError("can't read %s\n", path);
  10185. return 1;
  10186. }
  10187. while(fgets(line,1020,fp)){
  10188. char *split[50];
  10189. if(line[0]=='/' && line[1]=='/')
  10190. continue;
  10191. j = skill_split_str(line,split,30);
  10192. if(j < 30 || split[29]==NULL)
  10193. continue;
  10194. i=atoi(split[0]);
  10195. if (i>=10000 && i<10015) // for guild skills [Celest]
  10196. i -= 9500;
  10197. else if(i<=0 || i>MAX_SKILL_DB)
  10198. continue;
  10199. skill_split_atoi(split[1],skill_db[i].hp);
  10200. skill_split_atoi(split[2],skill_db[i].mhp);
  10201. skill_split_atoi(split[3],skill_db[i].sp);
  10202. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10203. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10204. skill_split_atoi(split[6],skill_db[i].zeny);
  10205. p = split[7];
  10206. for(j=0;j<32;j++){
  10207. l = atoi(p);
  10208. if (l==99) {
  10209. skill_db[i].weapon = 0xffffffff;
  10210. break;
  10211. }
  10212. else
  10213. skill_db[i].weapon |= 1<<l;
  10214. p=strchr(p,':');
  10215. if(!p)
  10216. break;
  10217. p++;
  10218. }
  10219. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10220. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10221. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10222. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10223. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10224. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  10225. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10226. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10227. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10228. else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10229. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10230. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10231. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  10232. else skill_db[i].state=ST_NONE;
  10233. skill_split_atoi(split[9],skill_db[i].spiritball);
  10234. skill_db[i].itemid[0]=atoi(split[10]);
  10235. skill_db[i].amount[0]=atoi(split[11]);
  10236. skill_db[i].itemid[1]=atoi(split[12]);
  10237. skill_db[i].amount[1]=atoi(split[13]);
  10238. skill_db[i].itemid[2]=atoi(split[14]);
  10239. skill_db[i].amount[2]=atoi(split[15]);
  10240. skill_db[i].itemid[3]=atoi(split[16]);
  10241. skill_db[i].amount[3]=atoi(split[17]);
  10242. skill_db[i].itemid[4]=atoi(split[18]);
  10243. skill_db[i].amount[4]=atoi(split[19]);
  10244. skill_db[i].itemid[5]=atoi(split[20]);
  10245. skill_db[i].amount[5]=atoi(split[21]);
  10246. skill_db[i].itemid[6]=atoi(split[22]);
  10247. skill_db[i].amount[6]=atoi(split[23]);
  10248. skill_db[i].itemid[7]=atoi(split[24]);
  10249. skill_db[i].amount[7]=atoi(split[25]);
  10250. skill_db[i].itemid[8]=atoi(split[26]);
  10251. skill_db[i].amount[8]=atoi(split[27]);
  10252. skill_db[i].itemid[9]=atoi(split[28]);
  10253. skill_db[i].amount[9]=atoi(split[29]);
  10254. }
  10255. fclose(fp);
  10256. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10257. /* キャスティングデ?タベ?ス */
  10258. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10259. fp=fopen(path,"r");
  10260. if(fp==NULL){
  10261. ShowError("can't read %s\n", path);
  10262. return 1;
  10263. }
  10264. while(fgets(line,1020,fp)){
  10265. char *split[50];
  10266. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10267. if(line[0]=='/' && line[1]=='/')
  10268. continue;
  10269. j = skill_split_str(line,split,5);
  10270. if(split[4]==NULL || j<5)
  10271. continue;
  10272. i=atoi(split[0]);
  10273. if (i>=10000 && i<10015) // for guild skills [Celest]
  10274. i -= 9500;
  10275. else if(i<=0 || i>MAX_SKILL_DB)
  10276. continue;
  10277. skill_split_atoi(split[1],skill_db[i].cast);
  10278. skill_split_atoi(split[2],skill_db[i].delay);
  10279. skill_split_atoi(split[3],skill_db[i].upkeep_time);
  10280. skill_split_atoi(split[4],skill_db[i].upkeep_time2);
  10281. }
  10282. fclose(fp);
  10283. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10284. /* スキルユニットデ?[タベ?[ス */
  10285. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10286. fp=fopen(path,"r");
  10287. if (fp==NULL) {
  10288. ShowError("can't read %s\n", path);
  10289. return 1;
  10290. }
  10291. k = 0;
  10292. while (fgets(line,1020,fp)) {
  10293. char *split[50];
  10294. if (line[0]=='/' && line[1]=='/')
  10295. continue;
  10296. j = skill_split_str(line,split,8);
  10297. if (split[7]==NULL || j<8)
  10298. continue;
  10299. i=atoi(split[0]);
  10300. if (i>=10000 && i<10015) // for guild skills [Celest]
  10301. i -= 9500;
  10302. else if(i<=0 || i>MAX_SKILL_DB)
  10303. continue;
  10304. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10305. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10306. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10307. skill_db[i].unit_range = atoi(split[4]);
  10308. skill_db[i].unit_interval = atoi(split[5]);
  10309. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10310. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10311. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10312. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10313. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10314. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10315. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10316. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10317. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10318. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10319. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10320. skill_db[i].unit_target=BCT_NOENEMY;
  10321. //By default, target just characters.
  10322. skill_db[i].unit_target |= BL_CHAR;
  10323. if (skill_db[i].unit_flag&UF_NOPC)
  10324. skill_db[i].unit_target &= ~BL_PC;
  10325. if (skill_db[i].unit_flag&UF_NOMOB)
  10326. skill_db[i].unit_target &= ~BL_MOB;
  10327. if (skill_db[i].unit_flag&UF_SKILL)
  10328. skill_db[i].unit_target |= BL_SKILL;
  10329. k++;
  10330. }
  10331. fclose(fp);
  10332. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10333. skill_init_unit_layout();
  10334. /* ?サ造系スキルデ?タベ?ス */
  10335. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10336. for(m=0;m<2;m++){
  10337. sprintf(path, "%s/%s", db_path, filename[m]);
  10338. fp=fopen(path,"r");
  10339. if(fp==NULL){
  10340. if(m>0)
  10341. continue;
  10342. ShowError("can't read %s\n",path);
  10343. return 1;
  10344. }
  10345. k=0;
  10346. while(fgets(line,1020,fp)){
  10347. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10348. int x,y;
  10349. if(line[0]=='/' && line[1]=='/')
  10350. continue;
  10351. memset(split,0,sizeof(split));
  10352. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10353. if(split[0]==0) //fixed by Lupus
  10354. continue;
  10355. i=atoi(split[0]);
  10356. if(i<=0) continue;
  10357. skill_produce_db[k].nameid=i;
  10358. skill_produce_db[k].itemlv=atoi(split[1]);
  10359. skill_produce_db[k].req_skill=atoi(split[2]);
  10360. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10361. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10362. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10363. }
  10364. k++;
  10365. if(k >= MAX_SKILL_PRODUCE_DB)
  10366. break;
  10367. }
  10368. fclose(fp);
  10369. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10370. }
  10371. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10372. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10373. fp=fopen(path,"r");
  10374. if(fp==NULL){
  10375. ShowError("can't read %s\n", path);
  10376. return 1;
  10377. }
  10378. k=0;
  10379. while(fgets(line,1020,fp)){
  10380. char *split[16];
  10381. int x,y;
  10382. if(line[0]=='/' && line[1]=='/')
  10383. continue;
  10384. memset(split,0,sizeof(split));
  10385. j = skill_split_str(line,split,13);
  10386. if(split[0]==0) //fixed by Lupus
  10387. continue;
  10388. i=atoi(split[0]);
  10389. if(i<=0)
  10390. continue;
  10391. skill_arrow_db[k].nameid=i;
  10392. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10393. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10394. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10395. }
  10396. k++;
  10397. if(k >= MAX_SKILL_ARROW_DB)
  10398. break;
  10399. }
  10400. fclose(fp);
  10401. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10402. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10403. sprintf(path, "%s/abra_db.txt", db_path);
  10404. fp=fopen(path,"r");
  10405. if(fp==NULL){
  10406. ShowError("can't read %s\n", path);
  10407. return 1;
  10408. }
  10409. k=0;
  10410. while(fgets(line,1020,fp)){
  10411. char *split[16];
  10412. if(line[0]=='/' && line[1]=='/')
  10413. continue;
  10414. memset(split,0,sizeof(split));
  10415. j = skill_split_str(line,split,13);
  10416. if(split[0]==0) //fixed by Lupus
  10417. continue;
  10418. i=atoi(split[0]);
  10419. if(i<=0)
  10420. continue;
  10421. skill_abra_db[i].req_lv=atoi(split[2]);
  10422. skill_abra_db[i].per=atoi(split[3]);
  10423. k++;
  10424. if(k >= MAX_SKILL_ABRA_DB)
  10425. break;
  10426. }
  10427. fclose(fp);
  10428. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10429. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10430. fp=fopen(path,"r");
  10431. if(fp==NULL){
  10432. ShowError("can't read %s\n", path);
  10433. return 1;
  10434. }
  10435. while(fgets(line,1020,fp)){
  10436. char *split[50];
  10437. if(line[0]=='/' && line[1]=='/')
  10438. continue;
  10439. memset(split,0,sizeof(split));
  10440. j = skill_split_str(line,split,4);
  10441. if(split[0]==0) //fixed by Lupus
  10442. continue;
  10443. i=atoi(split[0]);
  10444. if (i>=10000 && i<10015) // for guild skills [Celest]
  10445. i -= 9500;
  10446. else if(i<=0 || i>MAX_SKILL_DB)
  10447. continue;
  10448. skill_split_atoi(split[1],skill_db[i].castnodex);
  10449. if (!split[2])
  10450. continue;
  10451. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10452. if(!split[3])
  10453. continue;
  10454. skill_split_atoi(split[3],skill_db[i].delaynowalk);
  10455. }
  10456. fclose(fp);
  10457. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10458. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10459. fp=fopen(path,"r");
  10460. if(fp==NULL){
  10461. ShowError("can't read %s\n", path);
  10462. return 1;
  10463. }
  10464. k=0;
  10465. while(fgets(line,1020,fp)){
  10466. char *split[16];
  10467. if(line[0]=='/' && line[1]=='/')
  10468. continue;
  10469. memset(split,0,sizeof(split));
  10470. j = skill_split_str(line,split,2);
  10471. if(split[0]==0) //fixed by Lupus
  10472. continue;
  10473. i=atoi(split[0]);
  10474. if (i>=10000 && i<10015) // for guild skills [Celest]
  10475. i -= 9500;
  10476. else if(i<=0 || i>MAX_SKILL_DB)
  10477. continue;
  10478. skill_db[i].nocast=atoi(split[1]);
  10479. k++;
  10480. }
  10481. fclose(fp);
  10482. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10483. return 0;
  10484. }
  10485. /*===============================================
  10486. * For reading leveluseskillspamount.txt [Celest]
  10487. *-----------------------------------------------
  10488. */
  10489. static int skill_read_skillspamount(void)
  10490. {
  10491. char *buf,*p;
  10492. struct skill_db *skill = NULL;
  10493. int s, idx, new_flag=1, level=1, sp=0;
  10494. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10495. if(buf==NULL)
  10496. return -1;
  10497. buf[s]=0;
  10498. for(p=buf;p-buf<s;){
  10499. char buf2[64];
  10500. if (sscanf(p,"%[@]",buf2) == 1) {
  10501. level = 1;
  10502. new_flag = 1;
  10503. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10504. for (idx=0; skill_names[idx].id != 0; idx++) {
  10505. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10506. skill = &skill_db[ skill_names[idx].id ];
  10507. new_flag = 0;
  10508. break;
  10509. }
  10510. }
  10511. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10512. skill->sp[level-1]=sp;
  10513. level++;
  10514. }
  10515. p=strchr(p,10);
  10516. if(!p) break;
  10517. p++;
  10518. }
  10519. aFree(buf);
  10520. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10521. return 0;
  10522. }
  10523. void skill_reload(void)
  10524. {
  10525. skill_readdb();
  10526. if (battle_config.skill_sp_override_grffile)
  10527. skill_read_skillspamount();
  10528. }
  10529. /*==========================================
  10530. * スキル?係?炎匀サ?�?
  10531. *------------------------------------------
  10532. */
  10533. int do_init_skill(void)
  10534. {
  10535. skill_readdb();
  10536. if (battle_config.skill_sp_override_grffile)
  10537. skill_read_skillspamount();
  10538. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10539. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10540. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10541. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10542. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10543. return 0;
  10544. }