skill.c 312 KB

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  1. // $Id: skill.c,v 1.8 2004/12/16 6:46:08 PM Celestia $
  2. /* スキル?係 */
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include "timer.h"
  8. #include "nullpo.h"
  9. #include "malloc.h"
  10. #include "skill.h"
  11. #include "map.h"
  12. #include "clif.h"
  13. #include "pc.h"
  14. #include "status.h"
  15. #include "pet.h"
  16. #include "mob.h"
  17. #include "battle.h"
  18. #include "party.h"
  19. #include "itemdb.h"
  20. #include "script.h"
  21. #include "intif.h"
  22. #include "log.h"
  23. #include "chrif.h"
  24. #include "guild.h"
  25. #include "showmsg.h"
  26. #include "grfio.h"
  27. #ifdef MEMWATCH
  28. #include "memwatch.h"
  29. #endif
  30. #define SKILLUNITTIMER_INVERVAL 100
  31. #define STATE_BLIND 0x10
  32. /* スキル番?=>ステ?タス異常番??換テ?ブル */
  33. int SkillStatusChangeTable[]={ /* skill.hのenumのSC_***とあわせること */
  34. /* 0- */
  35. -1,-1,-1,-1,-1,-1,
  36. SC_PROVOKE, /* プロボック */
  37. -1, 1,-1,
  38. /* 10- */
  39. SC_SIGHT, /* サイト */
  40. -1,-1,-1,-1,
  41. SC_FREEZE, /* フロストダイバ? */
  42. SC_STONE, /* スト?ンカ?ス */
  43. -1,-1,-1,
  44. /* 20- */
  45. -1,-1,-1,-1,
  46. SC_RUWACH, /* ルアフ */
  47. -1,-1,-1,-1,
  48. SC_INCREASEAGI, /* 速度?加 */
  49. /* 30- */
  50. SC_DECREASEAGI, /* 速度減少 */
  51. -1,
  52. SC_SIGNUMCRUCIS, /* シグナムクルシス */
  53. SC_ANGELUS, /* エンジェラス */
  54. SC_BLESSING, /* ブレッシング */
  55. -1,-1,-1,-1,-1,
  56. /* 40- */
  57. -1,-1,-1,-1,-1,
  58. SC_CONCENTRATE, /* 集中力向上 */
  59. -1,-1,-1,-1,
  60. /* 50- */
  61. -1,
  62. SC_HIDING, /* ハイディング */
  63. -1,-1,-1,-1,-1,-1,-1,-1,
  64. /* 60- */
  65. SC_TWOHANDQUICKEN, /* 2HQ */
  66. SC_AUTOCOUNTER,
  67. -1,-1,-1,-1,
  68. SC_IMPOSITIO, /* インポシティオマヌス */
  69. SC_SUFFRAGIUM, /* サフラギウム */
  70. SC_ASPERSIO, /* アスペルシオ */
  71. SC_BENEDICTIO, /* 聖?降福 */
  72. /* 70- */
  73. -1,
  74. SC_SLOWPOISON,
  75. -1,
  76. SC_KYRIE, /* キリエエレイソン */
  77. SC_MAGNIFICAT, /* マグニフィカ?ト */
  78. SC_GLORIA, /* グロリア */
  79. SC_DIVINA, /* レックスディビ?ナ */
  80. -1,
  81. SC_AETERNA, /* レックスエ?テルナ */
  82. -1,
  83. /* 80- */
  84. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  85. /* 90- */
  86. -1,-1,
  87. SC_QUAGMIRE, /* クァグマイア */
  88. -1,-1,-1,-1,-1,-1,-1,
  89. /* 100- */
  90. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  91. /* 110- */
  92. -1,
  93. SC_ADRENALINE, /* アドレナリンラッシュ */
  94. SC_WEAPONPERFECTION,/* ウェポンパ?フェクション */
  95. SC_OVERTHRUST, /* オ?バ?トラスト */
  96. SC_MAXIMIZEPOWER, /* マキシマイズパワ? */
  97. -1,-1,-1,-1,-1,
  98. /* 120- */
  99. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  100. /* 130- */
  101. -1,-1,-1,-1,-1,
  102. SC_CLOAKING, /* クロ?キング */
  103. SC_STAN, /* ソニックブロ? */
  104. -1,
  105. SC_ENCPOISON, /* エンチャントポイズン */
  106. SC_POISONREACT, /* ポイズンリアクト */
  107. /* 140- */
  108. SC_POISON, /* ベノムダスト */
  109. SC_SPLASHER, /* ベナムスプラッシャ? */
  110. -1,
  111. SC_TRICKDEAD, /* 死んだふり */
  112. -1,-1,SC_AUTOBERSERK,-1,-1,-1,
  113. /* 150- */
  114. -1,-1,-1,-1,-1,
  115. SC_LOUD, /* ラウドボイス */
  116. -1,
  117. SC_ENERGYCOAT, /* エナジ?コ?ト */
  118. -1,-1,
  119. /* 160- */
  120. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  121. -1,-1,-1,
  122. SC_SELFDESTRUCTION,
  123. -1,-1,-1,-1,-1,-1,
  124. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  125. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  126. -1,
  127. SC_KEEPING,
  128. -1,-1,
  129. SC_BARRIER,
  130. -1,-1,
  131. SC_HALLUCINATION,
  132. -1,-1,
  133. /* 210- */
  134. -1,-1,-1,-1,-1,
  135. SC_STRIPWEAPON,
  136. SC_STRIPSHIELD,
  137. SC_STRIPARMOR,
  138. SC_STRIPHELM,
  139. -1,
  140. /* 220- */
  141. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  142. /* 230- */
  143. -1,-1,-1,-1,
  144. SC_CP_WEAPON,
  145. SC_CP_SHIELD,
  146. SC_CP_ARMOR,
  147. SC_CP_HELM,
  148. -1,-1,
  149. /* 240- */
  150. -1,-1,-1,-1,-1,-1,-1,-1,-1,
  151. SC_AUTOGUARD,
  152. /* 250- */
  153. -1,-1,
  154. SC_REFLECTSHIELD,
  155. -1,-1,
  156. SC_DEVOTION,
  157. SC_PROVIDENCE,
  158. SC_DEFENDER,
  159. SC_SPEARSQUICKEN,
  160. -1,
  161. /* 260- */
  162. -1,-1,-1,-1,-1,-1,-1,-1,
  163. SC_STEELBODY,
  164. SC_BLADESTOP_WAIT,
  165. /* 270- */
  166. SC_EXPLOSIONSPIRITS,
  167. SC_EXTREMITYFIST,
  168. -1,-1,-1,-1,
  169. SC_MAGICROD,
  170. -1,-1,-1,
  171. /* 280- */
  172. SC_FLAMELAUNCHER,
  173. SC_FROSTWEAPON,
  174. SC_LIGHTNINGLOADER,
  175. SC_SEISMICWEAPON,
  176. -1,
  177. SC_VOLCANO,
  178. SC_DELUGE,
  179. SC_VIOLENTGALE,
  180. SC_LANDPROTECTOR,
  181. -1,
  182. /* 290- */
  183. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  184. /* 300- */
  185. -1,-1,-1,-1,-1,-1,
  186. SC_LULLABY,
  187. SC_RICHMANKIM,
  188. SC_ETERNALCHAOS,
  189. SC_DRUMBATTLE,
  190. /* 310- */
  191. SC_NIBELUNGEN,
  192. SC_ROKISWEIL,
  193. SC_INTOABYSS,
  194. SC_SIEGFRIED,
  195. -1,-1,-1,
  196. SC_DISSONANCE,
  197. -1,
  198. SC_WHISTLE,
  199. /* 320- */
  200. SC_ASSNCROS,
  201. SC_POEMBRAGI,
  202. SC_APPLEIDUN,
  203. -1,-1,
  204. SC_UGLYDANCE,
  205. -1,
  206. SC_HUMMING,
  207. SC_DONTFORGETME,
  208. SC_FORTUNE,
  209. /* 330- */
  210. SC_SERVICE4U,
  211. SC_SELFDESTRUCTION,
  212. -1,-1,-1,-1,-1,-1,-1,-1,
  213. /* 340- */
  214. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  215. /* 350- */
  216. -1,-1,-1,-1,-1,
  217. SC_AURABLADE,
  218. SC_PARRYING,
  219. SC_CONCENTRATION,
  220. SC_TENSIONRELAX,
  221. SC_BERSERK,
  222. /* 360- */
  223. SC_BERSERK,
  224. SC_ASSUMPTIO,
  225. SC_BASILICA,
  226. -1,-1,-1,
  227. SC_MAGICPOWER,
  228. -1,
  229. SC_SACRIFICE,
  230. SC_GOSPEL,
  231. /* 370- */
  232. -1,-1,-1,-1,-1,-1,-1,-1,
  233. SC_EDP,
  234. -1,
  235. /* 380- */
  236. SC_TRUESIGHT,
  237. -1,-1,
  238. SC_WINDWALK,
  239. SC_MELTDOWN,
  240. -1,-1,
  241. SC_CARTBOOST,
  242. -1,
  243. SC_CHASEWALK,
  244. /* 390- */
  245. SC_REJECTSWORD,
  246. -1,-1,-1,-1,
  247. SC_MOONLIT,
  248. SC_MARIONETTE,
  249. -1,
  250. SC_HEADCRUSH,
  251. SC_JOINTBEAT,
  252. /* 400 */
  253. -1,-1,
  254. SC_MINDBREAKER,
  255. SC_MEMORIZE,
  256. SC_FOGWALL,
  257. SC_SPIDERWEB,
  258. -1,-1,-1,-1,
  259. /* 410- */
  260. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  261. };
  262. const struct skill_name_db skill_names[] = {
  263. { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } ,
  264. { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } ,
  265. { AC_DOUBLE, "DOUBLE", "Double_Strafe" } ,
  266. { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } ,
  267. { AC_OWL, "OWL", "Owl's_Eye" } ,
  268. { AC_SHOWER, "SHOWER", "Arrow_Shower" } ,
  269. { AC_VULTURE, "VULTURE", "Vulture's_Eye" } ,
  270. { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } ,
  271. { AL_ANGELUS, "ANGELUS", "Angelus" } ,
  272. { AL_BLESSING, "BLESSING", "Blessing" } ,
  273. { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } ,
  274. { AL_CURE, "CURE", "Cure" } ,
  275. { AL_DECAGI, "DECAGI", "Decrease_AGI" } ,
  276. { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } ,
  277. { AL_DP, "DP", "Divine_Protection" } ,
  278. { AL_HEAL, "HEAL", "Heal" } ,
  279. { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } ,
  280. { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } ,
  281. { AL_INCAGI, "INCAGI", "Increase_AGI" } ,
  282. { AL_PNEUMA, "PNEUMA", "Pneuma" } ,
  283. { AL_RUWACH, "RUWACH", "Ruwach" } ,
  284. { AL_TELEPORT, "TELEPORT", "Teleport" } ,
  285. { AL_WARP, "WARP", "Warp_Portal" } ,
  286. { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } ,
  287. { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } ,
  288. { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } ,
  289. { AM_BIOETHICS, "BIOETHICS", "Bioethics" } ,
  290. { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } ,
  291. { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } ,
  292. { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } ,
  293. { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } ,
  294. { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } ,
  295. { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } ,
  296. { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } ,
  297. { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } ,
  298. { AM_CULTIVATION, "CULTIVATION", "Cultivation" } ,
  299. { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } ,
  300. { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } ,
  301. { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } ,
  302. { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } ,
  303. { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } ,
  304. { AM_PHARMACY, "PHARMACY", "Pharmacy" } ,
  305. { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } ,
  306. { AM_REST, "REST", "Sabbath" } ,
  307. { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } ,
  308. { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } ,
  309. { ASC_BREAKER, "BREAKER", "Breaker" } ,
  310. { ASC_CDP, "CDP", "Create_Deadly_Poison" } ,
  311. { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } ,
  312. { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } ,
  313. { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } ,
  314. { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } ,
  315. { AS_CLOAKING, "CLOAKING", "Cloaking" } ,
  316. { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } ,
  317. { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } ,
  318. { AS_KATAR, "KATAR", "Katar_Mastery" } ,
  319. { AS_LEFT, "LEFT", "Lefthand_Mastery" } ,
  320. { AS_POISONREACT, "POISONREACT", "Poison_React" } ,
  321. { AS_RIGHT, "RIGHT", "Righthand_Mastery" } ,
  322. { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } ,
  323. { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } ,
  324. { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } ,
  325. { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } ,
  326. { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } ,
  327. { BA_DISSONANCE, "DISSONANCE", "Dissonance" } ,
  328. { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } ,
  329. { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } ,
  330. { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } ,
  331. { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } ,
  332. { BA_WHISTLE, "WHISTLE", "Whistle" } ,
  333. { BD_ADAPTATION, "ADAPTATION", "Adaption" } ,
  334. { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } ,
  335. { BD_ENCORE, "ENCORE", "Encore" } ,
  336. { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } ,
  337. { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } ,
  338. { BD_LULLABY, "LULLABY", "Lullaby" } ,
  339. { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } ,
  340. { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } ,
  341. { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } ,
  342. { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } ,
  343. { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } ,
  344. { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } ,
  345. { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } ,
  346. { BS_AXE, "AXE", "Smith_Axe" } ,
  347. { BS_DAGGER, "DAGGER", "Smith_Dagger" } ,
  348. { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  349. { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } ,
  350. { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } ,
  351. { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } ,
  352. { BS_IRON, "IRON", "Iron_Tempering" } ,
  353. { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } ,
  354. { BS_MACE, "MACE", "Smith_Mace" } ,
  355. { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } ,
  356. { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } ,
  357. { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } ,
  358. { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } ,
  359. { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } ,
  360. { BS_SPEAR, "SPEAR", "Smith_Spear" } ,
  361. { BS_STEEL, "STEEL", "Steel_Tempering" } ,
  362. { BS_SWORD, "SWORD", "Smith_Sword" } ,
  363. { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  364. { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } ,
  365. { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } ,
  366. { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } ,
  367. { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } ,
  368. { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } ,
  369. { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } ,
  370. { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } ,
  371. { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } ,
  372. { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } ,
  373. { CR_ALCHEMY, "ALCHEMY", "Alchemy" } ,
  374. { CR_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } ,
  375. { CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } ,
  376. { CR_AUTOGUARD, "AUTOGUARD", "Guard" } ,
  377. { CR_DEFENDER, "DEFENDER", "Defender" } ,
  378. { CR_DEVOTION, "DEVOTION", "Sacrifice" } ,
  379. { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } ,
  380. { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } ,
  381. { CR_PROVIDENCE, "PROVIDENCE", "Providence" } ,
  382. { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } ,
  383. { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } ,
  384. { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } ,
  385. { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } ,
  386. { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } ,
  387. { CR_TRUST, "TRUST", "Faith" } ,
  388. { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } ,
  389. { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } ,
  390. { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } ,
  391. { DC_HUMMING, "HUMMING", "Humming" } ,
  392. { DC_SCREAM, "SCREAM", "Scream" } ,
  393. { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } ,
  394. { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } ,
  395. { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } ,
  396. { GD_BATTLEORDER, "BATTLEORDER", "Battle_Orders" } ,
  397. { GD_REGENERATION, "REGENERATION", "Regeneration" } ,
  398. { GD_RESTORE, "RESTORE", "Restore" } ,
  399. { GD_EMERGENCYCALL, "EMERGENCYCALL", "Emergency_Call" } ,
  400. { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } ,
  401. { HP_BASILICA, "BASILICA", "Basilica" } ,
  402. { HP_MEDITATIO, "MEDITATIO", "Meditation" } ,
  403. { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } ,
  404. { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } ,
  405. { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } ,
  406. { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } ,
  407. { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } ,
  408. { HT_DETECTING, "DETECTING", "Detect" } ,
  409. { HT_FALCON, "FALCON", "Falconry_Mastery" } ,
  410. { HT_FLASHER, "FLASHER", "Flasher" } ,
  411. { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } ,
  412. { HT_LANDMINE, "LANDMINE", "Land_Mine" } ,
  413. { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } ,
  414. { HT_SANDMAN, "SANDMAN", "Sandman" } ,
  415. { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } ,
  416. { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } ,
  417. { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } ,
  418. { HT_STEELCROW, "STEELCROW", "Steel_Crow" } ,
  419. { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } ,
  420. { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } ,
  421. { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } ,
  422. { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } ,
  423. { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } ,
  424. { ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } ,
  425. { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } ,
  426. { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } ,
  427. { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } ,
  428. { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } ,
  429. { KN_PIERCE, "PIERCE", "Pierce" } ,
  430. { KN_RIDING, "RIDING", "Peco_Peco_Ride" } ,
  431. { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } ,
  432. { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } ,
  433. { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } ,
  434. { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } ,
  435. { LK_AURABLADE, "AURABLADE", "Aura_Blade" } ,
  436. { LK_BERSERK, "BERSERK", "Berserk" } ,
  437. { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } ,
  438. { LK_FURY, "FURY", "LK_FURY" } ,
  439. { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } ,
  440. { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } ,
  441. { LK_PARRYING, "PARRYING", "Parrying" } ,
  442. { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } ,
  443. { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } ,
  444. { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } ,
  445. { MC_CHANGECART, "CHANGECART", "Change_Cart" } ,
  446. { MC_DISCOUNT, "DISCOUNT", "Discount" } ,
  447. { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } ,
  448. { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } ,
  449. { MC_LOUD, "LOUD", "Lord_Exclamation" } ,
  450. { MC_MAMMONITE, "MAMMONITE", "Mammonite" } ,
  451. { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } ,
  452. { MC_PUSHCART, "PUSHCART", "Pushcart" } ,
  453. { MC_VENDING, "VENDING", "Vending" } ,
  454. { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } ,
  455. { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } ,
  456. { MG_FIREBALL, "FIREBALL", "Fire_Ball" } ,
  457. { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } ,
  458. { MG_FIREWALL, "FIREWALL", "Fire_Wall" } ,
  459. { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } ,
  460. { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } ,
  461. { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } ,
  462. { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } ,
  463. { MG_SIGHT, "SIGHT", "Sight" } ,
  464. { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } ,
  465. { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } ,
  466. { MG_STONECURSE, "STONECURSE", "Stone_Curse" } ,
  467. { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } ,
  468. { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } ,
  469. { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } ,
  470. { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } ,
  471. { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } ,
  472. { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } ,
  473. { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } ,
  474. { MO_DODGE, "DODGE", "Dodge" } ,
  475. { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } ,
  476. { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } ,
  477. { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } ,
  478. { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } ,
  479. { MO_IRONHAND, "IRONHAND", "Iron_Hand" } ,
  480. { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } ,
  481. { MO_STEELBODY, "STEELBODY", "Steel_Body" } ,
  482. { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } ,
  483. { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  484. { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } ,
  485. { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } ,
  486. { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  487. { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  488. { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  489. { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  490. { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  491. { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  492. { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  493. { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } ,
  494. { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } ,
  495. { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } ,
  496. { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  497. { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } ,
  498. { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } ,
  499. { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } ,
  500. { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } ,
  501. { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  502. { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } ,
  503. { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } ,
  504. { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  505. { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } ,
  506. { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  507. { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  508. { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } ,
  509. { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } ,
  510. { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } ,
  511. { NPC_LICK, "LICK", "NPC_LICK" } ,
  512. { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  513. { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  514. { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  515. { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  516. { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } ,
  517. { NPC_POISON, "POISON", "NPC_POISON" } ,
  518. { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } ,
  519. { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
  520. { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  521. { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } ,
  522. { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } ,
  523. { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } ,
  524. { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } ,
  525. { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  526. { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  527. { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } ,
  528. { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  529. { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } ,
  530. { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } ,
  531. { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  532. { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  533. { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  534. { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  535. { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } ,
  536. { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } ,
  537. { NV_BASIC, "BASIC", "Basic_Skill" } ,
  538. { NV_FIRSTAID, "FIRSTAID", "First Aid" } ,
  539. { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } ,
  540. { PA_GOSPEL, "GOSPEL", "Gospel" } ,
  541. { PA_PRESSURE, "PRESSURE", "Pressure" } ,
  542. { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } ,
  543. { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } ,
  544. { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } ,
  545. { PF_MEMORIZE, "MEMORIZE", "Memorize" } ,
  546. { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } ,
  547. { PF_SOULBURN, "SOULBURN", "Soul_Burn" } ,
  548. { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } ,
  549. { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } ,
  550. { PR_ASPERSIO, "ASPERSIO", "Aspersio" } ,
  551. { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } ,
  552. { PR_GLORIA, "GLORIA", "Gloria" } ,
  553. { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } ,
  554. { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } ,
  555. { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } ,
  556. { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } ,
  557. { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } ,
  558. { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } ,
  559. { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } ,
  560. { PR_SANCTUARY, "SANCTUARY", "Santuary" } ,
  561. { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } ,
  562. { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } ,
  563. { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } ,
  564. { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } ,
  565. { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } ,
  566. { RG_CLEANER, "CLEANER", "Remover" } ,
  567. { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } ,
  568. { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } ,
  569. { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } ,
  570. { RG_GRAFFITI, "GRAFFITI", "Graffiti" } ,
  571. { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } ,
  572. { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } ,
  573. { RG_RAID, "RAID", "Raid" } ,
  574. { RG_SNATCHER, "SNATCHER", "Snatcher" } ,
  575. { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } ,
  576. { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } ,
  577. { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } ,
  578. { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } ,
  579. { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } ,
  580. { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } ,
  581. { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } ,
  582. { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } ,
  583. { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } ,
  584. { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } ,
  585. { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } ,
  586. { SA_COMA, "COMA", "Coma" } ,
  587. { SA_DEATH, "DEATH", "Death" } ,
  588. { SA_DELUGE, "DELUGE", "Deluge" } ,
  589. { SA_DISPELL, "DISPELL", "Dispel" } ,
  590. { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } ,
  591. { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } ,
  592. { SA_FORTUNE, "FORTUNE", "Fortune" } ,
  593. { SA_FREECAST, "FREECAST", "Cast_Freedom" } ,
  594. { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } ,
  595. { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } ,
  596. { SA_GRAVITY, "GRAVITY", "Gravity" } ,
  597. { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } ,
  598. { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } ,
  599. { SA_LEVELUP, "LEVELUP", "Level_Up" } ,
  600. { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } ,
  601. { SA_MAGICROD, "MAGICROD", "Magic_Rod" } ,
  602. { SA_MONOCELL, "MONOCELL", "Monocell" } ,
  603. { SA_QUESTION, "QUESTION", "Question?" } ,
  604. { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } ,
  605. { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } ,
  606. { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } ,
  607. { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } ,
  608. { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } ,
  609. { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } ,
  610. { SA_VOLCANO, "VOLCANO", "Volcano" } ,
  611. { SG_DEVIL, "DEVIL", "Devil" } ,
  612. { SG_FEEL, "FEEL", "Feel" } ,
  613. { SG_FRIEND, "FRIEND", "Friend" } ,
  614. { SG_FUSION, "FUSION", "Fusion" } ,
  615. { SG_HATE, "HATE", "Hate" } ,
  616. { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } ,
  617. { SG_MOON_ANGER, "ANGER", "Moon Anger" } ,
  618. { SG_MOON_BLESS, "BLESS", "Moon Bless" } ,
  619. { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } ,
  620. { SG_MOON_WARM, "WARM", "Moon Warm" } ,
  621. { SG_STAR_ANGER, "ANGER", "Star Anger" } ,
  622. { SG_STAR_BLESS, "BLESS", "Star Bless" } ,
  623. { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } ,
  624. { SG_STAR_WARM, "WARM", "Star Warm" } ,
  625. { SG_SUN_ANGER, "ANGER", "Sun Anger" } ,
  626. { SG_SUN_BLESS, "BLESS", "Sun Bless" } ,
  627. { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } ,
  628. { SG_SUN_WARM, "WARM", "Sun Warm" } ,
  629. { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } ,
  630. { SL_ASSASIN, "ASSASIN", "Assasin" } ,
  631. { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } ,
  632. { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } ,
  633. { SL_CRUSADER, "CRUSADER", "Crusader" } ,
  634. { SL_HUNTER, "HUNTER", "Hunter" } ,
  635. { SL_KAAHI, "KAAHI", "Kaahi" } ,
  636. { SL_KAINA, "KAINA", "Kaina" } ,
  637. { SL_KAITE, "KAITE", "Kaite" } ,
  638. { SL_KAIZEL, "KAIZEL", "Kaizel" } ,
  639. { SL_KAUPE, "KAUPE", "Kaupe" } ,
  640. { SL_KNIGHT, "KNIGHT", "Knight" } ,
  641. { SL_MONK, "MONK", "Monk" } ,
  642. { SL_PRIEST, "PRIEST", "Priest" } ,
  643. { SL_ROGUE, "ROGUE", "Rogue" } ,
  644. { SL_SAGE, "SAGE", "Sage" } ,
  645. { SL_SKA, "SKA", "SKA" } ,
  646. { SL_SKE, "SKE", "SKE" } ,
  647. { SL_SMA, "SMA", "SMA" } ,
  648. { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } ,
  649. { SL_STAR, "STAR", "Star" } ,
  650. { SL_STIN, "STIN", "Stin" } ,
  651. { SL_STUN, "STUN", "Stun" } ,
  652. { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } ,
  653. { SL_SWOO, "SWOO", "Swoo" } ,
  654. { SL_WIZARD, "WIZARD", "Wizard" } ,
  655. { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } ,
  656. { SM_BASH, "BASH", "Bash" } ,
  657. { SM_ENDURE, "ENDURE", "Endure" } ,
  658. { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } ,
  659. { SM_MAGNUM, "MAGNUM", "Magnum_Break" } ,
  660. { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } ,
  661. { SM_PROVOKE, "PROVOKE", "Provoke" } ,
  662. { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } ,
  663. { SM_SWORD, "SWORD", "Sword_Mastery" } ,
  664. { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } ,
  665. { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } ,
  666. { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } ,
  667. { SN_SIGHT, "SIGHT", "True_Sight" } ,
  668. { SN_WINDWALK, "WINDWALK", "Wind_Walk" } ,
  669. { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } ,
  670. { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } ,
  671. { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } ,
  672. { ST_PRESERVE, "PRESERVE", "Preserve" } ,
  673. { ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } ,
  674. { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } ,
  675. { TF_DETOXIFY, "DETOXIFY", "Detoxify" } ,
  676. { TF_DOUBLE, "DOUBLE", "Double_Attack" } ,
  677. { TF_HIDING, "HIDING", "Hiding" } ,
  678. { TF_MISS, "MISS", "Improve_Dodge" } ,
  679. { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } ,
  680. { TF_POISON, "POISON", "Envenom" } ,
  681. { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } ,
  682. { TF_STEAL, "STEAL", "Steal" } ,
  683. { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } ,
  684. { TK_COUNTER, "COUNTER", "Counter" } ,
  685. { TK_DODGE, "DODGE", "Dodge" } ,
  686. { TK_DOWNKICK, "DOWNKICK", "Down Kick" } ,
  687. { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } ,
  688. { TK_HPTIME, "HPTIME", "HP Time" } ,
  689. { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } ,
  690. { TK_POWER, "POWER", "Power" } ,
  691. { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } ,
  692. { TK_READYDOWN, "READYDOWN", "Ready Down" } ,
  693. { TK_READYSTORM, "READYSTORM", "Ready Storm" } ,
  694. { TK_READYTURN, "READYTURN", "Ready Turn" } ,
  695. { TK_RUN, "RUN", "TK_RUN" } ,
  696. { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } ,
  697. { TK_SPTIME, "SPTIME", "SP Time" } ,
  698. { TK_STORMKICK, "STORMKICK", "Storm Kick" } ,
  699. { TK_TURNKICK, "TURNKICK", "Turn Kick" } ,
  700. { WE_BABY, "BABY", "Adopt_Baby" } ,
  701. { WE_CALLBABY, "CALLBABY", "Call_Baby" } ,
  702. { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } ,
  703. { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } ,
  704. { WE_FEMALE, "FEMALE", "I Only Look Up to You" } ,
  705. { WE_MALE, "MALE", "I Will Protect You" } ,
  706. { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } ,
  707. { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } ,
  708. { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } ,
  709. { WS_MELTDOWN, "MELTDOWN", "Meltdown" } ,
  710. { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } ,
  711. { WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } ,
  712. { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } ,
  713. { WZ_ESTIMATION, "ESTIMATION", "Sense" } ,
  714. { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } ,
  715. { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } ,
  716. { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } ,
  717. { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } ,
  718. { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } ,
  719. { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } ,
  720. { WZ_METEOR, "METEOR", "Meteor_Storm" } ,
  721. { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } ,
  722. { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } ,
  723. { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } ,
  724. { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } ,
  725. { WZ_WATERBALL, "WATERBALL", "Water_Ball" } ,
  726. { 0, 0, 0 }
  727. };
  728. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  729. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  730. static int rdamage;
  731. /* スキルデ?タベ?ス */
  732. struct skill_db skill_db[MAX_SKILL_DB];
  733. /* アイテム作成デ?タベ?ス */
  734. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  735. /* 矢作成スキルデ?タベ?ス */
  736. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  737. /* アブラカダブラ?動スキルデ?タベ?ス */
  738. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  739. // macros to check for out of bounds errors [celest]
  740. // i: Skill ID, l: Skill Level, var: Value to return after checking
  741. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  742. // for values that might need to use a different function just skill_chk would suffice.
  743. #define skill_chk(i, l) \
  744. if (i >= 10000 && i < 10015) {i -= 9500;} \
  745. if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
  746. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  747. #define skill_get(var, i, l) \
  748. { skill_chk(i, l); return var; }
  749. // Skill DB
  750. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  751. int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); }
  752. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  753. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  754. int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); }
  755. int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); }
  756. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  757. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  758. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  759. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  760. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  761. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  762. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  763. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  764. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  765. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  766. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  767. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  768. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  769. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  770. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  771. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  772. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  773. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  774. int skill_tree_get_max(int id, int b_class){
  775. struct pc_base_job s_class = pc_calc_base_job(b_class);
  776. int i, skillid;
  777. for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
  778. if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
  779. return skill_get_max (id);
  780. }
  781. /* プロトタイプ */
  782. //struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
  783. int skill_check_condition( struct map_session_data *sd,int type);
  784. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  785. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  786. int status_change_timer_sub(struct block_list *bl, va_list ap );
  787. int skill_attack_area(struct block_list *bl,va_list ap);
  788. int skill_abra_dataset(int skilllv);
  789. int skill_clear_element_field(struct block_list *bl);
  790. int skill_landprotector(struct block_list *bl, va_list ap );
  791. int skill_trap_splash(struct block_list *bl, va_list ap );
  792. int skill_count_target(struct block_list *bl, va_list ap );
  793. // [MouseJstr] - skill ok to cast? and when?
  794. int skillnotok(int skillid, struct map_session_data *sd) {
  795. if (sd == 0)
  796. return 0;
  797. if (!(skillid >= 10000 && skillid < 10015))
  798. if ((skillid > MAX_SKILL) || (skillid < 0))
  799. return 1;
  800. if (pc_isGM(sd) >= 20)
  801. return 0; // gm's can do anything damn thing they want
  802. // Check skill restrictions [Celest]
  803. if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1)
  804. return 1;
  805. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  806. return 1;
  807. if(map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 4)
  808. return 1;
  809. if (agit_flag && skill_get_nocast (skillid) & 8)
  810. return 1;
  811. if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
  812. return 1;
  813. switch (skillid) {
  814. case AL_WARP:
  815. case AL_TELEPORT:
  816. case MC_VENDING:
  817. case MC_IDENTIFY:
  818. return 0; // always allowed
  819. default:
  820. return(map[sd->bl.m].flag.noskill);
  821. }
  822. }
  823. static int distance(int x0,int y0,int x1,int y1)
  824. {
  825. int dx,dy;
  826. dx=abs(x0-x1);
  827. dy=abs(y0-y1);
  828. return dx>dy ? dx : dy;
  829. }
  830. /* スキルユニットIDを返す(これもデ?タベ?スに入れたいな) */
  831. int skill_get_unit_id(int id,int flag)
  832. {
  833. switch(id){
  834. case MG_SAFETYWALL: return 0x7e; /* セイフティウォ?ル */
  835. case MG_FIREWALL: return 0x7f; /* ファイア?ウォ?ル */
  836. case AL_WARP: return (flag==0)?0x81:0x80; /* ワ?プポ?タル */
  837. case PR_BENEDICTIO: return 0x82; /* 聖?降福 */
  838. case PR_SANCTUARY: return 0x83; /* サンクチュアリ */
  839. case PR_MAGNUS: return 0x84; /* マグヌスエクソシズム */
  840. case AL_PNEUMA: return 0x85; /* ニュ?マ */
  841. case MG_THUNDERSTORM: return 0x86; /* サンダ?スト?ム */
  842. case WZ_HEAVENDRIVE: return 0x86; /* ヘヴンズドライブ */
  843. case WZ_SIGHTRASHER: return 0x86; /* サイトラッシャ? */
  844. case WZ_METEOR: return 0x86; /* メテオスト?ム */
  845. case WZ_VERMILION: return 0x86; /* ロ?ドオブヴァ?ミリオン */
  846. case WZ_FROSTNOVA: return 0x86; /* フロストノヴァ */
  847. case WZ_STORMGUST: return 0x86; /* スト?ムガスト(とりあえずLoVと同じで?理) */
  848. case CR_GRANDCROSS: return 0x86; /* グランドクロス */
  849. case NPC_DARKGRANDCROSS: return 0x86; /*闇グランドクロス*/
  850. case WZ_FIREPILLAR: return (flag==0)?0x87:0x88; /* ファイア?ピラ? */
  851. case HT_TALKIEBOX: return 0x99; /* ト?キ?ボックス */
  852. case WZ_ICEWALL: return 0x8d; /* アイスウォ?ル */
  853. case WZ_QUAGMIRE: return 0x8e; /* クァグマイア */
  854. case HT_BLASTMINE: return 0x8f; /* ブラストマイン */
  855. case HT_SKIDTRAP: return 0x90; /* スキッドトラップ */
  856. case HT_ANKLESNARE: return 0x91; /* アンクルスネア */
  857. case AS_VENOMDUST: return 0x92; /* ベノムダスト */
  858. case HT_LANDMINE: return 0x93; /* ランドマイン */
  859. case HT_SHOCKWAVE: return 0x94; /* ショックウェ?ブトラップ */
  860. case HT_SANDMAN: return 0x95; /* サンドマン */
  861. case HT_FLASHER: return 0x96; /* フラッシャ? */
  862. case HT_FREEZINGTRAP: return 0x97; /* フリ?ジングトラップ */
  863. case HT_CLAYMORETRAP: return 0x98; /* クレイモア?トラップ */
  864. case SA_VOLCANO: return 0x9a; /* ボルケ?ノ */
  865. case SA_DELUGE: return 0x9b; /* デリュ?ジ */
  866. case SA_VIOLENTGALE: return 0x9c; /* バイオレントゲイル */
  867. case SA_LANDPROTECTOR: return 0x9d; /* ランドプロテクタ? */
  868. case BD_LULLABY: return 0x9e; /* 子守歌 */
  869. case BD_RICHMANKIM: return 0x9f; /* ニヨルドの宴 */
  870. case BD_ETERNALCHAOS: return 0xa0; /* 永遠の混沌 */
  871. case BD_DRUMBATTLEFIELD:return 0xa1; /* ?太鼓の響き */
  872. case BD_RINGNIBELUNGEN: return 0xa2; /* ニ?ベルングの指輪 */
  873. case BD_ROKISWEIL: return 0xa3; /* ロキの叫び */
  874. case BD_INTOABYSS: return 0xa4; /* 深淵の中に */
  875. case BD_SIEGFRIED: return 0xa5; /* 不死身のジ?クフリ?ド */
  876. case BA_DISSONANCE: return 0xa6; /* 不協和音 */
  877. case BA_WHISTLE: return 0xa7; /* 口笛 */
  878. case BA_ASSASSINCROSS: return 0xa8; /* 夕陽のアサシンクロス */
  879. case BA_POEMBRAGI: return 0xa9; /* ブラギの詩 */
  880. case BA_APPLEIDUN: return 0xaa; /* イドゥンの林檎 */
  881. case DC_UGLYDANCE: return 0xab; /* 自分勝手なダンス */
  882. case DC_HUMMING: return 0xac; /* ハミング */
  883. case DC_DONTFORGETME: return 0xad; /* 私を忘れないで… */
  884. case DC_FORTUNEKISS: return 0xae; /* 幸運のキス */
  885. case DC_SERVICEFORYOU: return 0xaf; /* サ?ビスフォ?ユ? */
  886. case RG_GRAFFITI: return 0xb0; /* グラフィティ */
  887. case AM_DEMONSTRATION: return 0xb1; /* デモンストレ?ション */
  888. case WE_CALLPARTNER: return 0xb2; /* あなたに逢いたい */
  889. case PA_GOSPEL: return 0xb3; /* ゴスペル */
  890. case HP_BASILICA: return 0xb4; /* バジリカ */
  891. // case CG_MOONLIT: return 0xb5;
  892. case PF_FOGWALL: return 0xb6; /* フォグウォ?ル */
  893. case PF_SPIDERWEB: return 0xb7; /* スパイダ?ウェッブ */
  894. // temporary unit ID's [Celest]
  895. case GD_LEADERSHIP: return 0xc1;
  896. case GD_GLORYWOUNDS: return 0xc2;
  897. case GD_SOULCOLD: return 0xc3;
  898. case GD_HAWKEYES: return 0xc4;
  899. }
  900. return 0;
  901. /*
  902. 0x89,0x8a,0x8b 表示無し
  903. 0x9a 炎?性の詠唱みたいなエフェクト
  904. 0x9b 水?性の詠唱みたいなエフェクト
  905. 0x9c 風?性の詠唱みたいなエフェクト
  906. 0x9d 白い小さなエフェクト
  907. 0xb1 Alchemist Demonstration
  908. 0xb2 = Pink Warp Portal
  909. 0xb3 = Gospel For Paladin
  910. 0xb4 = Basilica
  911. 0xb5 = Empty
  912. 0xb6 = Fog Wall for Professor
  913. 0xb7 = Spider Web for Professor
  914. 0xb8 = Empty
  915. 0xb9 =
  916. */
  917. }
  918. /*==========================================
  919. * スキル追加?果
  920. *------------------------------------------
  921. */
  922. int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
  923. {
  924. /* MOB追加?果スキル用 */
  925. const int sc[]={
  926. SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
  927. SC_STONE, SC_CURSE, SC_SLEEP
  928. };
  929. const int sc2[]={
  930. MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
  931. NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
  932. NPC_SILENCEATTACK,0,NPC_BLINDATTACK
  933. };
  934. struct map_session_data *sd=NULL;
  935. struct map_session_data *dstsd=NULL;
  936. struct mob_data *md=NULL;
  937. struct mob_data *dstmd=NULL;
  938. struct pet_data *pd=NULL;
  939. int skill,skill2;
  940. int rate;
  941. int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
  942. int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;
  943. nullpo_retr(0, src);
  944. nullpo_retr(0, bl);
  945. //if(skilllv <= 0) return 0;
  946. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  947. if (src->type == BL_PC){
  948. nullpo_retr(0, sd = (struct map_session_data *)src);
  949. } else if (src->type == BL_MOB){
  950. nullpo_retr(0, md = (struct mob_data *)src); //未使用?
  951. } else if (src->type == BL_PET){
  952. nullpo_retr(0, pd = (struct pet_data *)src); // [Valaris]
  953. }
  954. if(bl->type == BL_PC) {
  955. nullpo_retr(0, dstsd=(struct map_session_data *)bl);
  956. } else if(bl->type == BL_MOB) {
  957. nullpo_retr(0, dstmd=(struct mob_data *)bl); //未使用?
  958. }
  959. //?象の耐性
  960. sc_def_mdef = status_get_sc_def_mdef(bl);
  961. sc_def_vit = status_get_sc_def_vit(bl);
  962. sc_def_int = status_get_sc_def_int(bl);
  963. sc_def_luk = status_get_sc_def_luk(bl);
  964. //自分の耐性
  965. sc_def_mdef2 = status_get_sc_def_mdef(src);
  966. sc_def_vit2 = status_get_sc_def_vit(src);
  967. sc_def_int2 = status_get_sc_def_int(src);
  968. sc_def_luk2 = status_get_sc_def_luk(src);
  969. switch(skillid){
  970. case 0: /* 通常攻? */
  971. /* 自動鷹 */
  972. if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  973. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  974. int lv=(sd->status.job_level+9)/10;
  975. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  976. }
  977. // スナッチャ?
  978. if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
  979. if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  980. if(pc_steal_item(sd,bl))
  981. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  982. else if (battle_config.display_snatcher_skill_fail)
  983. clif_skill_fail(sd,skillid,0,0);
  984. }
  985. // エンチャントデットリ?ポイズン(猛毒?果)
  986. if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
  987. int mhp = status_get_max_hp(bl);
  988. int hp = status_get_hp(bl);
  989. int lvl = sd->sc_data[SC_EDP].val1;
  990. int diff;
  991. // MHPの1/4以下にはならない
  992. if(hp > mhp>>2) {
  993. if(bl->type == BL_PC) {
  994. diff = mhp*10/100;
  995. if (hp - diff < mhp>>2)
  996. diff = hp - (mhp>>2);
  997. pc_heal((struct map_session_data *)bl, -hp, 0);
  998. } else if(bl->type == BL_MOB) {
  999. struct mob_data *md = (struct mob_data *)bl;
  1000. hp -= mhp*15/100;
  1001. if (hp > mhp>>2)
  1002. md->hp = hp;
  1003. else
  1004. md->hp = mhp>>2;
  1005. }
  1006. }
  1007. status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
  1008. }
  1009. break;
  1010. case SM_BASH: /* バッシュ(急所攻?) */
  1011. if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
  1012. if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
  1013. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
  1014. }
  1015. break;
  1016. case TF_POISON: /* インベナム */
  1017. case AS_SPLASHER: /* ベナムスプラッシャ? */
  1018. if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
  1019. status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1020. else{
  1021. if(sd && skillid==TF_POISON)
  1022. clif_skill_fail(sd,skillid,0,0);
  1023. }
  1024. break;
  1025. case AS_SONICBLOW: /* ソニックブロ? */
  1026. if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1027. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1028. break;
  1029. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  1030. rate=skilllv*3+35;
  1031. if(rand()%100 < rate*sc_def_mdef/100)
  1032. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1033. break;
  1034. case MG_FROSTDIVER: /* フロストダイバ? */
  1035. case WZ_FROSTNOVA: /* フロストノヴァ */
  1036. rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
  1037. rate=rate<=5?5:rate;
  1038. if(rand()%100 < rate)
  1039. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1040. else if(sd && skillid==MG_FROSTDIVER)
  1041. clif_skill_fail(sd,skillid,0,0);
  1042. break;
  1043. case WZ_STORMGUST: /* スト?ムガスト */
  1044. {
  1045. struct status_change *sc_data = status_get_sc_data(bl);
  1046. if(sc_data) {
  1047. sc_data[SC_FREEZE].val3++;
  1048. if(sc_data[SC_FREEZE].val3 >= 3)
  1049. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1050. }
  1051. }
  1052. break;
  1053. case HT_LANDMINE: /* ランドマイン */
  1054. if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
  1055. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1056. break;
  1057. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  1058. if(map[bl->m].flag.pvp && dstsd){
  1059. dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
  1060. status_calc_pc(dstsd,0);
  1061. }
  1062. break;
  1063. case HT_SANDMAN: /* サンドマン */
  1064. if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
  1065. status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1066. break;
  1067. case TF_SPRINKLESAND: /* 砂まき */
  1068. if( rand()%100 < 20*sc_def_int/100 )
  1069. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1070. break;
  1071. case TF_THROWSTONE: /* 石投げ */
  1072. if( rand()%100 < 7*sc_def_vit/100 )
  1073. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1074. break;
  1075. case CR_HOLYCROSS: /* ホ?リ?クロス */
  1076. if( rand()%100 < 3*skilllv*sc_def_int/100 )
  1077. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1078. break;
  1079. case CR_GRANDCROSS: /* グランドクロス */
  1080. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  1081. {
  1082. int race = status_get_race(bl);
  1083. if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無?
  1084. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1085. }
  1086. break;
  1087. case AM_ACIDTERROR:
  1088. if( rand()%100 < (skilllv*3)*sc_def_vit/100 )
  1089. status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1090. break;
  1091. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  1092. if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
  1093. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1094. break;
  1095. case RG_RAID: /* サプライズアタック */
  1096. if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
  1097. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1098. if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
  1099. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1100. break;
  1101. case BA_FROSTJOKE:
  1102. if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
  1103. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1104. break;
  1105. case DC_SCREAM:
  1106. if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
  1107. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1108. break;
  1109. case BD_LULLABY: /* 子守唄 */
  1110. if( rand()%100 < 15*sc_def_int/100 )
  1111. status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1112. break;
  1113. /* MOBの追加?果付きスキル */
  1114. case NPC_PETRIFYATTACK:
  1115. if(rand()%100 < sc_def_mdef)
  1116. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1117. break;
  1118. case NPC_POISON:
  1119. case NPC_SILENCEATTACK:
  1120. case NPC_STUNATTACK:
  1121. if(rand()%100 < sc_def_vit && src->type!=BL_PET)
  1122. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1123. if(src->type==BL_PET)
  1124. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
  1125. break;
  1126. case NPC_CURSEATTACK:
  1127. if(rand()%100 < sc_def_luk)
  1128. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1129. break;
  1130. case NPC_SLEEPATTACK:
  1131. case NPC_BLINDATTACK:
  1132. if(rand()%100 < sc_def_int)
  1133. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1134. break;
  1135. case NPC_MENTALBREAKER:
  1136. if(dstsd) {
  1137. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1138. if(sp < 1) sp = 1;
  1139. pc_heal(dstsd,0,-sp);
  1140. }
  1141. break;
  1142. // -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
  1143. //
  1144. case WZ_METEOR:
  1145. if(rand()%100 < sc_def_vit)
  1146. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1147. break;
  1148. case WZ_VERMILION:
  1149. if(rand()%100 < sc_def_int)
  1150. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1151. break;
  1152. // -- moonsoul (stun ability of new champion skill tigerfist)
  1153. //
  1154. case CH_TIGERFIST:
  1155. if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) {
  1156. int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10;
  1157. status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0);
  1158. }
  1159. break;
  1160. case LK_SPIRALPIERCE:
  1161. if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
  1162. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1163. break;
  1164. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1165. if( rand()%100 < (skilllv*15) )
  1166. status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1167. break;
  1168. case PF_FOGWALL: /* ホ?リ?クロス */
  1169. if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 )
  1170. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1171. break;
  1172. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1173. {//?件が良く分からないので適?に
  1174. int race=status_get_race(bl);
  1175. if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1176. status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1177. }
  1178. break;
  1179. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1180. //?件が良く分からないので適?に
  1181. if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1182. status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1183. break;
  1184. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  1185. {
  1186. if(bl->type == BL_MOB)
  1187. {
  1188. int sec=skill_get_time2(skillid,skilllv);
  1189. if(map[src->m].flag.pvp) //PvPでは拘束時間半減?
  1190. sec = sec/2;
  1191. battle_stopwalking(bl,1);
  1192. status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
  1193. }
  1194. }
  1195. break;
  1196. case ASC_METEORASSAULT: /* メテオアサルト */
  1197. if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?態異常は詳細が分からないので適?に
  1198. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1199. if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
  1200. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1201. break;
  1202. case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
  1203. //阿修羅を使うと5分間自然回復しないようになる
  1204. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
  1205. break;
  1206. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1207. // skilllv*5%の確率で呪い
  1208. if (rand()%10000 < 5*skilllv*sc_def_luk)
  1209. status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
  1210. break;
  1211. }
  1212. if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1213. int i;
  1214. int sc_def_card=100;
  1215. for(i=SC_STONE;i<=SC_BLIND;i++){
  1216. //?象に?態異常
  1217. if(i==SC_STONE || i==SC_FREEZE)
  1218. sc_def_card=sc_def_mdef;
  1219. else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
  1220. sc_def_card=sc_def_vit;
  1221. else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
  1222. sc_def_card=sc_def_int;
  1223. else if(i==SC_CURSE)
  1224. sc_def_card=sc_def_luk;
  1225. if(!sd->state.arrow_atk) {
  1226. if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
  1227. if(battle_config.battle_log)
  1228. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
  1229. status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1230. }
  1231. }
  1232. else {
  1233. if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
  1234. if(battle_config.battle_log)
  1235. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
  1236. status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1237. }
  1238. }
  1239. //自分に?態異常
  1240. if(i==SC_STONE || i==SC_FREEZE)
  1241. sc_def_card=sc_def_mdef2;
  1242. else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
  1243. sc_def_card=sc_def_vit2;
  1244. else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
  1245. sc_def_card=sc_def_int2;
  1246. else if(i==SC_CURSE)
  1247. sc_def_card=sc_def_luk2;
  1248. if(!sd->state.arrow_atk) {
  1249. if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
  1250. if(battle_config.battle_log)
  1251. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
  1252. status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1253. }
  1254. }
  1255. else {
  1256. if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
  1257. if(battle_config.battle_log)
  1258. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
  1259. status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1260. }
  1261. }
  1262. }
  1263. }
  1264. return 0;
  1265. }
  1266. /*=========================================================================
  1267. スキル攻?吹き飛ばし?理
  1268. -------------------------------------------------------------------------*/
  1269. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1270. {
  1271. int dx=0,dy=0,nx,ny;
  1272. int x=target->x,y=target->y;
  1273. int ret,prev_state=MS_IDLE;
  1274. int moveblock;
  1275. struct map_session_data *sd=NULL;
  1276. struct mob_data *md=NULL;
  1277. struct pet_data *pd=NULL;
  1278. struct skill_unit *su=NULL;
  1279. nullpo_retr(0, src);
  1280. nullpo_retr(0, target);
  1281. if(target->type==BL_PC){
  1282. nullpo_retr(0, sd=(struct map_session_data *)target);
  1283. }else if(target->type==BL_MOB){
  1284. nullpo_retr(0, md=(struct mob_data *)target);
  1285. }else if(target->type==BL_PET){
  1286. nullpo_retr(0, pd=(struct pet_data *)target);
  1287. }else if(target->type==BL_SKILL){
  1288. nullpo_retr(0, su=(struct skill_unit *)target);
  1289. }else return 0;
  1290. if(!(count&0x10000 && (sd||md||pd||su))){ /* 指定なしなら位置?係から方向を求める */
  1291. dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
  1292. dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
  1293. }
  1294. if(dx==0 && dy==0){
  1295. int dir=status_get_dir(target);
  1296. if(dir>=0 && dir<8){
  1297. dx=-dirx[dir];
  1298. dy=-diry[dir];
  1299. }
  1300. }
  1301. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1302. nx=ret>>16;
  1303. ny=ret&0xffff;
  1304. moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);
  1305. if(count&0x20000) {
  1306. battle_stopwalking(target,1);
  1307. if(sd){
  1308. sd->to_x=nx;
  1309. sd->to_y=ny;
  1310. sd->walktimer = 1;
  1311. clif_walkok(sd);
  1312. clif_movechar(sd);
  1313. }
  1314. else if(md) {
  1315. md->to_x=nx;
  1316. md->to_y=ny;
  1317. prev_state = md->state.state;
  1318. md->state.state = MS_WALK;
  1319. clif_fixmobpos(md);
  1320. }
  1321. else if(pd) {
  1322. pd->to_x=nx;
  1323. pd->to_y=ny;
  1324. prev_state = pd->state.state;
  1325. pd->state.state = MS_WALK;
  1326. clif_fixpetpos(pd);
  1327. }
  1328. }
  1329. else
  1330. battle_stopwalking(target,2);
  1331. dx = nx - x;
  1332. dy = ny - y;
  1333. if(sd) /* ?面外に出たので消去 */
  1334. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
  1335. else if(md)
  1336. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1337. else if(pd)
  1338. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1339. if(su){
  1340. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1341. }else{
  1342. // struct status_change *sc_data=status_get_sc_data(target);
  1343. if(moveblock) map_delblock(target);
  1344. target->x=nx;
  1345. target->y=ny;
  1346. if(moveblock) map_addblock(target);
  1347. /*ダンス中にエフェクトは移動しないらしい
  1348. if(sc_data && sc_data[SC_DANCING].timer!=-1){ //?象がダンス中なのでエフェクトも移動
  1349. struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
  1350. if(sg)
  1351. skill_unit_move_unit_group(sg,target->m,dx,dy);
  1352. }
  1353. */
  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,0,sd);
  1357. if(count&0x20000)
  1358. sd->walktimer = -1;
  1359. }
  1360. else if(md) {
  1361. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1362. if(count&0x20000)
  1363. md->state.state = prev_state;
  1364. }
  1365. else if(pd) {
  1366. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1367. if(count&0x20000)
  1368. pd->state.state = prev_state;
  1369. }
  1370. skill_unit_move(target,gettick(),(count&0xffff)+7); /* スキルユニットの判定 */
  1371. return 0;
  1372. }
  1373. /*
  1374. * =========================================================================
  1375. * スキル攻??果?理まとめ
  1376. * flagの?明。16進?
  1377. * 00XRTTff
  1378. * ff = magicで計算に渡される)
  1379. * TT = パケットのtype部分(0でデフォルト)
  1380. * X = パケットのスキルLv
  1381. * R = 予約(skill_area_subで使用する)
  1382. *-------------------------------------------------------------------------
  1383. */
  1384. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1385. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1386. {
  1387. struct Damage dmg;
  1388. struct status_change *sc_data;
  1389. int type,lv,damage;
  1390. if(skillid > 0 && skilllv <= 0) return 0;
  1391. rdamage = 0;
  1392. nullpo_retr(0, src);
  1393. nullpo_retr(0, dsrc);
  1394. nullpo_retr(0, bl);
  1395. sc_data = status_get_sc_data(bl);
  1396. //何もしない判定ここから
  1397. if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない
  1398. return 0;
  1399. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
  1400. return 0;
  1401. if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない
  1402. return 0;
  1403. if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない
  1404. return 0;
  1405. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?象がPCですでに死んでいたら何もしない
  1406. return 0;
  1407. if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *) bl))
  1408. return 0; // [MouseJstr]
  1409. if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング?態で
  1410. if(skill_get_pl(skillid) != 2) //スキルの?性が地?性でなければ何もしない
  1411. return 0;
  1412. }
  1413. if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
  1414. return 0;
  1415. if(skillid == WZ_STORMGUST) { //使用スキルがスト?ムガストで
  1416. if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結?態なら何もしない
  1417. return 0;
  1418. }
  1419. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
  1420. return 0;
  1421. if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない
  1422. return 0;
  1423. if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない
  1424. return 0;
  1425. if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
  1426. return 0;
  1427. //何もしない判定ここまで
  1428. type=-1;
  1429. lv=(flag>>20)&0xf;
  1430. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメ?ジ計算
  1431. //マジックロッド?理ここから
  1432. if(attack_type&BF_MAGIC && sc_data && 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
  1433. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1434. if(bl->type == BL_PC) { //?象がPCの場合
  1435. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1436. sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算
  1437. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1438. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1439. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1440. else if(sp < 1) sp = 1; //1以下の場合は1
  1441. if(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
  1442. sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SPをMSP-現在SPにする
  1443. ((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入
  1444. }
  1445. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1446. ((struct map_session_data *)bl)->status.sp += sp;
  1447. clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示
  1448. ((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
  1449. }
  1450. 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
  1451. }
  1452. //マジックロッド?理ここまで
  1453. if(src->type==BL_PET) { // [Valaris]
  1454. dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) );
  1455. dmg.damage2=0;
  1456. }
  1457. damage = dmg.damage + dmg.damage2;
  1458. if(lv==15)
  1459. lv=-1;
  1460. if( flag&0xff00 )
  1461. type=(flag&0xff00)>>8;
  1462. if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
  1463. dmg.blewcount = 0;
  1464. if(skillid == CR_GRANDCROSS||skillid == NPC_DARKGRANDCROSS) {//グランドクロス
  1465. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1466. if( src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1467. }
  1468. //使用者がPCの場合の?理ここから
  1469. if(src->type == BL_PC) {
  1470. struct map_session_data *sd = (struct map_session_data *)src;
  1471. nullpo_retr(0, sd);
  1472. //連打掌(MO_CHAINCOMBO)ここから
  1473. if(skillid == MO_CHAINCOMBO) {
  1474. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //基本ディレイの計算
  1475. if(damage < status_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合
  1476. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms
  1477. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1478. status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に
  1479. }
  1480. sd->attackabletime = sd->canmove_tick = tick + delay;
  1481. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1482. }
  1483. //連打掌(MO_CHAINCOMBO)ここまで
  1484. //猛龍拳(MO_COMBOFINISH)ここから
  1485. else if(skillid == MO_COMBOFINISH) {
  1486. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1487. if(damage < status_get_hp(bl)) {
  1488. //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
  1489. //伏虎拳(CH_TIGERFIST)取得時も+300ms
  1490. if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1491. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1492. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
  1493. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1494. status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に
  1495. }
  1496. sd->attackabletime = sd->canmove_tick = tick + delay;
  1497. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1498. }
  1499. //猛龍拳(MO_COMBOFINISH)ここまで
  1500. //伏虎拳(CH_TIGERFIST)ここから
  1501. else if(skillid == CH_TIGERFIST) {
  1502. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1503. if(damage < status_get_hp(bl)) {
  1504. if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms
  1505. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1506. status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に
  1507. }
  1508. sd->attackabletime = sd->canmove_tick = tick + delay;
  1509. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1510. }
  1511. //伏虎拳(CH_TIGERFIST)ここまで
  1512. //連柱崩?(CH_CHAINCRUSH)ここから
  1513. else if(skillid == CH_CHAINCRUSH) {
  1514. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1515. if(damage < status_get_hp(bl)) {
  1516. //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms
  1517. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
  1518. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1519. status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に
  1520. }
  1521. sd->attackabletime = sd->canmove_tick = tick + delay;
  1522. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1523. }
  1524. //連柱崩?(CH_CHAINCRUSH)ここまで
  1525. }
  1526. //使用者がPCの場合の?理ここまで
  1527. //武器スキル?ここから
  1528. //AppleGirl Was Here
  1529. if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
  1530. if(bl->type == BL_PC) { //Blah Blah
  1531. struct map_session_data *tsd = (struct map_session_data *)bl;
  1532. if(tsd->magic_damage_return > 0) { //More Blah
  1533. rdamage += damage * tsd->magic_damage_return / 100;
  1534. if(rdamage < 1) rdamage = 1;
  1535. }
  1536. }
  1537. }
  1538. //Stop Here
  1539. if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメ?ジあり&使用者と?象者が違う&src=dsrc
  1540. if(dmg.flag&BF_SHORT) { //近距離攻?時?※
  1541. if(bl->type == BL_PC) { //?象がPCの時
  1542. struct map_session_data *tsd = (struct map_session_data *)bl;
  1543. nullpo_retr(0, tsd);
  1544. if(tsd->short_weapon_damage_return > 0) { //近距離攻?跳ね返し?※
  1545. rdamage += damage * tsd->short_weapon_damage_return / 100;
  1546. if(rdamage < 1) rdamage = 1;
  1547. }
  1548. }
  1549. if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時
  1550. rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
  1551. if(rdamage < 1) rdamage = 1;
  1552. }
  1553. }
  1554. else if(dmg.flag&BF_LONG) { //遠距離攻?時?※
  1555. if(bl->type == BL_PC) { //?象がPCの時
  1556. struct map_session_data *tsd = (struct map_session_data *)bl;
  1557. nullpo_retr(0, tsd);
  1558. if(tsd->long_weapon_damage_return > 0) { //遠距離攻?跳ね返し?※
  1559. rdamage += damage * tsd->long_weapon_damage_return / 100;
  1560. if(rdamage < 1) rdamage = 1;
  1561. }
  1562. }
  1563. }
  1564. if(rdamage > 0)
  1565. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1566. }
  1567. //武器スキル?ここまで
  1568. switch(skillid){
  1569. case WZ_SIGHTRASHER:
  1570. clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
  1571. break;
  1572. case AS_SPLASHER:
  1573. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1574. break;
  1575. case NPC_SELFDESTRUCTION:
  1576. case NPC_SELFDESTRUCTION2:
  1577. break;
  1578. default:
  1579. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1580. }
  1581. if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 吹き飛ばし?理とそのパケット */
  1582. if(skillid == WZ_SIGHTRASHER)
  1583. skill_blown(src,bl,dmg.blewcount);
  1584. else
  1585. skill_blown(dsrc,bl,dmg.blewcount);
  1586. if(bl->type == BL_MOB)
  1587. clif_fixmobpos((struct mob_data *)bl);
  1588. else if(bl->type == BL_PET)
  1589. clif_fixpetpos((struct pet_data *)bl);
  1590. else
  1591. clif_fixpos(bl);
  1592. }
  1593. map_freeblock_lock();
  1594. /* ?際にダメ?ジ?理を行う */
  1595. if(skillid || flag)
  1596. battle_damage(src,bl,damage,0);
  1597. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
  1598. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1599. int rate = 50 + skilllv * 5;
  1600. rate = rate + (s_lv - t_lv);
  1601. if(rand()%100 < rate)
  1602. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1603. }
  1604. if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer == -1){
  1605. struct map_session_data *tsd = (struct map_session_data *)bl;
  1606. nullpo_retr(0, tsd);
  1607. if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].lv
  1608. && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER)
  1609. && !(skillid > NPC_SELFDESTRUCTION2 && skillid < NPC_UNDEADATTACK)){
  1610. //?に?んでいるスキルがあれば該?スキルを消す
  1611. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag==13){
  1612. tsd->status.skill[tsd->cloneskill_id].id=0;
  1613. tsd->status.skill[tsd->cloneskill_id].flag=0;
  1614. }
  1615. tsd->cloneskill_id=skillid;
  1616. tsd->status.skill[skillid].id=skillid;
  1617. tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
  1618. skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
  1619. tsd->status.skill[skillid].flag=13;//cloneskill flag
  1620. clif_skillinfoblock(tsd);
  1621. }
  1622. }
  1623. /* ダメ?ジがあるなら追加?果判定 */
  1624. if(bl->prev != NULL){
  1625. struct map_session_data *sd = (struct map_session_data *)bl;
  1626. nullpo_retr(0, sd);
  1627. if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
  1628. if(damage > 0)
  1629. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1630. if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
  1631. {
  1632. struct mob_data *md=(struct mob_data *)bl;
  1633. nullpo_retr(0, md);
  1634. if(battle_config.mob_changetarget_byskill == 1)
  1635. {
  1636. int target;
  1637. target=md->target_id;
  1638. if(src->type == BL_PC)
  1639. md->target_id=src->id;
  1640. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1641. md->target_id=target;
  1642. }
  1643. else
  1644. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1645. }
  1646. }
  1647. }
  1648. if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1649. struct map_session_data *sd = (struct map_session_data *)src;
  1650. int hp = 0,sp = 0;
  1651. nullpo_retr(0, sd);
  1652. if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
  1653. hp += (dmg.damage * sd->hp_drain_per)/100;
  1654. if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
  1655. else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
  1656. }
  1657. if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
  1658. hp += (dmg.damage2 * sd->hp_drain_per_)/100;
  1659. if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
  1660. else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
  1661. }
  1662. if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
  1663. sp += (dmg.damage * sd->sp_drain_per)/100;
  1664. if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
  1665. else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
  1666. }
  1667. if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
  1668. sp += (dmg.damage2 * sd->sp_drain_per_)/100;
  1669. if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
  1670. else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
  1671. }
  1672. if(hp || sp) pc_heal(sd,hp,sp);
  1673. }
  1674. if((skillid || flag) && rdamage > 0)
  1675. battle_damage(bl,src,rdamage,0);
  1676. if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
  1677. if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
  1678. battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
  1679. status_change_end(bl,SC_AUTOCOUNTER,-1);
  1680. }
  1681. map_freeblock_unlock();
  1682. return (dmg.damage+dmg.damage2); /* ?ダメを返す */
  1683. }
  1684. /*==========================================
  1685. * スキル範?攻?用(map_foreachinareaから呼ばれる)
  1686. * flagについて:16進?を確認
  1687. * MSB <- 00fTffff ->LSB
  1688. * T =タ?ゲット選?用(BCT_*)
  1689. * ffff=自由に使用可能
  1690. * 0 =予約。0に固定
  1691. *------------------------------------------
  1692. */
  1693. static int skill_area_temp[8]; /* 一時??。必要なら使う。 */
  1694. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1695. int skill_area_sub( struct block_list *bl,va_list ap )
  1696. {
  1697. struct block_list *src;
  1698. int skill_id,skill_lv,flag;
  1699. unsigned int tick;
  1700. SkillFunc func;
  1701. nullpo_retr(0, bl);
  1702. nullpo_retr(0, ap);
  1703. if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
  1704. return 0;
  1705. src=va_arg(ap,struct block_list *); //ここではsrcの値を?照していないのでNULLチェックはしない
  1706. skill_id=va_arg(ap,int);
  1707. skill_lv=va_arg(ap,int);
  1708. tick=va_arg(ap,unsigned int);
  1709. flag=va_arg(ap,int);
  1710. func=va_arg(ap,SkillFunc);
  1711. if(battle_check_target(src,bl,flag) > 0)
  1712. func(src,bl,skill_id,skill_lv,tick,flag);
  1713. return 0;
  1714. }
  1715. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1716. {
  1717. struct skill_unit *unit;
  1718. int *c,x,y,range,sx[4],sy[4];
  1719. int t_range,tx[4],ty[4];
  1720. int i,r_flag,skillid;
  1721. nullpo_retr(0, bl);
  1722. nullpo_retr(0, ap);
  1723. nullpo_retr(0, unit = (struct skill_unit *)bl);
  1724. nullpo_retr(0, c = va_arg(ap,int *));
  1725. if(bl->prev == NULL || bl->type != BL_SKILL)
  1726. return 0;
  1727. if(!unit->alive)
  1728. return 0;
  1729. x = va_arg(ap,int);
  1730. y = va_arg(ap,int);
  1731. range = va_arg(ap,int);
  1732. skillid = va_arg(ap,int);
  1733. if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
  1734. if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
  1735. return 0;
  1736. }
  1737. else if(skillid == AL_WARP) {
  1738. if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
  1739. return 0;
  1740. }
  1741. else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) {
  1742. if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
  1743. return 0;
  1744. }
  1745. else if(skillid == WZ_FIREPILLAR) {
  1746. if(unit->group->unit_id != 0x87)
  1747. return 0;
  1748. }
  1749. else return 0;
  1750. t_range=(unit->range!=0)? unit->range:unit->group->range;
  1751. tx[0] = tx[3] = unit->bl.x - t_range;
  1752. tx[1] = tx[2] = unit->bl.x + t_range;
  1753. ty[0] = ty[1] = unit->bl.y - t_range;
  1754. ty[2] = ty[3] = unit->bl.y + t_range;
  1755. sx[0] = sx[3] = x - range;
  1756. sx[1] = sx[2] = x + range;
  1757. sy[0] = sy[1] = y - range;
  1758. sy[2] = sy[3] = y + range;
  1759. for(i=r_flag=0;i<4;i++) {
  1760. if(sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] && sy[i] <= ty[2]) {
  1761. r_flag = 1;
  1762. break;
  1763. }
  1764. if(tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] && ty[i] <= sy[2]) {
  1765. r_flag = 1;
  1766. break;
  1767. }
  1768. }
  1769. if(r_flag) (*c)++;
  1770. return 0;
  1771. }
  1772. int skill_check_unit_range(int m,int x,int y,int range,int skillid)
  1773. {
  1774. int c = 0;
  1775. map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);
  1776. return c;
  1777. }
  1778. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1779. {
  1780. int *c;
  1781. nullpo_retr(0, bl);
  1782. nullpo_retr(0, ap);
  1783. nullpo_retr(0, c = va_arg(ap,int *));
  1784. if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
  1785. return 0;
  1786. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
  1787. return 0;
  1788. (*c)++;
  1789. return 0;
  1790. }
  1791. int skill_check_unit_range2(int m,int x,int y,int range)
  1792. {
  1793. int c = 0;
  1794. map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);
  1795. return c;
  1796. }
  1797. /*=========================================================================
  1798. * 範?スキル使用?理小分けここから
  1799. */
  1800. /* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */
  1801. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  1802. {
  1803. //if(skilllv <= 0) return 0;
  1804. if(skillid > 0 && skilllv <= 0) return 0; // celest
  1805. if(skill_area_temp[0] < 0xffff)
  1806. skill_area_temp[0]++;
  1807. return 0;
  1808. }
  1809. /*==========================================
  1810. *
  1811. *------------------------------------------
  1812. */
  1813. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  1814. {
  1815. struct map_session_data *sd = NULL;
  1816. struct mob_data *md = NULL;
  1817. struct pet_data *pd = NULL;
  1818. struct block_list *src = map_id2bl(id),*target;
  1819. struct skill_timerskill *skl = NULL;
  1820. int range;
  1821. nullpo_retr(0, src);
  1822. if(src->prev == NULL)
  1823. return 0;
  1824. if(src->type == BL_PC) {
  1825. nullpo_retr(0, sd = (struct map_session_data *)src);
  1826. skl = &sd->skilltimerskill[data];
  1827. }
  1828. else if(src->type == BL_MOB) {
  1829. nullpo_retr(0, md = (struct mob_data *)src);
  1830. skl = &md->skilltimerskill[data];
  1831. }
  1832. else if(src->type == BL_PET) { // [Valaris]
  1833. nullpo_retr(0, pd = (struct pet_data *)src);
  1834. skl = &pd->skilltimerskill[data];
  1835. }
  1836. else
  1837. return 0;
  1838. nullpo_retr(0, skl);
  1839. skl->timer = -1;
  1840. if (sd) {
  1841. sd->timerskill_count--;
  1842. }
  1843. if(skl->target_id) {
  1844. struct block_list tbl;
  1845. target = map_id2bl(skl->target_id);
  1846. if(skl->skill_id == RG_INTIMIDATE) {
  1847. if(target == NULL) {
  1848. target = &tbl; //初期化してないのにアドレス突っ?んでいいのかな?
  1849. target->type = BL_NUL;
  1850. target->m = src->m;
  1851. target->prev = target->next = NULL;
  1852. }
  1853. }
  1854. if(target == NULL)
  1855. return 0;
  1856. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  1857. return 0;
  1858. if(src->m != target->m)
  1859. return 0;
  1860. if(sd && pc_isdead(sd))
  1861. return 0;
  1862. if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
  1863. return 0;
  1864. switch(skl->skill_id) {
  1865. case TF_BACKSLIDING:
  1866. clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
  1867. break;
  1868. case RG_INTIMIDATE:
  1869. if(sd && !map[src->m].flag.noteleport) {
  1870. int x,y,i,j;
  1871. pc_randomwarp(sd,3);
  1872. for(i=0;i<16;i++) {
  1873. j = rand()%8;
  1874. x = sd->bl.x + dirx[j];
  1875. y = sd->bl.y + diry[j];
  1876. if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
  1877. break;
  1878. }
  1879. if(i >= 16) {
  1880. x = sd->bl.x;
  1881. y = sd->bl.y;
  1882. }
  1883. if(target->prev != NULL) {
  1884. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  1885. pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
  1886. else if(target->type == BL_MOB)
  1887. mob_warp((struct mob_data *)target,-1,x,y,3);
  1888. }
  1889. }
  1890. else if(md && !map[src->m].flag.monster_noteleport) {
  1891. int x,y,i,j;
  1892. mob_warp(md,-1,-1,-1,3);
  1893. for(i=0;i<16;i++) {
  1894. j = rand()%8;
  1895. x = md->bl.x + dirx[j];
  1896. y = md->bl.y + diry[j];
  1897. if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
  1898. break;
  1899. }
  1900. if(i >= 16) {
  1901. x = md->bl.x;
  1902. y = md->bl.y;
  1903. }
  1904. if(target->prev != NULL) {
  1905. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  1906. pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
  1907. else if(target->type == BL_MOB)
  1908. mob_warp((struct mob_data *)target,-1,x,y,3);
  1909. }
  1910. }
  1911. break;
  1912. case BA_FROSTJOKE: /* 寒いジョ?ク */
  1913. case DC_SCREAM: /* スクリ?ム */
  1914. range=15; //視界全?
  1915. map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
  1916. src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
  1917. break;
  1918. default:
  1919. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1920. break;
  1921. }
  1922. }
  1923. else {
  1924. if(src->m != skl->map)
  1925. return 0;
  1926. switch(skl->skill_id) {
  1927. case WZ_METEOR:
  1928. if(skl->type >= 0) {
  1929. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
  1930. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1931. }
  1932. else
  1933. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  1934. break;
  1935. }
  1936. }
  1937. return 0;
  1938. }
  1939. /*==========================================
  1940. *
  1941. *------------------------------------------
  1942. */
  1943. 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)
  1944. {
  1945. int i;
  1946. nullpo_retr(1, src);
  1947. if(src->type == BL_PC) {
  1948. struct map_session_data *sd = (struct map_session_data *)src;
  1949. nullpo_retr(1, sd);
  1950. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1951. if(sd->skilltimerskill[i].timer == -1) {
  1952. sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1953. sd->skilltimerskill[i].src_id = src->id;
  1954. sd->skilltimerskill[i].target_id = target;
  1955. sd->skilltimerskill[i].skill_id = skill_id;
  1956. sd->skilltimerskill[i].skill_lv = skill_lv;
  1957. sd->skilltimerskill[i].map = src->m;
  1958. sd->skilltimerskill[i].x = x;
  1959. sd->skilltimerskill[i].y = y;
  1960. sd->skilltimerskill[i].type = type;
  1961. sd->skilltimerskill[i].flag = flag;
  1962. sd->timerskill_count++;
  1963. return 0;
  1964. }
  1965. }
  1966. return 1;
  1967. }
  1968. else if(src->type == BL_MOB) {
  1969. struct mob_data *md = (struct mob_data *)src;
  1970. nullpo_retr(1, md);
  1971. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  1972. if(md->skilltimerskill[i].timer == -1) {
  1973. md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1974. md->skilltimerskill[i].src_id = src->id;
  1975. md->skilltimerskill[i].target_id = target;
  1976. md->skilltimerskill[i].skill_id = skill_id;
  1977. md->skilltimerskill[i].skill_lv = skill_lv;
  1978. md->skilltimerskill[i].map = src->m;
  1979. md->skilltimerskill[i].x = x;
  1980. md->skilltimerskill[i].y = y;
  1981. md->skilltimerskill[i].type = type;
  1982. md->skilltimerskill[i].flag = flag;
  1983. return 0;
  1984. }
  1985. }
  1986. return 1;
  1987. }
  1988. else if(src->type == BL_PET) { // [Valaris]
  1989. struct pet_data *pd = (struct pet_data *)src;
  1990. nullpo_retr(1, pd);
  1991. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  1992. if(pd->skilltimerskill[i].timer == -1) {
  1993. pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1994. pd->skilltimerskill[i].src_id = src->id;
  1995. pd->skilltimerskill[i].target_id = target;
  1996. pd->skilltimerskill[i].skill_id = skill_id;
  1997. pd->skilltimerskill[i].skill_lv = skill_lv;
  1998. pd->skilltimerskill[i].map = src->m;
  1999. pd->skilltimerskill[i].x = x;
  2000. pd->skilltimerskill[i].y = y;
  2001. pd->skilltimerskill[i].type = type;
  2002. pd->skilltimerskill[i].flag = flag;
  2003. return 0;
  2004. }
  2005. }
  2006. return 1;
  2007. }
  2008. return 1;
  2009. }
  2010. /*==========================================
  2011. *
  2012. *------------------------------------------
  2013. */
  2014. int skill_cleartimerskill(struct block_list *src)
  2015. {
  2016. int i;
  2017. nullpo_retr(0, src);
  2018. if(src->type == BL_PC) {
  2019. struct map_session_data *sd = (struct map_session_data *)src;
  2020. nullpo_retr(0, sd);
  2021. if (sd->timerskill_count <= 0)
  2022. return 0;
  2023. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2024. if(sd->skilltimerskill[i].timer != -1) {
  2025. delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
  2026. sd->skilltimerskill[i].timer = -1;
  2027. sd->timerskill_count--;
  2028. }
  2029. }
  2030. }
  2031. else if(src->type == BL_MOB) {
  2032. struct mob_data *md = (struct mob_data *)src;
  2033. nullpo_retr(0, md);
  2034. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  2035. if(md->skilltimerskill[i].timer != -1) {
  2036. delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
  2037. md->skilltimerskill[i].timer = -1;
  2038. }
  2039. }
  2040. }
  2041. return 0;
  2042. }
  2043. /* 範?スキル使用?理小分けここまで
  2044. * -------------------------------------------------------------------------
  2045. */
  2046. /*==========================================
  2047. * スキル使用(詠唱完了、ID指定攻?系)
  2048. * (スパゲッティに向けて1?前進!(ダメポ))
  2049. *------------------------------------------
  2050. */
  2051. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  2052. {
  2053. struct map_session_data *sd = NULL;
  2054. struct status_change *sc_data = status_get_sc_data(src);
  2055. int i;
  2056. if(skillid > 0 && skilllv <= 0) return 0;
  2057. nullpo_retr(1, src);
  2058. nullpo_retr(1, bl);
  2059. if(src->type==BL_PC)
  2060. sd=(struct map_session_data *)src;
  2061. if(sd && pc_isdead(sd))
  2062. return 1;
  2063. if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS || skillid == NPC_DARKGRANDCROSS) && src != bl)
  2064. bl = src;
  2065. if(bl->prev == NULL)
  2066. return 1;
  2067. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
  2068. return 1;
  2069. map_freeblock_lock();
  2070. switch(skillid)
  2071. {
  2072. /* 武器攻?系スキル */
  2073. case SM_BASH: /* バッシュ */
  2074. case MC_MAMMONITE: /* メマ?ナイト */
  2075. case AC_DOUBLE: /* ダブルストレイフィング */
  2076. case AS_SONICBLOW: /* ソニックブロ? */
  2077. case KN_PIERCE: /* ピア?ス */
  2078. case KN_SPEARBOOMERANG: /* スピアブ?メラン */
  2079. case TF_POISON: /* インベナム */
  2080. case TF_SPRINKLESAND: /* 砂まき */
  2081. case AC_CHARGEARROW: /* チャ?ジアロ? */
  2082. case KN_SPEARSTAB: /* スピアスタブ */
  2083. case RG_RAID: /* サプライズアタック */
  2084. case RG_INTIMIDATE: /* インティミデイト */
  2085. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2086. case DC_THROWARROW: /* 矢?ち */
  2087. case BA_DISSONANCE: /* 不協和音 */
  2088. case CR_HOLYCROSS: /* ホ?リ?クロス */
  2089. case CR_SHIELDCHARGE:
  2090. case CR_SHIELDBOOMERANG:
  2091. /* 以下MOB?用 */
  2092. /* ??攻?、SP減少攻?、遠距離攻?、防御無視攻?、多段攻? */
  2093. case NPC_PIERCINGATT:
  2094. case NPC_MENTALBREAKER:
  2095. case NPC_RANGEATTACK:
  2096. case NPC_CRITICALSLASH:
  2097. case NPC_COMBOATTACK:
  2098. /* 必中攻?、毒攻?、暗?攻?、沈?攻?、スタン攻? */
  2099. case NPC_GUIDEDATTACK:
  2100. case NPC_POISON:
  2101. case NPC_BLINDATTACK:
  2102. case NPC_SILENCEATTACK:
  2103. case NPC_STUNATTACK:
  2104. /* 石化攻?、呪い攻?、睡眠攻?、ランダムATK攻? */
  2105. case NPC_PETRIFYATTACK:
  2106. case NPC_CURSEATTACK:
  2107. case NPC_SLEEPATTACK:
  2108. case NPC_RANDOMATTACK:
  2109. /* 水?性攻?、地?性攻?、火?性攻?、風?性攻? */
  2110. case NPC_WATERATTACK:
  2111. case NPC_GROUNDATTACK:
  2112. case NPC_FIREATTACK:
  2113. case NPC_WINDATTACK:
  2114. /* 毒?性攻?、聖?性攻?、闇?性攻?、念?性攻?、SP減少攻? */
  2115. case NPC_POISONATTACK:
  2116. case NPC_HOLYATTACK:
  2117. case NPC_DARKNESSATTACK:
  2118. case NPC_TELEKINESISATTACK:
  2119. case NPC_UNDEADATTACK:
  2120. case LK_AURABLADE: /* オ?ラブレ?ド */
  2121. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2122. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2123. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2124. // case PA_PRESSURE: /* プレッシャ? */
  2125. // case PA_SACRIFICE: /* サクリファイス */
  2126. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2127. case CG_ARROWVULCAN: /* アロ?バルカン */
  2128. case ASC_BREAKER: /* ソウルブレ?カ? */
  2129. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2130. case ITM_TOMAHAWK:
  2131. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2132. break;
  2133. case PA_PRESSURE: /* プレッシャ? */
  2134. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2135. if (rand()%100 < 50)
  2136. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
  2137. else
  2138. status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
  2139. if (bl->type == BL_PC) {
  2140. int sp;
  2141. struct map_session_data *tsd = (struct map_session_data *)bl;
  2142. nullpo_retb (tsd);
  2143. sp = tsd->status.max_sp * 10 * skilllv / 100;
  2144. if (sp > tsd->status.sp) sp = tsd->status.sp;
  2145. tsd->status.sp -= sp;
  2146. pc_heal(tsd,0,-sp);
  2147. }
  2148. break;
  2149. case NPC_DARKBREATH:
  2150. clif_emotion(src,7);
  2151. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2152. break;
  2153. case MO_INVESTIGATE: /* ?勁 */
  2154. {
  2155. struct status_change *sc_data = status_get_sc_data(src);
  2156. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2157. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2158. status_change_end(src,SC_BLADESTOP,-1);
  2159. }
  2160. break;
  2161. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2162. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2163. break;
  2164. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2165. {
  2166. struct mob_data *md = (struct mob_data *)bl;
  2167. nullpo_retr(1, md);
  2168. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2169. if(md->hp > 0){
  2170. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  2171. if(bl->type == BL_MOB)
  2172. clif_fixmobpos((struct mob_data *)bl);
  2173. else if(bl->type == BL_PET)
  2174. clif_fixpetpos((struct pet_data *)bl);
  2175. else
  2176. clif_fixpos(bl);
  2177. }
  2178. }
  2179. break;
  2180. case RG_BACKSTAP: /* バックスタブ */
  2181. {
  2182. int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_get_dir(bl);
  2183. int dist = distance(src->x,src->y,bl->x,bl->y);
  2184. if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
  2185. struct status_change *sc_data = status_get_sc_data(src);
  2186. if(sc_data && sc_data[SC_HIDING].timer != -1)
  2187. status_change_end(src, SC_HIDING, -1); // ハイディング解除
  2188. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2189. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2190. if (bl->type == BL_PC)
  2191. ((struct map_session_data *)bl)->dir=dir;
  2192. else if (bl->type == BL_MOB)
  2193. ((struct mob_data *)bl)->dir=dir;
  2194. clif_changed_dir(bl);
  2195. //skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  2196. }
  2197. else if(src->type == BL_PC)
  2198. clif_skill_fail(sd,sd->skillid,0,0);
  2199. }
  2200. break;
  2201. case AM_ACIDTERROR: /* アシッドテラ? */
  2202. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2203. if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) {
  2204. pc_breakarmor((struct map_session_data *)bl);
  2205. clif_emotion(bl, 23);
  2206. }
  2207. break;
  2208. case MO_FINGEROFFENSIVE: /* 指? */
  2209. {
  2210. struct status_change *sc_data = status_get_sc_data(src);
  2211. if(!battle_config.finger_offensive_type)
  2212. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2213. else {
  2214. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2215. if(sd) {
  2216. for(i=1;i<sd->spiritball_old;i++)
  2217. skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
  2218. sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
  2219. }
  2220. }
  2221. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2222. status_change_end(src,SC_BLADESTOP,-1);
  2223. }
  2224. break;
  2225. case MO_CHAINCOMBO: /* 連打掌 */
  2226. {
  2227. struct status_change *sc_data = status_get_sc_data(src);
  2228. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2229. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2230. status_change_end(src,SC_BLADESTOP,-1);
  2231. }
  2232. break;
  2233. case MO_COMBOFINISH: /* 猛龍拳 */
  2234. case CH_TIGERFIST: /* 伏虎拳 */
  2235. case CH_CHAINCRUSH: /* 連柱崩? */
  2236. case CH_PALMSTRIKE: /* 猛虎硬派山 */
  2237. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2238. break;
  2239. case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
  2240. {
  2241. struct status_change *sc_data = status_get_sc_data(src);
  2242. if(sd) {
  2243. struct walkpath_data wpd;
  2244. int dx,dy;
  2245. dx = bl->x - sd->bl.x;
  2246. dy = bl->y - sd->bl.y;
  2247. if(dx > 0) dx++;
  2248. else if(dx < 0) dx--;
  2249. if(dy > 0) dy++;
  2250. else if(dy < 0) dy--;
  2251. if(dx == 0 && dy == 0) dx++;
  2252. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2253. dx = bl->x - sd->bl.x;
  2254. dy = bl->y - sd->bl.y;
  2255. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2256. clif_skill_fail(sd,sd->skillid,0,0);
  2257. break;
  2258. }
  2259. }
  2260. sd->to_x = sd->bl.x + dx;
  2261. sd->to_y = sd->bl.y + dy;
  2262. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2263. clif_walkok(sd);
  2264. clif_movechar(sd);
  2265. if(dx < 0) dx = -dx;
  2266. if(dy < 0) dy = -dy;
  2267. sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2268. if(sd->canact_tick < sd->canmove_tick)
  2269. sd->canact_tick = sd->canmove_tick;
  2270. pc_movepos(sd,sd->to_x,sd->to_y);
  2271. status_change_end(&sd->bl,SC_COMBO,-1);
  2272. }
  2273. else
  2274. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2275. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2276. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2277. status_change_end(src,SC_BLADESTOP,-1);
  2278. }
  2279. break;
  2280. /* 武器系範?攻?スキル */
  2281. case AC_SHOWER: /* アロ?シャワ? */
  2282. case SM_MAGNUM: /* マグナムブレイク */
  2283. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2284. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2285. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2286. case ASC_METEORASSAULT: /* メテオアサルト */
  2287. case AS_SPLASHER: /* [Valaris] */
  2288. if(flag&1){
  2289. /* 個別にダメ?ジを?える */
  2290. if(bl->id!=skill_area_temp[1]){
  2291. int dist=0;
  2292. if(skillid==SM_MAGNUM){ /* マグナムブレイクなら中心からの距離を計算 */
  2293. int dx=abs( bl->x - skill_area_temp[2] );
  2294. int dy=abs( bl->y - skill_area_temp[3] );
  2295. dist=((dx>dy)?dx:dy);
  2296. }
  2297. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2298. 0x0500|dist );
  2299. if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
  2300. struct status_change *sc_data = status_get_sc_data(bl);
  2301. if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
  2302. status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
  2303. }
  2304. }
  2305. }else{
  2306. int ar=1;
  2307. int x=bl->x,y=bl->y;
  2308. if( skillid==SM_MAGNUM){
  2309. x=src->x;
  2310. y=src->y;
  2311. }else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT) /* アロ?シャワ?、メテオアサルト範?5*5 */
  2312. ar=2;
  2313. else if(skillid==AS_SPLASHER) /* ベナムスプラッシャ?範?3*3 */
  2314. ar=1;
  2315. else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範?7*7 */
  2316. ar=3;
  2317. if (skillid == ASC_METEORASSAULT)
  2318. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2319. skill_area_temp[1]=bl->id;
  2320. skill_area_temp[2]=x;
  2321. skill_area_temp[3]=y;
  2322. /* まずタ?ゲットに攻?を加える */
  2323. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2324. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2325. map_foreachinarea(skill_area_sub,
  2326. bl->m,x-ar,y-ar,x+ar,y+ar,0,
  2327. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2328. skill_castend_damage_id);
  2329. if (skillid == SM_MAGNUM) // fire element for 10 seconds
  2330. status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
  2331. }
  2332. break;
  2333. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2334. if(flag&1){
  2335. /* 個別にダメ?ジを?える */
  2336. if(bl->id!=skill_area_temp[1])
  2337. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2338. } else {
  2339. /* int damage;
  2340. map_freeblock_lock();
  2341. damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2342. if(damage > 0) {*/
  2343. int i,c; /* 他人から聞いた動きなので間違ってる可能性大&?率が?いっす>< */
  2344. c = skill_get_blewcount(skillid,skilllv);
  2345. if(map[bl->m].flag.gvg) c = 0;
  2346. for(i=0;i<c;i++){
  2347. skill_blown(src,bl,1);
  2348. if(bl->type == BL_MOB)
  2349. clif_fixmobpos((struct mob_data *)bl);
  2350. else if(bl->type == BL_PET)
  2351. clif_fixpetpos((struct pet_data *)bl);
  2352. else
  2353. clif_fixpos(bl);
  2354. skill_area_temp[0]=0;
  2355. map_foreachinarea(skill_area_sub,
  2356. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2357. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2358. skill_area_sub_count);
  2359. if(skill_area_temp[0]>1) break;
  2360. }
  2361. skill_area_temp[1]=bl->id;
  2362. skill_area_temp[2]=bl->x;
  2363. skill_area_temp[3]=bl->y;
  2364. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2365. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2366. map_foreachinarea(skill_area_sub,
  2367. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2368. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2369. skill_castend_damage_id);
  2370. /* battle_damage(src,bl,damage,1);
  2371. if(rdamage > 0)
  2372. battle_damage(bl,src,rdamage,0);
  2373. }
  2374. map_freeblock_unlock();*/
  2375. }
  2376. break;
  2377. case ALL_RESURRECTION: /* リザレクション */
  2378. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2379. if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2380. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2381. else {
  2382. map_freeblock_unlock();
  2383. return 1;
  2384. }
  2385. break;
  2386. /* 魔法系スキル */
  2387. case MG_SOULSTRIKE: /* ソウルストライク */
  2388. case NPC_DARKSOULSTRIKE: /*闇ソウルストライク*/
  2389. case MG_COLDBOLT: /* コールドボルト */
  2390. case MG_FIREBOLT: /* ファイアーボルト */
  2391. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2392. case WZ_EARTHSPIKE: /* アーススパイク */
  2393. case AL_HEAL: /* ヒール */
  2394. case AL_HOLYLIGHT: /* ホーリーライト */
  2395. // case MG_FROSTDIVER: /* フロストダイバー */
  2396. case WZ_JUPITEL: /* ユピテルサンダー */
  2397. case NPC_DARKJUPITEL: /*闇ユピテル*/
  2398. case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */
  2399. case PR_ASPERSIO: /* アスペルシオ */
  2400. // case HW_NAPALMVULCAN: /* ナパームバルカン */
  2401. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2402. break;
  2403. case MG_FROSTDIVER: /* フロストダイバー */
  2404. {
  2405. struct status_change *sc_data = status_get_sc_data(bl);
  2406. int sc_def_mdef, rate, damage;
  2407. sc_def_mdef = status_get_sc_def_mdef(bl);
  2408. rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
  2409. rate = rate<=5?5:rate;
  2410. if (sc_data && sc_data[SC_FREEZE].timer != -1) {
  2411. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2412. if (sd)
  2413. clif_skill_fail(sd,skillid,0,0);
  2414. break;
  2415. }
  2416. damage = skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2417. if (status_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) {
  2418. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  2419. } else if (sd) {
  2420. clif_skill_fail(sd,skillid,0,0);
  2421. }
  2422. break;
  2423. }
  2424. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2425. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2426. if(skilllv>1)
  2427. status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
  2428. break;
  2429. case PR_BENEDICTIO: /* 聖?降福 */
  2430. if(status_get_race(bl)==1 || status_get_race(bl)==6)
  2431. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2432. break;
  2433. /* 魔法系範?攻?スキル */
  2434. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2435. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2436. if(flag&1){
  2437. /* 個別にダメ?ジを?える */
  2438. if(bl->id!=skill_area_temp[1]){
  2439. if(skillid==MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */
  2440. int dx=abs( bl->x - skill_area_temp[2] );
  2441. int dy=abs( bl->y - skill_area_temp[3] );
  2442. skill_area_temp[0]=((dx>dy)?dx:dy);
  2443. }
  2444. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2445. skill_area_temp[0]| 0x0500);
  2446. }
  2447. }else{
  2448. int ar=(skillid==MG_NAPALMBEAT)?1:2;
  2449. skill_area_temp[1]=bl->id;
  2450. if(skillid==MG_NAPALMBEAT){ /* ナパ?ムでは先に?える */
  2451. skill_area_temp[0]=0;
  2452. map_foreachinarea(skill_area_sub,
  2453. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2454. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2455. skill_area_sub_count);
  2456. }else{
  2457. skill_area_temp[0]=0;
  2458. skill_area_temp[2]=bl->x;
  2459. skill_area_temp[3]=bl->y;
  2460. }
  2461. /* まずタ?ゲットに攻?を加える */
  2462. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2463. skill_area_temp[0] );
  2464. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2465. map_foreachinarea(skill_area_sub,
  2466. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
  2467. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2468. skill_castend_damage_id);
  2469. }
  2470. break;
  2471. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2472. if(flag&1){
  2473. if(bl->id!=skill_area_temp[1]){
  2474. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2475. skill_area_temp[0]);
  2476. }
  2477. }else{
  2478. int ar=(skillid==HW_NAPALMVULCAN)?1:2;
  2479. skill_area_temp[1]=bl->id;
  2480. if(skillid==HW_NAPALMVULCAN){
  2481. skill_area_temp[0]=0;
  2482. map_foreachinarea(skill_area_sub,
  2483. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2484. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2485. skill_area_sub_count);
  2486. }else{
  2487. skill_area_temp[0]=0;
  2488. skill_area_temp[2]=bl->x;
  2489. skill_area_temp[3]=bl->y;
  2490. }
  2491. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2492. skill_area_temp[0] );
  2493. map_foreachinarea(skill_area_sub,
  2494. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
  2495. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2496. skill_castend_damage_id);
  2497. }
  2498. break;
  2499. case WZ_FROSTNOVA: /* フロストノヴァ */
  2500. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2501. //skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2502. map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2503. break;
  2504. case WZ_SIGHTRASHER:
  2505. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2506. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2507. status_change_end(src,SC_SIGHT,-1);
  2508. break;
  2509. /* その他 */
  2510. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2511. if(flag&1){
  2512. /* 個別にダメ?ジを?える */
  2513. if(bl->id!=skill_area_temp[1])
  2514. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
  2515. }else{
  2516. skill_area_temp[0]=0;
  2517. skill_area_temp[1]=bl->id;
  2518. if(flag&0xf00000)
  2519. map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2520. src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
  2521. /* まずタ?ゲットに攻?を加える */
  2522. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
  2523. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2524. map_foreachinarea(skill_area_sub,
  2525. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2526. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2527. skill_castend_damage_id);
  2528. }
  2529. break;
  2530. case CR_GRANDCROSS: /* グランドクロス */
  2531. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  2532. /* スキルユニット配置 */
  2533. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2534. if(sd)
  2535. sd->canmove_tick = tick + 1000;
  2536. else if(src->type == BL_MOB)
  2537. mob_changestate((struct mob_data *)src,MS_DELAY,1000);
  2538. break;
  2539. case TF_THROWSTONE: /* 石投げ */
  2540. case NPC_SMOKING: /* スモ?キング */
  2541. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
  2542. break;
  2543. // Celest
  2544. case PF_SOULBURN:
  2545. {
  2546. int per = skilllv < 5 ? 20+ skilllv*10 : 60;
  2547. if (rand()%100 < per) {
  2548. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2549. if (skilllv == 5)
  2550. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2551. if (bl->type == BL_PC) {
  2552. ((struct map_session_data *)bl)->status.sp = 0;
  2553. clif_updatestatus((struct map_session_data *)bl,SP_SP);
  2554. }
  2555. } else {
  2556. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2557. if (skilllv == 5)
  2558. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2559. sd->status.sp = 0;
  2560. clif_updatestatus(sd,SP_SP);
  2561. }
  2562. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 );
  2563. }
  2564. break;
  2565. case NPC_SELFDESTRUCTION: /* 自爆 */
  2566. case NPC_SELFDESTRUCTION2: /* 自爆2 */
  2567. if(flag&1){
  2568. /* 個別にダメ?ジを?える */
  2569. if(src->type==BL_MOB){
  2570. struct mob_data* mb = (struct mob_data*)src;
  2571. nullpo_retr(1, mb);
  2572. mb->hp=skill_area_temp[2];
  2573. if(bl->id!=skill_area_temp[1])
  2574. skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
  2575. mb->hp=1;
  2576. }
  2577. }else{
  2578. struct mob_data *md;
  2579. if((md=(struct mob_data *)src)){
  2580. skill_area_temp[1]=bl->id;
  2581. skill_area_temp[2]=status_get_hp(src);
  2582. clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
  2583. map_foreachinarea(skill_area_sub,
  2584. bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
  2585. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2586. skill_castend_damage_id);
  2587. battle_damage(src,src,md->hp,0);
  2588. }
  2589. }
  2590. break;
  2591. /* HP吸?/HP吸?魔法 */
  2592. case NPC_BLOODDRAIN:
  2593. case NPC_ENERGYDRAIN:
  2594. {
  2595. int heal;
  2596. heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2597. if( heal > 0 ){
  2598. struct block_list tbl;
  2599. tbl.id = 0;
  2600. tbl.m = src->m;
  2601. tbl.x = src->x;
  2602. tbl.y = src->y;
  2603. clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
  2604. battle_heal(NULL,src,heal,0,0);
  2605. }
  2606. }
  2607. break;
  2608. // unknown skills [Celest]
  2609. case NPC_BIND:
  2610. case NPC_EXPLOSIONSPIRITS:
  2611. case NPC_INCAGI:
  2612. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2613. break;
  2614. case 0:
  2615. if(sd) {
  2616. if(flag&3){
  2617. if(bl->id!=skill_area_temp[1])
  2618. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2619. }
  2620. else{
  2621. int ar=sd->splash_range;
  2622. skill_area_temp[1]=bl->id;
  2623. map_foreachinarea(skill_area_sub,
  2624. bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
  2625. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2626. skill_castend_damage_id);
  2627. }
  2628. }
  2629. break;
  2630. default:
  2631. printf("Unknown skill used:%d\n",skillid);
  2632. map_freeblock_unlock();
  2633. return 1;
  2634. }
  2635. if(sc_data) {
  2636. if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了
  2637. status_change_end(src,SC_MAGICPOWER,-1);
  2638. }
  2639. map_freeblock_unlock();
  2640. return 0;
  2641. }
  2642. /*==========================================
  2643. * スキル使用(詠唱完了、ID指定支援系)
  2644. *------------------------------------------
  2645. */
  2646. int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  2647. {
  2648. struct map_session_data *sd=NULL;
  2649. struct map_session_data *dstsd=NULL;
  2650. struct mob_data *md=NULL;
  2651. struct mob_data *dstmd=NULL;
  2652. int i,abra_skillid=0,abra_skilllv;
  2653. int sc_def_vit,sc_def_mdef,strip_time,strip_per;
  2654. int sc_dex,sc_luk;
  2655. //クラスチェンジ用ボスモンスタ?ID
  2656. int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  2657. ,1157,1159,1190,1272,1312,1373,1492};
  2658. int poringclass[]={1002};
  2659. //if(skilllv <= 0) return 0;
  2660. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2661. nullpo_retr(1, src);
  2662. nullpo_retr(1, bl);
  2663. if(src->type==BL_PC)
  2664. sd=(struct map_session_data *)src;
  2665. else if(src->type==BL_MOB)
  2666. md=(struct mob_data *)src;
  2667. sc_dex=status_get_mdef(bl);
  2668. sc_luk=status_get_luk(bl);
  2669. sc_def_vit = status_get_sc_def_vit(bl);
  2670. sc_def_mdef = status_get_sc_def_mdef (bl);
  2671. if(bl->type==BL_PC){
  2672. nullpo_retr(1, dstsd=(struct map_session_data *)bl);
  2673. }else if(bl->type==BL_MOB){
  2674. nullpo_retr(1, dstmd=(struct mob_data *)bl);
  2675. }
  2676. if(bl == NULL || bl->prev == NULL)
  2677. return 1;
  2678. if(sd && pc_isdead(sd))
  2679. return 1;
  2680. if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
  2681. return 1;
  2682. if(status_get_class(bl) == 1288)
  2683. return 1;
  2684. if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
  2685. return 0;
  2686. map_freeblock_lock();
  2687. switch(skillid)
  2688. {
  2689. case AL_HEAL: /* ヒ?ル */
  2690. {
  2691. int heal=skill_calc_heal( src, skilllv );
  2692. int heal_get_jobexp;
  2693. int skill;
  2694. struct pc_base_job s_class;
  2695. if( dstsd && dstsd->special_state.no_magic_damage )
  2696. heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
  2697. if (sd){
  2698. s_class = pc_calc_base_job(sd->status.class_);
  2699. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
  2700. heal += heal*skill*2/100;
  2701. if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && 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
  2702. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2703. }
  2704. clif_skill_nodamage(src,bl,skillid,heal,1);
  2705. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2706. // JOB??値獲得
  2707. if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){
  2708. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2709. if(heal_get_jobexp <= 0)
  2710. heal_get_jobexp = 1;
  2711. pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp);
  2712. }
  2713. }
  2714. break;
  2715. case ALL_RESURRECTION: /* リザレクション */
  2716. if(bl->type==BL_PC){
  2717. int per=0;
  2718. struct map_session_data *tsd = (struct map_session_data*)bl;
  2719. nullpo_retr(1, tsd);
  2720. if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
  2721. break; /* PVPで復活不可能?態 */
  2722. if(pc_isdead(tsd)){ /* 死亡判定 */
  2723. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2724. switch(skilllv){
  2725. case 1: per=10; break;
  2726. case 2: per=30; break;
  2727. case 3: per=50; break;
  2728. case 4: per=80; break;
  2729. }
  2730. tsd->status.hp=tsd->status.max_hp*per/100;
  2731. if(tsd->status.hp<=0) tsd->status.hp=1;
  2732. if(tsd->special_state.restart_full_recover ){ /* オシリスカ?ド */
  2733. tsd->status.hp=tsd->status.max_hp;
  2734. tsd->status.sp=tsd->status.max_sp;
  2735. }
  2736. pc_setstand(tsd);
  2737. if(battle_config.pc_invincible_time > 0)
  2738. pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
  2739. clif_updatestatus(tsd,SP_HP);
  2740. clif_resurrection(&tsd->bl,1);
  2741. if(src != bl && sd && battle_config.resurrection_exp > 0) {
  2742. int exp = 0,jexp = 0;
  2743. int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
  2744. if(lv > 0) {
  2745. exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2746. if(exp < 1) exp = 1;
  2747. }
  2748. if(jlv > 0) {
  2749. jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2750. if(jexp < 1) jexp = 1;
  2751. }
  2752. if(exp > 0 || jexp > 0)
  2753. pc_gainexp(sd,exp,jexp);
  2754. }
  2755. }
  2756. }
  2757. break;
  2758. case AL_DECAGI: /* 速度減少 */
  2759. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2760. break;
  2761. if( rand()%100 < (50+skilllv*3+(status_get_lv(src)+status_get_int(src)/5)-sc_def_mdef) ) {
  2762. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2763. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  2764. }
  2765. break;
  2766. case AL_CRUCIS:
  2767. if(flag&1) {
  2768. int race = status_get_race(bl),ele = status_get_elem_type(bl);
  2769. if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
  2770. int slv=status_get_lv(src),tlv=status_get_lv(bl),rate;
  2771. rate = 25 + skilllv*2 + slv - tlv;
  2772. if(rand()%100 < rate)
  2773. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
  2774. }
  2775. }
  2776. else {
  2777. int range = 15;
  2778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2779. map_foreachinarea(skill_area_sub,
  2780. src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
  2781. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2782. skill_castend_nodamage_id);
  2783. }
  2784. break;
  2785. case PR_LEXDIVINA: /* レックスディビ?ナ */
  2786. {
  2787. struct status_change *sc_data = status_get_sc_data(bl);
  2788. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2789. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2790. break;
  2791. if(sc_data && sc_data[SC_DIVINA].timer != -1)
  2792. status_change_end(bl,SC_DIVINA,-1);
  2793. else if( rand()%100 < sc_def_vit ) {
  2794. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  2795. }
  2796. }
  2797. break;
  2798. case SA_ABRACADABRA:
  2799. //require 1 yellow gemstone even with mistress card or Into the Abyss
  2800. if ((i=pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!)
  2801. clif_skill_fail(sd,sd->skillid,0,0);
  2802. break;
  2803. }
  2804. //pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
  2805. pc_delitem(sd, i, 1, 0);
  2806. //
  2807. do{
  2808. abra_skillid=skill_abra_dataset(skilllv);
  2809. }while(abra_skillid == 0);
  2810. abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
  2811. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2812. sd->skillitem=abra_skillid;
  2813. sd->skillitemlv=abra_skilllv;
  2814. clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ");
  2815. break;
  2816. case SA_COMA:
  2817. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2818. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2819. break;
  2820. if(dstsd){
  2821. dstsd->status.hp=1;
  2822. dstsd->status.sp=1;
  2823. clif_updatestatus(dstsd,SP_HP);
  2824. clif_updatestatus(dstsd,SP_SP);
  2825. }
  2826. if(dstmd) dstmd->hp=1;
  2827. break;
  2828. case SA_FULLRECOVERY:
  2829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2830. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2831. break;
  2832. if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
  2833. if(dstmd) dstmd->hp=status_get_max_hp(&dstmd->bl);
  2834. break;
  2835. case SA_SUMMONMONSTER:
  2836. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2837. if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
  2838. break;
  2839. case SA_LEVELUP:
  2840. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2841. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
  2842. break;
  2843. case SA_INSTANTDEATH:
  2844. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2845. if (sd) pc_damage(NULL,sd,sd->status.max_hp);
  2846. break;
  2847. case SA_QUESTION:
  2848. case SA_GRAVITY:
  2849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2850. break;
  2851. case SA_CLASSCHANGE:
  2852. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2853. if(dstmd) mob_class_change(dstmd,changeclass);
  2854. break;
  2855. case SA_MONOCELL:
  2856. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2857. if(dstmd) mob_class_change(dstmd,poringclass);
  2858. break;
  2859. case SA_DEATH:
  2860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2861. if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
  2862. if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
  2863. break;
  2864. case SA_REVERSEORCISH:
  2865. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2866. if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
  2867. break;
  2868. case SA_FORTUNE:
  2869. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2870. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2871. break;
  2872. case SA_TAMINGMONSTER:
  2873. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2874. if (dstmd){
  2875. for(i=0;i<MAX_PET_DB;i++){
  2876. if(dstmd->class_ == pet_db[i].class_){
  2877. pet_catch_process1(sd,dstmd->class_);
  2878. break;
  2879. }
  2880. }
  2881. }
  2882. break;
  2883. case AL_INCAGI: /* 速度?加 */
  2884. case AL_BLESSING: /* ブレッシング */
  2885. case PR_SLOWPOISON:
  2886. case PR_IMPOSITIO: /* イムポシティオマヌス */
  2887. case PR_LEXAETERNA: /* レックスエ?テルナ */
  2888. case PR_SUFFRAGIUM: /* サフラギウム */
  2889. case PR_BENEDICTIO: /* 聖?降福 */
  2890. case CR_PROVIDENCE: /* プロヴィデンス */
  2891. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
  2892. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2893. }else{
  2894. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2895. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2896. }
  2897. break;
  2898. case CG_MARIONETTE: /* マリオネットコントロ?ル */
  2899. if(sd && dstsd){
  2900. struct status_change *sc_data = status_get_sc_data(src);
  2901. struct status_change *tsc_data = status_get_sc_data(bl);
  2902. int sc = SkillStatusChangeTable[skillid];
  2903. int sc2 = SC_MARIONETTE2;
  2904. if((dstsd->bl.type!=BL_PC)
  2905. || (sd->bl.id == dstsd->bl.id)
  2906. || (!sd->status.party_id)
  2907. || (sd->status.party_id != dstsd->status.party_id)) {
  2908. clif_skill_fail(sd,skillid,0,0);
  2909. map_freeblock_unlock();
  2910. return 1;
  2911. }
  2912. if(sc_data && tsc_data){
  2913. if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
  2914. status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
  2915. status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
  2916. }
  2917. else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
  2918. sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
  2919. status_change_end(src, sc, -1);
  2920. status_change_end(bl, sc2, -1);
  2921. }
  2922. else {
  2923. clif_skill_fail(sd,skillid,0,0);
  2924. map_freeblock_unlock();
  2925. return 1;
  2926. }
  2927. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2928. }
  2929. }
  2930. break;
  2931. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2932. case SA_FROSTWEAPON:
  2933. case SA_LIGHTNINGLOADER:
  2934. case SA_SEISMICWEAPON:
  2935. if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
  2936. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2937. break;
  2938. }
  2939. if(bl->type==BL_PC) {
  2940. struct map_session_data *sd2=(struct map_session_data *)bl;
  2941. if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
  2942. sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
  2943. sd2->sc_data[SC_ENCPOISON].timer!=-1) {
  2944. clif_skill_fail(sd,skillid,0,0);
  2945. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2946. break;
  2947. }
  2948. }
  2949. if(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4
  2950. clif_skill_fail(sd,skillid,0,0);
  2951. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2952. if(bl->type==BL_PC && battle_config.equipment_breaking) {
  2953. struct map_session_data *sd2=(struct map_session_data *)bl;
  2954. if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
  2955. pc_breakweapon(sd2);
  2956. }
  2957. break;
  2958. }
  2959. else {
  2960. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2962. }
  2963. break;
  2964. case PR_ASPERSIO: /* アスペルシオ */
  2965. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2966. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2967. break;
  2968. if(bl->type==BL_MOB)
  2969. break;
  2970. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2971. break;
  2972. case PR_KYRIE: /* キリエエレイソン */
  2973. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  2974. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2975. break;
  2976. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2977. break;
  2978. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  2979. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  2980. case CR_SPEARQUICKEN: /* スピアクイッケン */
  2981. case CR_REFLECTSHIELD:
  2982. case AS_POISONREACT: /* ポイズンリアクト */
  2983. case MC_LOUD: /* ラウドボイス */
  2984. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  2985. // case SM_ENDURE: /* インデュア */
  2986. case MG_SIGHT: /* サイト */
  2987. case AL_RUWACH: /* ルアフ */
  2988. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  2989. case MO_STEELBODY: // 金剛
  2990. case LK_AURABLADE: /* オ?ラブレ?ド */
  2991. case LK_PARRYING: /* パリイング */
  2992. case LK_CONCENTRATION: /* コンセントレ?ション */
  2993. // case LK_BERSERK: /* バ?サ?ク */
  2994. case HP_ASSUMPTIO: /* */
  2995. case WS_CARTBOOST: /* カ?トブ?スト */
  2996. case SN_SIGHT: /* トゥル?サイト */
  2997. case WS_MELTDOWN: /* メルトダウン */
  2998. case ST_REJECTSWORD: /* リジェクトソ?ド */
  2999. case HW_MAGICPOWER: /* 魔法力?幅 */
  3000. case PF_MEMORIZE: /* メモライズ */
  3001. case PA_SACRIFICE:
  3002. case ASC_EDP: // [Celest]
  3003. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3004. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3005. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3006. break;
  3007. case SM_ENDURE: /* インデュア */
  3008. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3009. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3010. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
  3011. break;
  3012. case SM_AUTOBERSERK: // Celest
  3013. {
  3014. struct status_change *tsc_data = status_get_sc_data(bl);
  3015. int sc=SkillStatusChangeTable[skillid];
  3016. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3017. if( tsc_data ){
  3018. if( tsc_data[sc].timer==-1 )
  3019. status_change_start(bl,sc,skilllv,0,0,0,0,0);
  3020. else
  3021. status_change_end(bl, sc, -1);
  3022. }
  3023. }
  3024. break;
  3025. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3026. if(bl->type==BL_PC) {
  3027. struct map_session_data *sd2=(struct map_session_data *)bl;
  3028. if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
  3029. sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
  3030. sd2->sc_data[SC_ENCPOISON].timer!=-1) {
  3031. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3032. clif_skill_fail(sd,skillid,0,0);
  3033. break;
  3034. }
  3035. }
  3036. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3037. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3038. break;
  3039. case LK_TENSIONRELAX: /* テンションリラックス */
  3040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3041. pc_setsit(sd);
  3042. clif_sitting(sd);
  3043. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3044. break;
  3045. case LK_BERSERK: /* バ?サ?ク */
  3046. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3047. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3048. //sd->status.hp = sd->status.max_hp * 3;
  3049. break;
  3050. case MC_CHANGECART:
  3051. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3052. break;
  3053. case AC_CONCENTRATION: /* 集中力向上 */
  3054. {
  3055. int range = 1;
  3056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3057. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3058. map_foreachinarea( status_change_timer_sub,
  3059. src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
  3060. src,SkillStatusChangeTable[skillid],tick);
  3061. }
  3062. break;
  3063. case SM_PROVOKE: /* プロボック */
  3064. {
  3065. struct status_change *sc_data = status_get_sc_data(bl);
  3066. /* MVPmobと不死には?かない */
  3067. if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
  3068. {
  3069. map_freeblock_unlock();
  3070. return 1;
  3071. }
  3072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3073. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3074. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
  3075. skill_castcancel(bl,0);
  3076. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
  3077. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3078. skill_castcancel(bl,0);
  3079. if(sc_data){
  3080. if(sc_data[SC_FREEZE].timer!=-1)
  3081. status_change_end(bl,SC_FREEZE,-1);
  3082. if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  3083. status_change_end(bl,SC_STONE,-1);
  3084. if(sc_data[SC_SLEEP].timer!=-1)
  3085. status_change_end(bl,SC_SLEEP,-1);
  3086. }
  3087. if(dstmd) {
  3088. int range = skill_get_range(skillid,skilllv);
  3089. if(range < 0)
  3090. range = status_get_range(src) - (range + 1);
  3091. dstmd->state.provoke_flag = src->id;
  3092. mob_target(dstmd,src,range);
  3093. }
  3094. }
  3095. break;
  3096. case CR_DEVOTION: /* ディボ?ション */
  3097. if(sd && dstsd){
  3098. //?生や養子の場合の元の職業を算出する
  3099. struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class_);
  3100. int lv = sd->status.base_level-dstsd->status.base_level;
  3101. lv = (lv<0)?-lv:lv;
  3102. if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ
  3103. ||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
  3104. ||(lv > 10) // レベル差±10まで
  3105. ||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ
  3106. ||((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、
  3107. &&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
  3108. ||(dst_s_class.job==14||dst_s_class.job==21)){ // クルセだめ
  3109. clif_skill_fail(sd,skillid,0,0);
  3110. map_freeblock_unlock();
  3111. return 1;
  3112. }
  3113. for(i=0;i<skilllv;i++){
  3114. if(!sd->dev.val1[i]){ // 空きがあったら入れる
  3115. sd->dev.val1[i] = bl->id;
  3116. sd->dev.val2[i] = bl->id;
  3117. break;
  3118. }else if(i==skilllv-1){ // 空きがなかった
  3119. clif_skill_fail(sd,skillid,0,0);
  3120. map_freeblock_unlock();
  3121. return 1;
  3122. }
  3123. }
  3124. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3125. clif_devotion(sd,bl->id);
  3126. status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
  3127. }
  3128. else clif_skill_fail(sd,skillid,0,0);
  3129. break;
  3130. case MO_CALLSPIRITS: // ?功
  3131. if(sd) {
  3132. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3133. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3134. }
  3135. break;
  3136. case CH_SOULCOLLECT: // 狂?功
  3137. if(sd) {
  3138. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3139. for(i=0;i<5;i++)
  3140. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3141. }
  3142. break;
  3143. case MO_BLADESTOP: // 白刃取り
  3144. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3145. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3146. break;
  3147. case MO_ABSORBSPIRITS: // ?奪
  3148. i=0;
  3149. if(sd && dstsd) {
  3150. if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
  3151. if(dstsd->spiritball > 0) {
  3152. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3153. i = dstsd->spiritball * 7;
  3154. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3155. if(i > 0x7FFF)
  3156. i = 0x7FFF;
  3157. if(sd->status.sp + i > sd->status.max_sp)
  3158. i = sd->status.max_sp - sd->status.sp;
  3159. }
  3160. }
  3161. }else if(sd && dstmd){ //?象がモンスタ?の場合
  3162. //20%の確率で?象のLv*2のSPを回復する。成功したときはタ?ゲット(σ?Д?)σ????!!
  3163. if(rand()%100<20){
  3164. i=2*mob_db[dstmd->class_].lv;
  3165. mob_target(dstmd,src,0);
  3166. }
  3167. }
  3168. if(i){
  3169. sd->status.sp += i;
  3170. clif_heal(sd->fd,SP_SP,i);
  3171. }
  3172. else
  3173. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3174. break;
  3175. case AC_MAKINGARROW: /* 矢作成 */
  3176. if(sd) {
  3177. clif_arrow_create_list(sd);
  3178. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3179. }
  3180. break;
  3181. case AM_PHARMACY: /* ポ?ション作成 */
  3182. if(sd) {
  3183. clif_skill_produce_mix_list(sd,32);
  3184. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3185. }
  3186. break;
  3187. case WS_CREATECOIN: /* クリエイトコイン */
  3188. if(sd) {
  3189. clif_skill_produce_mix_list(sd,64);
  3190. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3191. }
  3192. break;
  3193. case WS_CREATENUGGET: /* 塊製造 */
  3194. if(sd) {
  3195. clif_skill_produce_mix_list(sd,128);
  3196. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3197. }
  3198. break;
  3199. case ASC_CDP: // [DracoRPG]
  3200. // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
  3201. if(sd) {
  3202. clif_skill_produce_mix_list(sd,256);
  3203. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3204. }
  3205. break;
  3206. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3207. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3208. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
  3209. break;
  3210. if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
  3211. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3212. }
  3213. break;
  3214. case RG_RAID: /* サプライズアタック */
  3215. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3216. {
  3217. int x=bl->x,y=bl->y;
  3218. skill_area_temp[1]=bl->id;
  3219. skill_area_temp[2]=x;
  3220. skill_area_temp[3]=y;
  3221. map_foreachinarea(skill_area_sub,
  3222. bl->m,x-1,y-1,x+1,y+1,0,
  3223. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3224. skill_castend_damage_id);
  3225. }
  3226. status_change_end(src, SC_HIDING, -1); // ハイディング解除
  3227. break;
  3228. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3229. {
  3230. int c,n=4,ar;
  3231. int dir = map_calc_dir(src,bl->x,bl->y);
  3232. struct square tc;
  3233. int x=bl->x,y=bl->y;
  3234. ar=skilllv/3;
  3235. skill_brandishspear_first(&tc,dir,x,y);
  3236. skill_brandishspear_dir(&tc,dir,4);
  3237. /* 範?④ */
  3238. if(skilllv == 10){
  3239. for(c=1;c<4;c++){
  3240. map_foreachinarea(skill_area_sub,
  3241. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
  3242. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3243. skill_castend_damage_id);
  3244. }
  3245. }
  3246. /* 範?③② */
  3247. if(skilllv > 6){
  3248. skill_brandishspear_dir(&tc,dir,-1);
  3249. n--;
  3250. }else{
  3251. skill_brandishspear_dir(&tc,dir,-2);
  3252. n-=2;
  3253. }
  3254. if(skilllv > 3){
  3255. for(c=0;c<5;c++){
  3256. map_foreachinarea(skill_area_sub,
  3257. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
  3258. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3259. skill_castend_damage_id);
  3260. if(skilllv > 6 && n==3 && c==4){
  3261. skill_brandishspear_dir(&tc,dir,-1);
  3262. n--;c=-1;
  3263. }
  3264. }
  3265. }
  3266. /* 範?① */
  3267. for(c=0;c<10;c++){
  3268. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3269. map_foreachinarea(skill_area_sub,
  3270. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
  3271. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3272. skill_castend_damage_id);
  3273. }
  3274. }
  3275. break;
  3276. /* パ?ティスキル */
  3277. case AL_ANGELUS: /* エンジェラス */
  3278. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3279. case PR_GLORIA: /* グロリア */
  3280. case SN_WINDWALK: /* ウインドウォ?ク */
  3281. if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
  3282. /* 個別の?理 */
  3283. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  3284. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3285. break;
  3286. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3287. }
  3288. else{
  3289. /* パ?ティ全?への?理 */
  3290. party_foreachsamemap(skill_area_sub,
  3291. sd,1,
  3292. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3293. skill_castend_nodamage_id);
  3294. }
  3295. break;
  3296. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3297. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3298. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3299. if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
  3300. /* 個別の?理 */
  3301. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  3302. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
  3303. }
  3304. else{
  3305. /* パ?ティ全?への?理 */
  3306. party_foreachsamemap(skill_area_sub,
  3307. sd,1,
  3308. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3309. skill_castend_nodamage_id);
  3310. }
  3311. break;
  3312. /*(付加と解除が必要) */
  3313. case BS_MAXIMIZE: /* マキシマイズパワ? */
  3314. case NV_TRICKDEAD: /* 死んだふり */
  3315. case CR_DEFENDER: /* ディフェンダ? */
  3316. case CR_AUTOGUARD: /* オ?トガ?ド */
  3317. {
  3318. struct status_change *tsc_data = status_get_sc_data(bl);
  3319. int sc=SkillStatusChangeTable[skillid];
  3320. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3321. if( tsc_data ){
  3322. if( tsc_data[sc].timer==-1 )
  3323. /* 付加する */
  3324. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3325. else
  3326. /* 解除する */
  3327. status_change_end(bl, sc, -1);
  3328. }
  3329. }
  3330. break;
  3331. case TF_HIDING: /* ハイディング */
  3332. {
  3333. struct status_change *tsc_data = status_get_sc_data(bl);
  3334. int sc=SkillStatusChangeTable[skillid];
  3335. clif_skill_nodamage(src,bl,skillid,-1,1);
  3336. if(tsc_data && tsc_data[sc].timer!=-1 )
  3337. /* 解除する */
  3338. status_change_end(bl, sc, -1);
  3339. else
  3340. /* 付加する */
  3341. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3342. }
  3343. break;
  3344. case AS_CLOAKING: /* クロ?キング */
  3345. {
  3346. struct status_change *tsc_data = status_get_sc_data(bl);
  3347. int sc=SkillStatusChangeTable[skillid];
  3348. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3349. if(tsc_data && tsc_data[sc].timer!=-1 )
  3350. /* 解除する */
  3351. status_change_end(bl, sc, -1);
  3352. else
  3353. /* 付加する */
  3354. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3355. //skill_check_cloaking(bl);
  3356. }
  3357. break;
  3358. case ST_CHASEWALK: /* ハイディング */
  3359. {
  3360. struct status_change *tsc_data = status_get_sc_data(bl);
  3361. int sc=SkillStatusChangeTable[skillid];
  3362. clif_skill_nodamage(src,bl,skillid,-1,1);
  3363. if(tsc_data && tsc_data[sc].timer!=-1 )
  3364. /* 解除する */
  3365. status_change_end(bl, sc, -1);
  3366. else
  3367. /* 付加する */
  3368. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3369. }
  3370. break;
  3371. /* ?地スキル */
  3372. case BD_LULLABY: /* 子守唄 */
  3373. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3374. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  3375. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3376. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3377. case BD_ROKISWEIL: /* ロキの叫び */
  3378. case BD_INTOABYSS: /* 深淵の中に */
  3379. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  3380. case BA_DISSONANCE: /* 不協和音 */
  3381. case BA_POEMBRAGI: /* ブラギの詩 */
  3382. case BA_WHISTLE: /* 口笛 */
  3383. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  3384. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3385. case DC_UGLYDANCE: /* 自分勝手なダンス */
  3386. case DC_HUMMING: /* ハミング */
  3387. case DC_DONTFORGETME: /* 私を忘れないで… */
  3388. case DC_FORTUNEKISS: /* 幸運のキス */
  3389. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3390. // case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3391. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3392. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3393. break;
  3394. case HP_BASILICA: /* バジリカ */
  3395. {
  3396. // cancel Basilica if already in effect
  3397. struct status_change *sc_data = status_get_sc_data(src);
  3398. if(sc_data && sc_data[SC_BASILICA].timer != -1){
  3399. struct skill_unit *su;
  3400. if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
  3401. struct skill_unit_group *sg;
  3402. if ((sg = su->group) && sg->src_id == sd->bl.id) {
  3403. status_change_end(src,SC_BASILICA,-1);
  3404. skill_delunitgroup (sg);
  3405. break;
  3406. }
  3407. }
  3408. } else {
  3409. // otherwise allow casting
  3410. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3411. skill_clear_unitgroup(src);
  3412. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3413. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3414. }
  3415. }
  3416. break;
  3417. case PA_GOSPEL: /* ゴスペル */
  3418. skill_clear_unitgroup(src);
  3419. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3420. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3421. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0);
  3422. break;
  3423. case BD_ADAPTATION: /* アドリブ */
  3424. {
  3425. struct status_change *sc_data = status_get_sc_data(src);
  3426. if(sc_data && sc_data[SC_DANCING].timer!=-1){
  3427. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3428. skill_stop_dancing(src,0);
  3429. }
  3430. }
  3431. break;
  3432. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3433. case DC_SCREAM: /* スクリ?ム */
  3434. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3435. skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
  3436. break;
  3437. case TF_STEAL: // スティ?ル
  3438. if(sd) {
  3439. if(pc_steal_item(sd,bl))
  3440. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3441. else
  3442. clif_skill_fail(sd,skillid,0x0a,0);
  3443. }
  3444. break;
  3445. case RG_STEALCOIN: // スティ?ルコイン
  3446. if(sd) {
  3447. if(pc_steal_coin(sd,bl)) {
  3448. int range = skill_get_range(skillid,skilllv);
  3449. if(range < 0)
  3450. range = status_get_range(src) - (range + 1);
  3451. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3452. mob_target((struct mob_data *)bl,src,range);
  3453. }
  3454. else
  3455. clif_skill_fail(sd,skillid,0,0);
  3456. }
  3457. break;
  3458. case MG_STONECURSE: /* スト?ンカ?ス */
  3459. {
  3460. struct status_change *sc_data = status_get_sc_data(bl);
  3461. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3462. int i, gem_flag = 1;
  3463. if (bl->type==BL_MOB && status_get_mode(bl)&0x20) {
  3464. clif_skill_fail(sd,sd->skillid,0,0);
  3465. break;
  3466. }
  3467. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3468. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3469. break;
  3470. if (sc_data && sc_data[SC_STONE].timer != -1) {
  3471. status_change_end(bl,SC_STONE,-1);
  3472. if (sd)
  3473. clif_skill_fail(sd,skillid,0,0);
  3474. }
  3475. else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  3476. status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3477. else if(sd) {
  3478. if (skilllv > 5) gem_flag = 0;
  3479. clif_skill_fail(sd,skillid,0,0);
  3480. }
  3481. if (dstmd)
  3482. mob_target(dstmd,src,skill_get_range(skillid,skilllv));
  3483. if (sd && gem_flag) {
  3484. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) {
  3485. clif_skill_fail(sd,sd->skillid,0,0);
  3486. break;
  3487. }
  3488. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3489. }
  3490. }
  3491. break;
  3492. case NV_FIRSTAID: /* ?急手? */
  3493. clif_skill_nodamage(src,bl,skillid,5,1);
  3494. battle_heal(NULL,bl,5,0,0);
  3495. break;
  3496. case AL_CURE: /* キュア? */
  3497. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3498. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3499. break;
  3500. status_change_end(bl, SC_SILENCE , -1 );
  3501. status_change_end(bl, SC_BLIND , -1 );
  3502. status_change_end(bl, SC_CONFUSION, -1 );
  3503. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3504. status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
  3505. }
  3506. break;
  3507. case TF_DETOXIFY: /* 解毒 */
  3508. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3509. status_change_end(bl, SC_POISON , -1 );
  3510. status_change_end(bl, SC_DPOISON , -1 );
  3511. break;
  3512. case PR_STRECOVERY: /* リカバリ? */
  3513. {
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3515. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3516. break;
  3517. status_change_end(bl, SC_FREEZE , -1 );
  3518. status_change_end(bl, SC_STONE , -1 );
  3519. status_change_end(bl, SC_SLEEP , -1 );
  3520. status_change_end(bl, SC_STAN , -1 );
  3521. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3522. int blind_time;
  3523. //blind_time=30-status_get_vit(bl)/10-status_get_int/15;
  3524. blind_time=30*(100-(status_get_int(bl)+status_get_vit(bl))/2)/100;
  3525. if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)))
  3526. status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
  3527. }
  3528. if(dstmd){
  3529. dstmd->attacked_id=0;
  3530. dstmd->target_id=0;
  3531. dstmd->state.targettype = NONE_ATTACKABLE;
  3532. dstmd->state.skillstate=MSS_IDLE;
  3533. dstmd->next_walktime=tick+rand()%3000+3000;
  3534. }
  3535. }
  3536. break;
  3537. case WZ_ESTIMATION: /* モンスタ?情報 */
  3538. if(src->type==BL_PC){
  3539. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3540. clif_skill_estimation((struct map_session_data *)src,bl);
  3541. }
  3542. break;
  3543. case MC_IDENTIFY: /* アイテム鑑定 */
  3544. if(sd)
  3545. clif_item_identify_list(sd);
  3546. break;
  3547. case BS_REPAIRWEAPON: /* 武器修理 */
  3548. if(sd) {
  3549. //動作しないのでとりあえずコメントアウト
  3550. /*if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  3551. clif_skill_fail(sd,sd->skillid,0,0);
  3552. map_freeblock_unlock();
  3553. return 1;
  3554. }*/
  3555. clif_item_repair_list(sd);
  3556. }
  3557. break;
  3558. case MC_VENDING: /* 露店開設 */
  3559. if(sd)
  3560. clif_openvendingreq(sd,2+sd->skilllv);
  3561. break;
  3562. case AL_TELEPORT: /* テレポ?ト */
  3563. if( sd ){
  3564. if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */
  3565. clif_skill_teleportmessage(sd,0);
  3566. break;
  3567. }
  3568. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3569. if( sd->skilllv==1 )
  3570. clif_skill_warppoint(sd,sd->skillid,"Random","","","");
  3571. else{
  3572. clif_skill_warppoint(sd,sd->skillid,"Random",
  3573. sd->status.save_point.map,"","");
  3574. }
  3575. }else if( bl->type==BL_MOB )
  3576. mob_warp((struct mob_data *)bl,-1,-1,-1,3);
  3577. break;
  3578. case AL_HOLYWATER: /* アクアベネディクタ */
  3579. if(sd) {
  3580. int eflag;
  3581. struct item item_tmp;
  3582. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3583. memset(&item_tmp,0,sizeof(item_tmp));
  3584. item_tmp.nameid = 523;
  3585. item_tmp.identify = 1;
  3586. if(battle_config.holywater_name_input) {
  3587. item_tmp.card[0] = 0xfe;
  3588. item_tmp.card[1] = 0;
  3589. *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */
  3590. }
  3591. eflag = pc_additem(sd,&item_tmp,1);
  3592. if(eflag) {
  3593. clif_additem(sd,0,0,eflag);
  3594. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3595. }
  3596. }
  3597. break;
  3598. case TF_PICKSTONE:
  3599. if(sd) {
  3600. int eflag;
  3601. struct item item_tmp;
  3602. struct block_list tbl;
  3603. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3604. memset(&item_tmp,0,sizeof(item_tmp));
  3605. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3606. item_tmp.nameid = 7049;
  3607. item_tmp.identify = 1;
  3608. tbl.id = 0;
  3609. clif_takeitem(&sd->bl,&tbl);
  3610. eflag = pc_additem(sd,&item_tmp,1);
  3611. if(eflag) {
  3612. clif_additem(sd,0,0,eflag);
  3613. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3614. }
  3615. }
  3616. break;
  3617. case RG_STRIPWEAPON: /* ストリップウェポン */
  3618. case RG_STRIPSHIELD: /* ストリップシールド */
  3619. case RG_STRIPARMOR: /* ストリップアーマー */
  3620. case RG_STRIPHELM: /* ストリップヘルム */
  3621. case ST_FULLSTRIP: // Celest
  3622. {
  3623. struct status_change *tsc_data = status_get_sc_data(bl);
  3624. int scid, equip, strip_fix, strip_num = 0;
  3625. scid = SkillStatusChangeTable[skillid];
  3626. switch (skillid) {
  3627. case RG_STRIPWEAPON:
  3628. equip = EQP_WEAPON;
  3629. break;
  3630. case RG_STRIPSHIELD:
  3631. equip = EQP_SHIELD;
  3632. break;
  3633. case RG_STRIPARMOR:
  3634. equip = EQP_ARMOR;
  3635. break;
  3636. case RG_STRIPHELM:
  3637. equip = EQP_HELM;
  3638. break;
  3639. case ST_FULLSTRIP:
  3640. equip = EQP_WEAPON | EQP_SHIELD | EQP_ARMOR | EQP_HELM;
  3641. strip_num = 3;
  3642. break;
  3643. default:
  3644. return 1;
  3645. }
  3646. if (tsc_data && tsc_data[scid].timer != -1)
  3647. break;
  3648. strip_fix = status_get_dex(src) - status_get_dex(bl);
  3649. if(strip_fix < 0)
  3650. strip_fix=0;
  3651. strip_per = 5+2*skilllv+strip_fix/5;
  3652. if (rand()%100 >= strip_per)
  3653. break;
  3654. if (dstsd) {
  3655. for (i=0;i<MAX_INVENTORY;i++) {
  3656. if (dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & equip){
  3657. pc_unequipitem(dstsd,i,3);
  3658. if ((--strip_num) <= 0)
  3659. break;
  3660. }
  3661. }
  3662. if (i == MAX_INVENTORY)
  3663. break;
  3664. }
  3665. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3666. strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
  3667. status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
  3668. break;
  3669. }
  3670. /* PotionPitcher */
  3671. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  3672. {
  3673. struct block_list tbl;
  3674. int i,x,hp = 0,sp = 0;
  3675. if(sd) {
  3676. if(sd==dstsd) { // cancel use on oneself
  3677. map_freeblock_unlock();
  3678. return 1;
  3679. }
  3680. x = skilllv%11 - 1;
  3681. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3682. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3683. clif_skill_fail(sd,skillid,0,0);
  3684. map_freeblock_unlock();
  3685. return 1;
  3686. }
  3687. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3688. clif_skill_fail(sd,skillid,0,0);
  3689. map_freeblock_unlock();
  3690. return 1;
  3691. }
  3692. sd->state.potionpitcher_flag = 1;
  3693. sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
  3694. sd->skilltarget = bl->id;
  3695. run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
  3696. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3697. sd->state.potionpitcher_flag = 0;
  3698. if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
  3699. hp = status_get_max_hp(bl) * sd->potion_per_hp / 100;
  3700. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3701. if(dstsd) {
  3702. sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
  3703. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3704. }
  3705. }
  3706. else {
  3707. if(sd->potion_hp > 0) {
  3708. hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3709. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  3710. if(dstsd)
  3711. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3712. }
  3713. if(sd->potion_sp > 0) {
  3714. sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3715. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  3716. if(dstsd)
  3717. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3718. }
  3719. }
  3720. }
  3721. else {
  3722. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3723. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  3724. if(dstsd)
  3725. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3726. }
  3727. tbl.id = 0;
  3728. tbl.m = src->m;
  3729. tbl.x = src->x;
  3730. tbl.y = src->y;
  3731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3732. if(hp > 0 || (hp <= 0 && sp <= 0))
  3733. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  3734. if(sp > 0)
  3735. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  3736. battle_heal(src,bl,hp,sp,0);
  3737. }
  3738. break;
  3739. case AM_CP_WEAPON:
  3740. case AM_CP_SHIELD:
  3741. case AM_CP_ARMOR:
  3742. case AM_CP_HELM:
  3743. {
  3744. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  3745. struct status_change *tsc_data = status_get_sc_data(bl);
  3746. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3747. if(tsc_data && tsc_data[scid].timer != -1)
  3748. status_change_end(bl, SC_STRIPWEAPON, -1 );
  3749. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3750. }
  3751. break;
  3752. case SA_DISPELL: /* ディスペル */
  3753. {
  3754. int i;
  3755. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3756. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3757. break;
  3758. for(i=0;i<136;i++){
  3759. if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
  3760. || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
  3761. || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
  3762. || i==SC_CP_HELM || i==SC_COMBO)
  3763. continue;
  3764. status_change_end(bl,i,-1);
  3765. }
  3766. }
  3767. break;
  3768. case TF_BACKSLIDING: /* バックステップ */
  3769. battle_stopwalking(src,1);
  3770. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  3771. if(src->type == BL_MOB)
  3772. clif_fixmobpos((struct mob_data *)src);
  3773. else if(src->type == BL_PET)
  3774. clif_fixpetpos((struct pet_data *)src);
  3775. else if(src->type == BL_PC)
  3776. clif_fixpos(src);
  3777. skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
  3778. break;
  3779. case SA_CASTCANCEL:
  3780. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3781. skill_castcancel(src,1);
  3782. if(sd) {
  3783. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3784. sp = sp * (90 - (skilllv-1)*20) / 100;
  3785. if(sp < 0) sp = 0;
  3786. pc_heal(sd,0,-sp);
  3787. }
  3788. break;
  3789. case SA_SPELLBREAKER: // スペルブレイカ?
  3790. {
  3791. struct status_change *sc_data = status_get_sc_data(bl);
  3792. int sp;
  3793. if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
  3794. if(dstsd) {
  3795. sp = skill_get_sp(skillid,skilllv);
  3796. sp = sp * sc_data[SC_MAGICROD].val2 / 100;
  3797. if(sp > 0x7fff) sp = 0x7fff;
  3798. else if(sp < 1) sp = 1;
  3799. if(dstsd->status.sp + sp > dstsd->status.max_sp) {
  3800. sp = dstsd->status.max_sp - dstsd->status.sp;
  3801. dstsd->status.sp = dstsd->status.max_sp;
  3802. }
  3803. else
  3804. dstsd->status.sp += sp;
  3805. clif_heal(dstsd->fd,SP_SP,sp);
  3806. }
  3807. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
  3808. if(sd) {
  3809. sp = sd->status.max_sp/5;
  3810. if(sp < 1) sp = 1;
  3811. pc_heal(sd,0,-sp);
  3812. }
  3813. }
  3814. else {
  3815. int bl_skillid=0,bl_skilllv=0;
  3816. if(bl->type == BL_PC) {
  3817. if(dstsd && dstsd->skilltimer != -1) {
  3818. bl_skillid = dstsd->skillid;
  3819. bl_skilllv = dstsd->skilllv;
  3820. }
  3821. }
  3822. else if(bl->type == BL_MOB) {
  3823. if(dstmd && dstmd->skilltimer != -1) {
  3824. bl_skillid = dstmd->skillid;
  3825. bl_skilllv = dstmd->skilllv;
  3826. }
  3827. }
  3828. if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
  3829. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3830. skill_castcancel(bl,0);
  3831. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3832. if(dstsd)
  3833. pc_heal(dstsd,0,-sp);
  3834. if(sd) {
  3835. sp = sp*(25*(skilllv-1))/100;
  3836. if(skilllv > 1 && sp < 1) sp = 1;
  3837. if(sp > 0x7fff) sp = 0x7fff;
  3838. else if(sp < 1) sp = 1;
  3839. if(sd->status.sp + sp > sd->status.max_sp) {
  3840. sp = sd->status.max_sp - sd->status.sp;
  3841. sd->status.sp = sd->status.max_sp;
  3842. }
  3843. else
  3844. sd->status.sp += sp;
  3845. clif_heal(sd->fd,SP_SP,sp);
  3846. }
  3847. }
  3848. else if(sd)
  3849. clif_skill_fail(sd,skillid,0,0);
  3850. }
  3851. }
  3852. break;
  3853. case SA_MAGICROD:
  3854. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3855. break;
  3856. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3857. break;
  3858. case SA_AUTOSPELL: /* オ?トスペル */
  3859. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3860. if(sd)
  3861. clif_autospell(sd,skilllv);
  3862. else {
  3863. int maxlv=1,spellid=0;
  3864. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3865. if(skilllv >= 10) {
  3866. spellid = MG_FROSTDIVER;
  3867. maxlv = skilllv - 9;
  3868. }
  3869. else if(skilllv >=8) {
  3870. spellid = MG_FIREBALL;
  3871. maxlv = skilllv - 7;
  3872. }
  3873. else if(skilllv >=5) {
  3874. spellid = MG_SOULSTRIKE;
  3875. maxlv = skilllv - 4;
  3876. }
  3877. else if(skilllv >=2) {
  3878. int i = rand()%3;
  3879. spellid = spellarray[i];
  3880. maxlv = skilllv - 1;
  3881. }
  3882. else if(skilllv > 0) {
  3883. spellid = MG_NAPALMBEAT;
  3884. maxlv = 3;
  3885. }
  3886. if(spellid > 0)
  3887. status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
  3888. skill_get_time(SA_AUTOSPELL,skilllv),0);
  3889. }
  3890. break;
  3891. /* ランダム?性?化、水?性?化、地、火、風 */
  3892. case NPC_ATTRICHANGE:
  3893. case NPC_CHANGEWATER:
  3894. case NPC_CHANGEGROUND:
  3895. case NPC_CHANGEFIRE:
  3896. case NPC_CHANGEWIND:
  3897. /* 毒、聖、念、闇 */
  3898. case NPC_CHANGEPOISON:
  3899. case NPC_CHANGEHOLY:
  3900. case NPC_CHANGEDARKNESS:
  3901. case NPC_CHANGETELEKINESIS:
  3902. if(md){
  3903. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3904. md->def_ele=skill_get_pl(skillid);
  3905. if(md->def_ele==0) /* ランダム?化、ただし、*/
  3906. md->def_ele=rand()%10; /* 不死?性は除く */
  3907. md->def_ele+=(1+rand()%4)*20; /* ?性レベルはランダム */
  3908. }
  3909. break;
  3910. case NPC_PROVOCATION:
  3911. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3912. if(md)
  3913. clif_pet_performance(src,mob_db[md->class_].skill[md->skillidx].val[0]);
  3914. break;
  3915. case NPC_HALLUCINATION:
  3916. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3917. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3918. break;
  3919. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3920. break;
  3921. case NPC_KEEPING:
  3922. case NPC_BARRIER:
  3923. {
  3924. int skill_time = skill_get_time(skillid,skilllv);
  3925. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3926. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
  3927. if (src->type == BL_MOB)
  3928. mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
  3929. else if (src->type == BL_PC)
  3930. sd->attackabletime = sd->canmove_tick = tick + skill_time;
  3931. }
  3932. break;
  3933. case NPC_DARKBLESSING:
  3934. {
  3935. int sc_def = 100 - status_get_mdef(bl);
  3936. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3937. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3938. break;
  3939. if(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6)
  3940. break;
  3941. if(rand()%100 < sc_def*(50+skilllv*5)/100) {
  3942. if(dstsd) {
  3943. int hp = status_get_hp(bl)-1;
  3944. pc_heal(dstsd,-hp,0);
  3945. }
  3946. else if(dstmd)
  3947. dstmd->hp = 1;
  3948. }
  3949. }
  3950. break;
  3951. case NPC_SELFDESTRUCTION: /* 自爆 */
  3952. case NPC_SELFDESTRUCTION2: /* 自爆2 */
  3953. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
  3954. break;
  3955. case NPC_LICK:
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3957. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
  3958. break;
  3959. if(dstsd)
  3960. pc_heal(dstsd,0,-100);
  3961. if(rand()%100 < (skilllv*5)*sc_def_vit/100)
  3962. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3963. break;
  3964. case NPC_SUICIDE: /* 自決 */
  3965. if(src && bl){
  3966. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3967. if (md)
  3968. mob_damage(NULL,md,md->hp,0);
  3969. else if (sd)
  3970. pc_damage(NULL,sd,sd->status.hp);
  3971. }
  3972. break;
  3973. case NPC_SUMMONSLAVE: /* 手下召喚 */
  3974. case NPC_SUMMONMONSTER: /* MOB召喚 */
  3975. if(md)
  3976. mob_summonslave(md,mob_db[md->class_].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
  3977. break;
  3978. case NPC_TRANSFORMATION:
  3979. case NPC_METAMORPHOSIS:
  3980. if(md)
  3981. mob_class_change(md,mob_db[md->class_].skill[md->skillidx].val);
  3982. break;
  3983. case NPC_EMOTION: /* エモ?ション */
  3984. if(md)
  3985. clif_emotion(&md->bl,mob_db[md->class_].skill[md->skillidx].val[0]);
  3986. break;
  3987. case NPC_DEFENDER:
  3988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3989. break;
  3990. // Equipment breaking monster skills [Celest]
  3991. case NPC_BREAKWEAPON:
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3993. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  3994. pc_breakweapon((struct map_session_data *)bl);
  3995. break;
  3996. case NPC_BREAKARMOR:
  3997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3998. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  3999. pc_breakarmor((struct map_session_data *)bl);
  4000. break;
  4001. case NPC_BREAKHELM:
  4002. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4003. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  4004. // since we don't have any code for helm breaking yet...
  4005. pc_breakweapon((struct map_session_data *)bl);
  4006. break;
  4007. case NPC_BREAKSHIELD:
  4008. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4009. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  4010. // since we don't have any code for helm breaking yet...
  4011. pc_breakweapon((struct map_session_data *)bl);
  4012. break;
  4013. case WE_MALE: /* 君だけは護るよ */
  4014. if(sd && dstsd){
  4015. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4016. int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
  4017. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4018. battle_heal(NULL,bl,gain_hp,0,0);
  4019. }
  4020. break;
  4021. case WE_FEMALE: /* あなたの?に?牲になります */
  4022. if(sd && dstsd){
  4023. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4024. int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
  4025. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4026. battle_heal(NULL,bl,0,gain_sp,0);
  4027. }
  4028. break;
  4029. case WE_CALLPARTNER: /* あなたに?いたい */
  4030. if(sd && dstsd){
  4031. if((dstsd = pc_get_partner(sd)) == NULL){
  4032. clif_skill_fail(sd,skillid,0,0);
  4033. return 0;
  4034. }
  4035. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4036. clif_skill_teleportmessage(sd,1);
  4037. return 0;
  4038. }
  4039. skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
  4040. }
  4041. break;
  4042. case PF_HPCONVERSION: /* ライフ置き換え */
  4043. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4044. if(sd){
  4045. int conv_hp=0,conv_sp=0;
  4046. conv_hp=sd->status.hp/10; //基本はHPの10%
  4047. sd->status.hp -= conv_hp; //HPを減らす
  4048. conv_sp=conv_hp*10*skilllv/100;
  4049. conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
  4050. sd->status.sp += conv_sp; //SPを?やす
  4051. pc_heal(sd,-conv_hp,conv_sp);
  4052. clif_heal(sd->fd,SP_SP,conv_sp);
  4053. }
  4054. break;
  4055. case HT_REMOVETRAP: /* リム?ブトラップ */
  4056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4057. {
  4058. struct skill_unit *su=NULL;
  4059. struct item item_tmp;
  4060. int flag;
  4061. if((bl->type==BL_SKILL) &&
  4062. (su=(struct skill_unit *)bl) &&
  4063. (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
  4064. (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
  4065. (su->group->unit_id != 0x92)){ //?を取り返す
  4066. if(sd){
  4067. if(battle_config.skill_removetrap_type == 1){
  4068. for(i=0;i<10;i++) {
  4069. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4070. memset(&item_tmp,0,sizeof(item_tmp));
  4071. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4072. item_tmp.identify = 1;
  4073. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4074. clif_additem(sd,0,0,flag);
  4075. 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);
  4076. }
  4077. }
  4078. }
  4079. }else{
  4080. memset(&item_tmp,0,sizeof(item_tmp));
  4081. item_tmp.nameid = 1065;
  4082. item_tmp.identify = 1;
  4083. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4084. clif_additem(sd,0,0,flag);
  4085. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4086. }
  4087. }
  4088. }
  4089. if(su->group->unit_id == 0x91 && su->group->val2){
  4090. struct block_list *target=map_id2bl(su->group->val2);
  4091. if(target && (target->type == BL_PC || target->type == BL_MOB))
  4092. status_change_end(target,SC_ANKLE,-1);
  4093. }
  4094. skill_delunit(su);
  4095. }
  4096. }
  4097. break;
  4098. case HT_SPRINGTRAP: /* スプリングトラップ */
  4099. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4100. {
  4101. struct skill_unit *su=NULL;
  4102. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4103. switch(su->group->unit_id){
  4104. case 0x8f: /* ブラストマイン */
  4105. case 0x90: /* スキッドトラップ */
  4106. case 0x93: /* ランドマイン */
  4107. case 0x94: /* ショックウェ?ブトラップ */
  4108. case 0x95: /* サンドマン */
  4109. case 0x96: /* フラッシャ? */
  4110. case 0x97: /* フリ?ジングトラップ */
  4111. case 0x98: /* クレイモア?トラップ */
  4112. case 0x99: /* ト?キ?ボックス */
  4113. su->group->unit_id = 0x8c;
  4114. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4115. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4116. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4117. }
  4118. }
  4119. }
  4120. break;
  4121. case BD_ENCORE: /* アンコ?ル */
  4122. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4123. if(sd)
  4124. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  4125. break;
  4126. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4127. if((double)status_get_max_hp(bl)*2/3 < status_get_hp(bl)) //HPが2/3以上?っていたら失敗
  4128. return 1;
  4129. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4130. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
  4131. break;
  4132. case PF_MINDBREAKER: /* プロボック */
  4133. {
  4134. struct status_change *sc_data = status_get_sc_data(bl);
  4135. /* MVPmobと不死には?かない */
  4136. if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
  4137. {
  4138. map_freeblock_unlock();
  4139. return 1;
  4140. }
  4141. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4142. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4143. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
  4144. skill_castcancel(bl,0);
  4145. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
  4146. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  4147. skill_castcancel(bl,0);
  4148. if(sc_data){
  4149. if(sc_data[SC_FREEZE].timer!=-1)
  4150. status_change_end(bl,SC_FREEZE,-1);
  4151. if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  4152. status_change_end(bl,SC_STONE,-1);
  4153. if(sc_data[SC_SLEEP].timer!=-1)
  4154. status_change_end(bl,SC_SLEEP,-1);
  4155. }
  4156. if(bl->type==BL_MOB) {
  4157. int range = skill_get_range(skillid,skilllv);
  4158. if(range < 0)
  4159. range = status_get_range(src) - (range + 1);
  4160. mob_target((struct mob_data *)bl,src,range);
  4161. }
  4162. }
  4163. break;
  4164. case PF_SOULCHANGE:
  4165. {
  4166. int sp1 = 0, sp2 = 0;
  4167. if (sd) {
  4168. if (dstsd) {
  4169. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4170. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4171. sd->status.sp = sp2;
  4172. dstsd->status.sp = sp1;
  4173. clif_heal(sd->fd,SP_SP,sp2);
  4174. clif_updatestatus(sd,SP_SP);
  4175. clif_heal(dstsd->fd,SP_SP,sp1);
  4176. clif_updatestatus(dstsd,SP_SP);
  4177. } else if (dstmd) {
  4178. if (dstmd->state.soul_change_flag) {
  4179. clif_skill_fail(sd,skillid,0,0);
  4180. map_freeblock_unlock();
  4181. return 0;
  4182. }
  4183. sp2 = sd->status.max_sp * 3 /100;
  4184. if (sd->status.sp + sp2 > sd->status.max_sp)
  4185. sp2 = sd->status.max_sp - sd->status.sp;
  4186. sd->status.sp += sp2;
  4187. clif_heal(sd->fd,SP_SP,sp2);
  4188. clif_updatestatus(sd,SP_SP);
  4189. dstmd->state.soul_change_flag = 1;
  4190. }
  4191. }
  4192. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4193. }
  4194. break;
  4195. // Weapon Refining [Celest]
  4196. case WS_WEAPONREFINE:
  4197. if(sd)
  4198. clif_item_refine_list(sd);
  4199. break;
  4200. // Slim Pitcher
  4201. case CR_SLIMPITCHER:
  4202. {
  4203. if (sd && flag&1) {
  4204. struct block_list tbl;
  4205. int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  4206. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4207. if (dstsd) {
  4208. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4209. }
  4210. tbl.id = 0;
  4211. tbl.m = src->m;
  4212. tbl.x = src->x;
  4213. tbl.y = src->y;
  4214. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4215. battle_heal(NULL,bl,hp,0,0);
  4216. }
  4217. }
  4218. break;
  4219. // Full Chemical Protection
  4220. case CR_FULLPROTECTION:
  4221. {
  4222. int i, skilltime;
  4223. struct status_change *tsc_data = status_get_sc_data(bl);
  4224. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4225. skilltime = skill_get_time(skillid,skilllv);
  4226. for (i=0; i<4; i++) {
  4227. if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
  4228. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4229. status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
  4230. }
  4231. }
  4232. break;
  4233. case RG_CLEANER: //AppleGirl
  4234. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4235. {
  4236. struct skill_unit *su=NULL;
  4237. if((bl->type==BL_SKILL) &&
  4238. (su=(struct skill_unit *)bl) &&
  4239. (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
  4240. (su->group->unit_id == 0xb0)){ //?を取り返す
  4241. if(sd)
  4242. skill_delunit(su);
  4243. }
  4244. }
  4245. break;
  4246. case ST_PRESERVE:
  4247. if (sd){
  4248. if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1)
  4249. status_change_end(src, SC_PRESERVE, -1 );
  4250. else
  4251. status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 );
  4252. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4253. }
  4254. break;
  4255. // New guild skills [Celest]
  4256. case GD_BATTLEORDER:
  4257. {
  4258. struct guild *g = NULL;
  4259. // Only usable during WoE
  4260. if (!agit_flag) {
  4261. clif_skill_fail(sd,skillid,0,0);
  4262. map_freeblock_unlock();
  4263. return 0;
  4264. }
  4265. if(flag&1) {
  4266. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  4267. status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
  4268. }
  4269. }
  4270. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4271. strcmp(sd->status.name,g->master)==0) {
  4272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4273. map_foreachinarea(skill_area_sub,
  4274. src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
  4275. src,skillid,skilllv,tick, flag|BCT_ALL|1,
  4276. skill_castend_nodamage_id);
  4277. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4278. }
  4279. }
  4280. break;
  4281. case GD_REGENERATION:
  4282. {
  4283. struct guild *g = NULL;
  4284. // Only usable during WoE
  4285. if (!agit_flag) {
  4286. clif_skill_fail(sd,skillid,0,0);
  4287. map_freeblock_unlock();
  4288. return 0;
  4289. }
  4290. if(flag&1) {
  4291. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  4292. status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
  4293. }
  4294. }
  4295. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4296. strcmp(sd->status.name,g->master)==0) {
  4297. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4298. map_foreachinarea(skill_area_sub,
  4299. src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
  4300. src,skillid,skilllv,tick, flag|BCT_ALL|1,
  4301. skill_castend_nodamage_id);
  4302. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4303. }
  4304. }
  4305. break;
  4306. case GD_RESTORE:
  4307. {
  4308. struct guild *g = NULL;
  4309. // Only usable during WoE
  4310. if (!agit_flag) {
  4311. clif_skill_fail(sd,skillid,0,0);
  4312. map_freeblock_unlock();
  4313. return 0;
  4314. }
  4315. if(flag&1) {
  4316. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  4317. int hp, sp;
  4318. hp = dstsd->status.max_hp*9/10;
  4319. sp = dstsd->status.max_sp*9/10;
  4320. sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
  4321. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  4322. battle_heal(NULL,bl,hp,sp,0);
  4323. }
  4324. }
  4325. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4326. strcmp(sd->status.name,g->master)==0) {
  4327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4328. map_foreachinarea(skill_area_sub,
  4329. src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
  4330. src,skillid,skilllv,tick, flag|BCT_ALL|1,
  4331. skill_castend_nodamage_id);
  4332. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4333. }
  4334. }
  4335. break;
  4336. case GD_EMERGENCYCALL:
  4337. {
  4338. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4339. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4340. int j = 0;
  4341. struct guild *g = NULL;
  4342. // Only usable during WoE
  4343. if (!agit_flag) {
  4344. clif_skill_fail(sd,skillid,0,0);
  4345. map_freeblock_unlock();
  4346. return 0;
  4347. }
  4348. // i don't know if it actually summons in a circle, but oh well. ;P
  4349. if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4350. strcmp(sd->status.name,g->master)==0) {
  4351. for(i = 0; i < g->max_member; i++, j++) {
  4352. if (j>8) j=0;
  4353. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd &&
  4354. !map[sd->bl.m].flag.nowarpto && !map[dstsd->bl.m].flag.nowarp) {
  4355. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4356. if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
  4357. dx[j] = dy[j] = 0;
  4358. pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
  4359. }
  4360. }
  4361. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4362. }
  4363. }
  4364. break;
  4365. default:
  4366. printf("Unknown skill used:%d\n",skillid);
  4367. map_freeblock_unlock();
  4368. return 1;
  4369. }
  4370. map_freeblock_unlock();
  4371. return 0;
  4372. }
  4373. /*==========================================
  4374. * スキル使用(詠唱完了、ID指定)
  4375. *------------------------------------------
  4376. */
  4377. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  4378. {
  4379. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  4380. struct block_list *bl;
  4381. int range,inf2;
  4382. nullpo_retr(0, sd);
  4383. if( sd->bl.prev == NULL ) //prevが無いのはありなの?
  4384. return 0;
  4385. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */
  4386. return 0;
  4387. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
  4388. sd->speed = sd->prev_speed;
  4389. clif_updatestatus(sd,SP_SPEED);
  4390. }
  4391. if(sd->skillid != SA_CASTCANCEL)
  4392. sd->skilltimer=-1;
  4393. if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
  4394. sd->canact_tick = tick;
  4395. sd->canmove_tick = tick;
  4396. sd->skillitem = sd->skillitemlv = -1;
  4397. return 0;
  4398. }
  4399. if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる
  4400. sd->canact_tick = tick;
  4401. sd->canmove_tick = tick;
  4402. sd->skillitem = sd->skillitemlv = -1;
  4403. return 0;
  4404. }
  4405. if(sd->skillid == PR_LEXAETERNA) {
  4406. struct status_change *sc_data = status_get_sc_data(bl);
  4407. if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
  4408. clif_skill_fail(sd,sd->skillid,0,0);
  4409. sd->canact_tick = tick;
  4410. sd->canmove_tick = tick;
  4411. sd->skillitem = sd->skillitemlv = -1;
  4412. return 0;
  4413. }
  4414. }
  4415. else if(sd->skillid == RG_BACKSTAP) {
  4416. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
  4417. int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
  4418. if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
  4419. clif_skill_fail(sd,sd->skillid,0,0);
  4420. sd->canact_tick = tick;
  4421. sd->canmove_tick = tick;
  4422. sd->skillitem = sd->skillitemlv = -1;
  4423. return 0;
  4424. }
  4425. }
  4426. inf2 = skill_get_inf2(sd->skillid);
  4427. if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵??係チェック
  4428. battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
  4429. sd->canact_tick = tick;
  4430. sd->canmove_tick = tick;
  4431. sd->skillitem = sd->skillitemlv = -1;
  4432. return 0;
  4433. }
  4434. if(inf2 & 0xC00 && sd->bl.id != bl->id) {
  4435. int fail_flag = 1;
  4436. if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  4437. fail_flag = 0;
  4438. if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == status_get_guild_id(bl))
  4439. fail_flag = 0;
  4440. if(fail_flag) {
  4441. clif_skill_fail(sd,sd->skillid,0,0);
  4442. sd->canact_tick = tick;
  4443. sd->canmove_tick = tick;
  4444. sd->skillitem = sd->skillitemlv = -1;
  4445. return 0;
  4446. }
  4447. }
  4448. range = skill_get_range(sd->skillid,sd->skilllv);
  4449. if(range < 0)
  4450. range = status_get_range(&sd->bl) - (range + 1);
  4451. range += battle_config.pc_skill_add_range;
  4452. if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4453. (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4454. (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4455. (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
  4456. range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
  4457. if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
  4458. if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
  4459. clif_skill_fail(sd,sd->skillid,0,0);
  4460. sd->canact_tick = tick;
  4461. sd->canmove_tick = tick;
  4462. sd->skillitem = sd->skillitemlv = -1;
  4463. return 0;
  4464. }
  4465. }
  4466. if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
  4467. sd->canact_tick = tick;
  4468. sd->canmove_tick = tick;
  4469. sd->skillitem = sd->skillitemlv = -1;
  4470. return 0;
  4471. }
  4472. sd->skillitem = sd->skillitemlv = -1;
  4473. if(battle_config.skill_out_range_consume) {
  4474. if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
  4475. clif_skill_fail(sd,sd->skillid,0,0);
  4476. sd->canact_tick = tick;
  4477. sd->canmove_tick = tick;
  4478. return 0;
  4479. }
  4480. }
  4481. if(battle_config.pc_skill_log)
  4482. printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  4483. pc_stop_walking(sd,0);
  4484. switch( skill_get_nk(sd->skillid) )
  4485. {
  4486. /* 攻?系/吹き飛ばし系 */
  4487. case 0: case 2:
  4488. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4489. break;
  4490. case 1:/* 支援系 */
  4491. if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  4492. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4493. else
  4494. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4495. break;
  4496. }
  4497. return 0;
  4498. }
  4499. /*==========================================
  4500. * スキル使用(詠唱完了、場所指定の?際の?理)
  4501. *------------------------------------------
  4502. */
  4503. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  4504. {
  4505. struct map_session_data *sd=NULL;
  4506. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  4507. //if(skilllv <= 0) return 0;
  4508. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4509. nullpo_retr(0, src);
  4510. if(src->type==BL_PC){
  4511. nullpo_retr(0, sd=(struct map_session_data *)src);
  4512. }
  4513. if( skillid != WZ_METEOR &&
  4514. skillid != WZ_SIGHTRASHER &&
  4515. skillid != AM_CANNIBALIZE &&
  4516. skillid != AM_SPHEREMINE)
  4517. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4518. if (skillnotok(skillid, sd)) // [MouseJstr]
  4519. return 0;
  4520. switch(skillid)
  4521. {
  4522. case PR_BENEDICTIO: /* 聖?降福 */
  4523. skill_area_temp[1]=src->id;
  4524. map_foreachinarea(skill_area_sub,
  4525. src->m,x-1,y-1,x+1,y+1,0,
  4526. src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
  4527. skill_castend_nodamage_id);
  4528. map_foreachinarea(skill_area_sub,
  4529. src->m,x-1,y-1,x+1,y+1,0,
  4530. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4531. skill_castend_damage_id);
  4532. break;
  4533. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  4534. skill_area_temp[1]=src->id;
  4535. skill_area_temp[2]=x;
  4536. skill_area_temp[3]=y;
  4537. map_foreachinarea(skill_area_sub,
  4538. src->m,x-2,y-2,x+2,y+2,0,
  4539. src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
  4540. skill_castend_nodamage_id);
  4541. break;
  4542. case HT_DETECTING: /* ディテクティング */
  4543. {
  4544. const int range=7;
  4545. if(src->x!=x)
  4546. x+=(src->x-x>0)?-range:range;
  4547. if(src->y!=y)
  4548. y+=(src->y-y>0)?-range:range;
  4549. map_foreachinarea( status_change_timer_sub,
  4550. src->m, x-range, y-range, x+range,y+range,0,
  4551. src,SC_SIGHT,tick);
  4552. }
  4553. break;
  4554. case MG_SAFETYWALL: /* セイフティウォ?ル */
  4555. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  4556. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  4557. case AL_PNEUMA: /* ニュ?マ */
  4558. case WZ_ICEWALL: /* アイスウォ?ル */
  4559. case WZ_FIREPILLAR: /* ファイアピラ? */
  4560. case WZ_SIGHTRASHER:
  4561. case WZ_QUAGMIRE: /* クァグマイア */
  4562. case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
  4563. case WZ_FROSTNOVA: /* フロストノヴァ */
  4564. case WZ_STORMGUST: /* スト?ムガスト */
  4565. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  4566. case PR_SANCTUARY: /* サンクチュアリ */
  4567. case PR_MAGNUS: /* マグヌスエクソシズム */
  4568. case CR_GRANDCROSS: /* グランドクロス */
  4569. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  4570. case HT_SKIDTRAP: /* スキッドトラップ */
  4571. case HT_LANDMINE: /* ランドマイン */
  4572. case HT_ANKLESNARE: /* アンクルスネア */
  4573. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  4574. case HT_SANDMAN: /* サンドマン */
  4575. case HT_FLASHER: /* フラッシャ? */
  4576. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  4577. case HT_BLASTMINE: /* ブラストマイン */
  4578. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  4579. case AS_VENOMDUST: /* ベノムダスト */
  4580. case AM_DEMONSTRATION: /* デモンストレ?ション */
  4581. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  4582. case PF_FOGWALL: /* フォグウォ?ル */
  4583. case HT_TALKIEBOX: /* ト?キ?ボックス */
  4584. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4585. break;
  4586. case RG_GRAFFITI: /* Graffiti [Valaris] */
  4587. skill_clear_unitgroup(src);
  4588. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4589. break;
  4590. case SA_VOLCANO: /* ボルケ?ノ */
  4591. case SA_DELUGE: /* デリュ?ジ */
  4592. case SA_VIOLENTGALE: /* バイオレントゲイル */
  4593. case SA_LANDPROTECTOR: /* ランドプロテクタ? */
  4594. skill_clear_element_field(src);//?に自分が?動している?性場をクリア
  4595. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4596. break;
  4597. case WZ_METEOR: //メテオスト?ム
  4598. {
  4599. int flag=0;
  4600. for(i=0;i<2+(skilllv>>1);i++) {
  4601. int j=0;
  4602. do {
  4603. tmpx = x + (rand()%7 - 3);
  4604. tmpy = y + (rand()%7 - 3);
  4605. if(tmpx < 0)
  4606. tmpx = 0;
  4607. else if(tmpx >= map[src->m].xs)
  4608. tmpx = map[src->m].xs - 1;
  4609. if(tmpy < 0)
  4610. tmpy = 0;
  4611. else if(tmpy >= map[src->m].ys)
  4612. tmpy = map[src->m].ys - 1;
  4613. j++;
  4614. } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
  4615. if(j >= 100)
  4616. continue;
  4617. if(flag==0){
  4618. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  4619. flag=1;
  4620. }
  4621. if(i > 0)
  4622. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
  4623. x1 = tmpx;
  4624. y1 = tmpy;
  4625. }
  4626. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
  4627. }
  4628. break;
  4629. case AL_WARP: /* ワ?プポ?タル */
  4630. if(sd) {
  4631. if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
  4632. break;
  4633. clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
  4634. (sd->skilllv>1)?sd->status.memo_point[0].map:"",
  4635. (sd->skilllv>2)?sd->status.memo_point[1].map:"",
  4636. (sd->skilllv>3)?sd->status.memo_point[2].map:"");
  4637. }
  4638. break;
  4639. case MO_BODYRELOCATION:
  4640. if(sd){
  4641. pc_movepos(sd,x,y);
  4642. }else if( src->type==BL_MOB )
  4643. mob_warp((struct mob_data *)src,-1,x,y,0);
  4644. status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 );
  4645. break;
  4646. case AM_CANNIBALIZE: // バイオプラント
  4647. if(sd){
  4648. int mx,my,id=0;
  4649. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  4650. struct mob_data *md;
  4651. mx = x;// + (rand()%10 - 5);
  4652. my = y;// + (rand()%10 - 5);
  4653. id=mob_once_spawn(sd,"this",mx,my,"--ja--", summons[skilllv-1] ,1,"");
  4654. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  4655. md->master_id=sd->bl.id;
  4656. md->hp=2210+skilllv*200;
  4657. md->state.special_mob_ai=1;
  4658. md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
  4659. }
  4660. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4661. }
  4662. break;
  4663. case AM_SPHEREMINE: // スフィア?マイン
  4664. if(sd){
  4665. int mx,my,id=0;
  4666. struct mob_data *md;
  4667. mx = x;// + (rand()%10 - 5);
  4668. my = y;// + (rand()%10 - 5);
  4669. id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
  4670. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  4671. md->master_id=sd->bl.id;
  4672. md->hp=2000+skilllv*400;
  4673. md->state.special_mob_ai=2;
  4674. md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
  4675. }
  4676. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4677. }
  4678. break;
  4679. // Slim Pitcher [Celest]
  4680. case CR_SLIMPITCHER:
  4681. {
  4682. if (sd) {
  4683. int i = skilllv%11 - 1;
  4684. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  4685. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  4686. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  4687. clif_skill_fail(sd,skillid,0,0);
  4688. return 1;
  4689. }
  4690. sd->state.potionpitcher_flag = 1;
  4691. sd->potion_hp = 0;
  4692. run_script(sd->inventory_data[j]->use_script,0,sd->bl.id,0);
  4693. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  4694. sd->state.potionpitcher_flag = 0;
  4695. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4696. if(sd->potion_hp > 0) {
  4697. map_foreachinarea(skill_area_sub,
  4698. src->m,x-3,y-3,x+3,y+3,0,
  4699. src,skillid,skilllv,tick,flag|BCT_PARTY|1,
  4700. skill_castend_nodamage_id);
  4701. }
  4702. }
  4703. }
  4704. break;
  4705. }
  4706. return 0;
  4707. }
  4708. /*==========================================
  4709. * スキル使用(詠唱完了、map指定)
  4710. *------------------------------------------
  4711. */
  4712. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  4713. {
  4714. int x=0,y=0;
  4715. nullpo_retr(0, sd);
  4716. if( sd->bl.prev == NULL || pc_isdead(sd) )
  4717. return 0;
  4718. if(skillnotok(skill_num, sd))
  4719. return 0;
  4720. if( sd->opt1>0 || sd->status.option&2 )
  4721. return 0;
  4722. //スキルが使えない?態異常中
  4723. if(sd->sc_count){
  4724. if( sd->sc_data[SC_DIVINA].timer!=-1 ||
  4725. sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
  4726. sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
  4727. sd->sc_data[SC_STEELBODY].timer != -1 ||
  4728. sd->sc_data[SC_DANCING].timer!=-1 ||
  4729. sd->sc_data[SC_BERSERK].timer != -1 ||
  4730. sd->sc_data[SC_MARIONETTE].timer != -1)
  4731. return 0;
  4732. if (sd->sc_data[SC_BLOCKSKILL].timer!=-1)
  4733. if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
  4734. return 0;
  4735. }
  4736. if( skill_num != sd->skillid) /* 不正パケットらしい */
  4737. return 0;
  4738. pc_stopattack(sd);
  4739. if(battle_config.pc_skill_log)
  4740. printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  4741. pc_stop_walking(sd,0);
  4742. if(strcmp(map,"cancel")==0)
  4743. return 0;
  4744. switch(skill_num){
  4745. case AL_TELEPORT: /* テレポ?ト */
  4746. if(strcmp(map,"Random")==0)
  4747. pc_randomwarp(sd,3);
  4748. else
  4749. pc_setpos(sd,sd->status.save_point.map,
  4750. sd->status.save_point.x,sd->status.save_point.y,3);
  4751. break;
  4752. case AL_WARP: /* ワ?プポ?タル */
  4753. {
  4754. const struct point *p[4];
  4755. struct skill_unit_group *group;
  4756. int i;
  4757. int maxcount=0;
  4758. p[0] = &sd->status.save_point;
  4759. p[1] = &sd->status.memo_point[0];
  4760. p[2] = &sd->status.memo_point[1];
  4761. p[3] = &sd->status.memo_point[2];
  4762. if((maxcount = skill_get_maxcount(sd->skillid)) > 0) {
  4763. int c;
  4764. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  4765. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  4766. c++;
  4767. }
  4768. if(c >= maxcount) {
  4769. clif_skill_fail(sd,sd->skillid,0,0);
  4770. sd->canact_tick = gettick();
  4771. sd->canmove_tick = gettick();
  4772. sd->skillitem = sd->skillitemlv = -1;
  4773. return 0;
  4774. }
  4775. }
  4776. if(sd->skilllv <= 0) return 0;
  4777. for(i=0;i<sd->skilllv;i++){
  4778. if(strcmp(map,p[i]->map)==0){
  4779. x=p[i]->x;
  4780. y=p[i]->y;
  4781. break;
  4782. }
  4783. }
  4784. if(x==0 || y==0) /* 不正パケット? */
  4785. return 0;
  4786. if(!skill_check_condition(sd,3))
  4787. return 0;
  4788. if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
  4789. return 0;
  4790. group->valstr=(char *)aCallocA(24,sizeof(char));
  4791. memcpy(group->valstr,map,24);
  4792. group->val2=(x<<16)|y;
  4793. }
  4794. break;
  4795. }
  4796. return 0;
  4797. }
  4798. /*==========================================
  4799. * スキルユニット設定?理
  4800. *------------------------------------------
  4801. */
  4802. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  4803. {
  4804. struct skill_unit_group *group;
  4805. int i,count=1,limit=10000,val1=0,val2=0;
  4806. int target=BCT_ENEMY,interval=1000,range=0;
  4807. int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  4808. struct status_change *sc_data;
  4809. nullpo_retr(0, src);
  4810. sc_data = status_get_sc_data(src); // for firewall and fogwall - celest
  4811. switch(skillid){ /* 設定 */
  4812. case MG_SAFETYWALL: /* セイフティウォ?ル */
  4813. limit=skill_get_time(skillid,skilllv);
  4814. val2=skilllv+1;
  4815. interval = -1;
  4816. target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
  4817. break;
  4818. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  4819. if(src->x == x && src->y == y)
  4820. dir = 2;
  4821. else
  4822. dir=map_calc_dir(src,x,y);
  4823. if(dir&1) count=5;
  4824. else count=3;
  4825. limit=skill_get_time(skillid,skilllv);
  4826. if(sc_data) {
  4827. if (sc_data[SC_VIOLENTGALE].timer!=-1) limit = limit*3/2;
  4828. }
  4829. // check for sc_data first - Celest
  4830. // if (((struct map_session_data *)src)->sc_data[SC_VIOLENTGALE].timer!=-1)
  4831. // limit *= 1.5;
  4832. val2=4+skilllv;
  4833. interval=1;
  4834. break;
  4835. case AL_PNEUMA: /* ニュ?マ */
  4836. limit=skill_get_time(skillid,skilllv);
  4837. interval = -1;
  4838. target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
  4839. count = 9;
  4840. break;
  4841. case AL_WARP: /* ワ?プポ?タル */
  4842. target=BCT_ALL;
  4843. val1=skilllv+6;
  4844. if(flag==0)
  4845. limit=2000;
  4846. else
  4847. limit=skill_get_time(skillid,skilllv);
  4848. break;
  4849. case PR_SANCTUARY: /* サンクチュアリ */
  4850. count=21;
  4851. limit=skill_get_time(skillid,skilllv);
  4852. val1=(skilllv+3)*2;
  4853. val2=(skilllv>6)?777:skilllv*100;
  4854. target=BCT_ALL;
  4855. range=1;
  4856. break;
  4857. case PR_MAGNUS: /* マグヌスエクソシズム */
  4858. count=33;
  4859. limit=skill_get_time(skillid,skilllv);
  4860. interval=3000;
  4861. break;
  4862. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  4863. if(flag==0)
  4864. limit=skill_get_time(skillid,skilllv);
  4865. else
  4866. limit=1000;
  4867. interval=2000;
  4868. val1=skilllv+2;
  4869. if(skilllv < 6)
  4870. range=1;
  4871. else
  4872. range=2;
  4873. break;
  4874. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  4875. limit=500;
  4876. range=1;
  4877. break;
  4878. case WZ_FROSTNOVA: /* フロストノヴァ */
  4879. limit=500;
  4880. range=5;
  4881. break;
  4882. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  4883. limit=500;
  4884. range=2;
  4885. break;
  4886. case WZ_METEOR: /* メテオスト?ム */
  4887. limit=500;
  4888. range=3;
  4889. break;
  4890. case WZ_SIGHTRASHER:
  4891. limit=500;
  4892. count=41;
  4893. break;
  4894. case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
  4895. limit=4100;
  4896. interval=1000;
  4897. range=6;
  4898. break;
  4899. case WZ_ICEWALL: /* アイスウォ?ル */
  4900. limit=skill_get_time(skillid,skilllv);
  4901. count=5;
  4902. break;
  4903. case WZ_STORMGUST: /* スト?ムガスト */
  4904. limit=4600;
  4905. interval=450;
  4906. range=5;
  4907. break;
  4908. case WZ_QUAGMIRE: /* クァグマイア */
  4909. limit=skill_get_time(skillid,skilllv);
  4910. interval=200;
  4911. count=25;
  4912. break;
  4913. case HT_SANDMAN: /* サンドマン */
  4914. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  4915. limit=skill_get_time(skillid,skilllv);
  4916. // longer trap times in WOE [celest]
  4917. if (map[src->m].flag.gvg) limit *= 4;
  4918. range=2;
  4919. break;
  4920. case HT_SKIDTRAP: /* スキッドトラップ */
  4921. case HT_LANDMINE: /* ランドマイン */
  4922. case HT_ANKLESNARE: /* アンクルスネア */
  4923. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  4924. case HT_FLASHER: /* フラッシャ? */
  4925. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  4926. case HT_BLASTMINE: /* ブラストマイン */
  4927. limit=skill_get_time(skillid,skilllv);
  4928. // longer trap times in WOE [celest]
  4929. if (skillid != PF_SPIDERWEB && map[src->m].flag.gvg)
  4930. limit *= 4;
  4931. range=1;
  4932. break;
  4933. case HT_TALKIEBOX: /* ト?キ?ボックス */
  4934. limit=skill_get_time(skillid,skilllv);
  4935. range=1;
  4936. target=BCT_ALL;
  4937. break;
  4938. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  4939. limit=skill_get_time(skillid,skilllv);
  4940. range=1;
  4941. val1=skilllv*15+10;
  4942. break;
  4943. case AS_VENOMDUST: /* ベノムダスト */
  4944. limit=skill_get_time(skillid,skilllv);
  4945. interval=1000;
  4946. count=5;
  4947. break;
  4948. case CR_GRANDCROSS: /* グランドクロス */
  4949. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  4950. count=29;
  4951. limit=1000;
  4952. interval=300;
  4953. break;
  4954. case SA_VOLCANO: /* ボルケ?ノ */
  4955. case SA_DELUGE: /* デリュ?ジ */
  4956. case SA_VIOLENTGALE: /* バイオレントゲイル */
  4957. limit=skill_get_time(skillid,skilllv);
  4958. //count=skilllv<=2?25:(skilllv<=4?49:81);
  4959. count=49;
  4960. target=BCT_ALL;
  4961. break;
  4962. case SA_LANDPROTECTOR: /* グランドクロス */
  4963. limit=skill_get_time(skillid,skilllv); // changed to get duration from cast_db (moonsoul)
  4964. val1=skilllv*15+10;
  4965. aoe_diameter=skilllv+skilllv%2+5;
  4966. target=BCT_ALL;
  4967. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  4968. break;
  4969. case BD_LULLABY: /* 子守唄 */
  4970. case BD_ETERNALCHAOS: /* エタ?ナルカオス */
  4971. case BD_ROKISWEIL: /* ロキの叫び */
  4972. count=81;
  4973. limit=skill_get_time(skillid,skilllv);
  4974. range=5;
  4975. target=(skillid==BD_ETERNALCHAOS ? BCT_ENEMY : BCT_ALL);
  4976. break;
  4977. case BD_RICHMANKIM:
  4978. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  4979. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  4980. case BD_INTOABYSS: /* 深淵の中に */
  4981. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  4982. count=81;
  4983. limit=skill_get_time(skillid,skilllv);
  4984. range=5;
  4985. target=BCT_PARTY;
  4986. break;
  4987. case BA_WHISTLE: /* 口笛 */
  4988. count=49;
  4989. limit=skill_get_time(skillid,skilllv);
  4990. range=3;
  4991. target=BCT_NOENEMY;
  4992. if(src->type == BL_PC)
  4993. val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
  4994. val2 = ((status_get_agi(src)/10)&0xffff)<<16;
  4995. val2 |= (status_get_luk(src)/10)&0xffff;
  4996. break;
  4997. case DC_HUMMING: /* ハミング */
  4998. count=49;
  4999. limit=skill_get_time(skillid,skilllv);
  5000. range=3;
  5001. target=BCT_NOENEMY;
  5002. if(src->type == BL_PC)
  5003. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5004. val2 = status_get_dex(src)/10;
  5005. break;
  5006. case BA_DISSONANCE: /* 不協和音 */
  5007. case DC_UGLYDANCE: /* 自分勝手なダンス */
  5008. count=49;
  5009. limit=skill_get_time(skillid,skilllv);
  5010. range=3;
  5011. target=BCT_ENEMY;
  5012. break;
  5013. case DC_DONTFORGETME: /* 私を忘れないで… */
  5014. count=49;
  5015. limit=skill_get_time(skillid,skilllv);
  5016. range=3;
  5017. target=BCT_ENEMY;
  5018. if(src->type == BL_PC)
  5019. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5020. val2 = ((status_get_str(src)/20)&0xffff)<<16;
  5021. val2 |= (status_get_agi(src)/10)&0xffff;
  5022. break;
  5023. case BA_POEMBRAGI: /* ブラギの詩 */
  5024. count=49;
  5025. limit=skill_get_time(skillid,skilllv);
  5026. range=3;
  5027. target=BCT_NOENEMY;
  5028. if(src->type == BL_PC)
  5029. val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5030. val2 = ((status_get_dex(src)/10)&0xffff)<<16;
  5031. val2 |= (status_get_int(src)/5)&0xffff;
  5032. break;
  5033. case BA_APPLEIDUN: /* イドゥンの林檎 */
  5034. count=49;
  5035. limit=skill_get_time(skillid,skilllv);
  5036. range=3;
  5037. target=BCT_NOENEMY;
  5038. if(src->type == BL_PC)
  5039. val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
  5040. else
  5041. val1 = 0;
  5042. val1 |= (status_get_vit(src))&0xffff;
  5043. val2 = 0;//回復用タイムカウンタ(6秒?に1?加)
  5044. break;
  5045. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  5046. count=49;
  5047. limit=skill_get_time(skillid,skilllv);
  5048. range=3;
  5049. target=BCT_PARTY;
  5050. if(src->type == BL_PC)
  5051. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5052. val2 = status_get_int(src)/10;
  5053. break;
  5054. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  5055. count=49;
  5056. limit=skill_get_time(skillid,skilllv);
  5057. range=3;
  5058. target=BCT_NOENEMY;
  5059. if(src->type == BL_PC)
  5060. val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
  5061. val2 = status_get_agi(src)/20;
  5062. break;
  5063. case DC_FORTUNEKISS: /* 幸運のキス */
  5064. count=49;
  5065. limit=skill_get_time(skillid,skilllv);
  5066. range=3;
  5067. target=BCT_NOENEMY;
  5068. if(src->type == BL_PC)
  5069. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5070. val2 = status_get_luk(src)/10;
  5071. break;
  5072. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5073. limit=skill_get_time(skillid,skilllv);
  5074. interval=1000;
  5075. range=1;
  5076. target=BCT_ENEMY;
  5077. break;
  5078. case WE_CALLPARTNER: /* あなたに逢いたい */
  5079. limit=skill_get_time(skillid,skilllv);
  5080. range=-1;
  5081. break;
  5082. case HP_BASILICA: /* バジリカ */
  5083. limit=skill_get_time(skillid,skilllv);
  5084. target=BCT_ALL;
  5085. range=3;
  5086. //Fix to prevent the priest from walking while Basilica is up.
  5087. battle_stopwalking(src,1);
  5088. //status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
  5089. //sd->canmove_tick = gettick() + limit; // added later [celest]
  5090. break;
  5091. case PA_GOSPEL: /* ゴスペル */
  5092. count=49;
  5093. target=BCT_PARTY;
  5094. limit=skill_get_time(skillid,skilllv);
  5095. break;
  5096. /* case CG_MOONLIT:
  5097. range=1;
  5098. target=BCT_ALL;
  5099. limit=skill_get_time(skillid,skilllv);
  5100. break;*/
  5101. case PF_FOGWALL: /* フォグウォ?ル */
  5102. count=15;
  5103. limit=skill_get_time(skillid,skilllv);
  5104. if(sc_data) {
  5105. if (sc_data[SC_DELUGE].timer!=-1) limit *= 2;
  5106. }
  5107. break;
  5108. case RG_GRAFFITI: /* Graffiti */
  5109. count=1; // Leave this at 1 [Valaris]
  5110. limit=600000; // Time length [Valaris]
  5111. break;
  5112. case GD_LEADERSHIP:
  5113. case GD_GLORYWOUNDS:
  5114. case GD_SOULCOLD:
  5115. case GD_HAWKEYES:
  5116. range=2;
  5117. target=BCT_ALL;
  5118. limit=300000;
  5119. break;
  5120. default:
  5121. if(battle_config.error_log)
  5122. printf ("skill_unitsetting: Unknown skill id = %d\n",skillid);
  5123. return 0;
  5124. }
  5125. nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
  5126. group->limit=limit;
  5127. group->val1=val1;
  5128. group->val2=val2;
  5129. group->target_flag=target;
  5130. group->interval=interval;
  5131. group->range=range;
  5132. if(skillid==HT_TALKIEBOX ||
  5133. skillid==RG_GRAFFITI){
  5134. group->valstr=aCallocA(80, 1);
  5135. if(group->valstr==NULL){
  5136. printf("skill_castend_map: out of memory !\n");
  5137. exit(1);
  5138. }
  5139. memcpy(group->valstr,talkie_mes,80);
  5140. }
  5141. for(i=0;i<count;i++){
  5142. struct skill_unit *unit;
  5143. int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
  5144. int range=group->range;
  5145. switch(skillid){ /* 設定 */
  5146. case AL_PNEUMA: /* ニュ?マ */
  5147. {
  5148. static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
  5149. static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
  5150. ux+=dx[i];
  5151. uy+=dy[i];
  5152. }
  5153. break;
  5154. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5155. {
  5156. if(dir&1){ /* 斜め配置 */
  5157. static const int dx[][5]={
  5158. { 1,1,0,0,-1 }, { -1,-1,0,0,1 },
  5159. },dy[][5]={
  5160. { 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
  5161. };
  5162. ux+=dx[(dir>>1)&1][i];
  5163. uy+=dy[(dir>>1)&1][i];
  5164. }else{ /* 上下配置 */
  5165. if(dir%4==0) /* 上下 */
  5166. ux+=i-1;
  5167. else /* 左右 */
  5168. uy+=i-1;
  5169. }
  5170. val2=group->val2;
  5171. }
  5172. break;
  5173. case PR_SANCTUARY: /* サンクチュアリ */
  5174. {
  5175. static const int dx[]={
  5176. -1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 };
  5177. static const int dy[]={
  5178. -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, };
  5179. ux+=dx[i];
  5180. uy+=dy[i];
  5181. }
  5182. break;
  5183. case PR_MAGNUS: /* マグヌスエクソシズム */
  5184. {
  5185. static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3,
  5186. -3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, };
  5187. static const int dy[]={
  5188. -3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1,
  5189. 0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 };
  5190. ux+=dx[i];
  5191. uy+=dy[i];
  5192. }
  5193. break;
  5194. case WZ_SIGHTRASHER:
  5195. {
  5196. static const int dx[]={
  5197. -5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, 0, 3, -4, 0, 4, -5, 0, 5 };
  5198. static const int dy[]={
  5199. -5,-5,-5, -4,-4,-4, -3,-3,-3, -2,-2,-2, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5 };
  5200. ux+=dx[i];
  5201. uy+=dy[i];
  5202. }
  5203. break;
  5204. case WZ_ICEWALL: /* アイスウォ?ル */
  5205. {
  5206. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  5207. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  5208. if(skilllv <= 1)
  5209. val1 = 500;
  5210. else
  5211. val1 = 200 + 200*skilllv;
  5212. if(src->x == x && src->y == y)
  5213. dir = 2;
  5214. else
  5215. dir=map_calc_dir(src,x,y);
  5216. ux+=(2-i)*diry[dir];
  5217. uy+=(i-2)*dirx[dir];
  5218. }
  5219. break;
  5220. case WZ_QUAGMIRE: /* クァグマイア */
  5221. ux+=(i%5-2);
  5222. uy+=(i/5-2);
  5223. if(i==12)
  5224. range=2;
  5225. else
  5226. range=-1;
  5227. break;
  5228. case AS_VENOMDUST: /* ベノムダスト */
  5229. {
  5230. static const int dx[]={-1,0,0,0,1};
  5231. static const int dy[]={0,-1,0,1,0};
  5232. ux+=dx[i];
  5233. uy+=dy[i];
  5234. }
  5235. break;
  5236. case CR_GRANDCROSS: /* グランドクロス */
  5237. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  5238. {
  5239. static const int dx[]={
  5240. 0, 0, -1,0,1, -2,-1,0,1,2, -4,-3,-2,-1,0,1,2,3,4, -2,-1,0,1,2, -1,0,1, 0, 0, };
  5241. static const int dy[]={
  5242. -4, -3, -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0,0,0,0,0, 1,1,1,1,1, 2,2,2, 3, 4, };
  5243. ux+=dx[i];
  5244. uy+=dy[i];
  5245. }
  5246. break;
  5247. case SA_VOLCANO: /* ボルケ?ノ */
  5248. case SA_DELUGE: /* デリュ?ジ */
  5249. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5250. {
  5251. int u_range=0,central=0;
  5252. if(skilllv<=2){
  5253. u_range=2;
  5254. central=12;
  5255. }else if(skilllv<=4){
  5256. u_range=3;
  5257. central=24;
  5258. }else if(skilllv>=5){
  5259. u_range=4;
  5260. central=40;
  5261. }
  5262. ux+=(i%(u_range*2+1)-u_range);
  5263. uy+=(i/(u_range*2+1)-u_range);
  5264. if(i==central)
  5265. range=u_range;//中央のユニットの?果範?は全範?
  5266. else
  5267. range=-1;//中央以外のユニットは飾り
  5268. }
  5269. break;
  5270. case SA_LANDPROTECTOR: /* ランドプロテクタ? */
  5271. {
  5272. int u_range=0;
  5273. if(skilllv<=2) u_range=3;
  5274. else if(skilllv<=4) u_range=4;
  5275. else if(skilllv>=5) u_range=5;
  5276. ux+=(i%(u_range*2+1)-u_range);
  5277. uy+=(i/(u_range*2+1)-u_range);
  5278. range=0;
  5279. }
  5280. break;
  5281. /* ダンスなど */
  5282. case BD_LULLABY: /* 子守歌 */
  5283. case BD_RICHMANKIM: /* ニヨルドの宴 */
  5284. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  5285. case BD_DRUMBATTLEFIELD:/* ?太鼓の響き */
  5286. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  5287. case BD_ROKISWEIL: /* ロキの叫び */
  5288. case BD_INTOABYSS: /* 深淵の中に */
  5289. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  5290. ux+=(i%9-4);
  5291. uy+=(i/9-4);
  5292. if(i==40)
  5293. range=4; /* 中心の場合は範?を4にオ?バ?ライド */
  5294. else
  5295. range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
  5296. break;
  5297. case BA_DISSONANCE: /* 不協和音 */
  5298. case BA_WHISTLE: /* 口笛 */
  5299. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  5300. case BA_POEMBRAGI: /* ブラギの詩 */
  5301. case BA_APPLEIDUN: /* イドゥンの林檎 */
  5302. case DC_UGLYDANCE: /* 自分勝手なダンス */
  5303. case DC_HUMMING: /* ハミング */
  5304. case DC_DONTFORGETME: /* 私を忘れないで… */
  5305. case DC_FORTUNEKISS: /* 幸運のキス */
  5306. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  5307. // case CG_MOONLIT:
  5308. ux+=(i%7-3);
  5309. uy+=(i/7-3);
  5310. if(i==40)
  5311. range=4; /* 中心の場合は範?を4にオ?バ?ライド */
  5312. else
  5313. range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
  5314. break;
  5315. case PA_GOSPEL: /* ゴスペル */
  5316. ux+=(i%7-3);
  5317. uy+=(i/7-3);
  5318. break;
  5319. case PF_FOGWALL: /* フォグウォ?ル */
  5320. ux+=(i%5-2);
  5321. uy+=(i/5-1);
  5322. break;
  5323. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5324. ux+=(i%5-2);
  5325. uy+=(i/5-2);
  5326. break;
  5327. }
  5328. //直上スキルの場合設置座標上にランドプロテクタ?がないかチェック
  5329. if(range<=0)
  5330. map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);
  5331. if(skillid==WZ_ICEWALL && alive){
  5332. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  5333. if(val2==5 || val2==1)
  5334. alive=0;
  5335. else {
  5336. map_setcell(src->m,ux,uy,5);
  5337. clif_changemapcell(src->m,ux,uy,5,0);
  5338. }
  5339. }
  5340. if(alive){
  5341. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  5342. unit->val1=val1;
  5343. unit->val2=val2;
  5344. unit->limit=limit;
  5345. unit->range=range;
  5346. // [celest]
  5347. if (sc_data) {
  5348. // attach the unit's id to the caster
  5349. switch (skillid) {
  5350. case HP_BASILICA:
  5351. if (sc_data[SC_BASILICA].timer!=-1)
  5352. sc_data[SC_BASILICA].val4 = (int)unit;
  5353. break;
  5354. case GD_LEADERSHIP:
  5355. {
  5356. struct map_session_data *sd = (struct map_session_data *)src;
  5357. if (sd)
  5358. sd->state.leadership_flag = (int)unit;
  5359. }
  5360. break;
  5361. case GD_GLORYWOUNDS:
  5362. {
  5363. struct map_session_data *sd = (struct map_session_data *)src;
  5364. if (sd)
  5365. sd->state.glorywounds_flag = (int)unit;
  5366. }
  5367. break;
  5368. case GD_SOULCOLD:
  5369. {
  5370. struct map_session_data *sd = (struct map_session_data *)src;
  5371. if (sd)
  5372. sd->state.soulcold_flag = (int)unit;
  5373. }
  5374. break;
  5375. case GD_HAWKEYES:
  5376. {
  5377. struct map_session_data *sd = (struct map_session_data *)src;
  5378. if (sd)
  5379. sd->state.hawkeyes_flag = (int)unit;
  5380. }
  5381. break;
  5382. }
  5383. }
  5384. }
  5385. }
  5386. return group;
  5387. }
  5388. /*==========================================
  5389. * スキルユニットの?動イベント
  5390. *------------------------------------------
  5391. */
  5392. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5393. {
  5394. struct skill_unit_group *sg;
  5395. struct block_list *ss;
  5396. struct skill_unit_group_tickset *ts;
  5397. struct map_session_data *srcsd=NULL;
  5398. int diff,goflag,splash_count=0;
  5399. struct status_change *sc_data;
  5400. nullpo_retr(0, src);
  5401. nullpo_retr(0, bl);
  5402. sc_data = status_get_sc_data(bl);
  5403. if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
  5404. return 0;
  5405. nullpo_retr(0, sg=src->group);
  5406. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5407. if(ss->type == BL_PC)
  5408. nullpo_retr(0, srcsd=(struct map_session_data *)ss);
  5409. if(srcsd && srcsd->chatID)
  5410. return 0;
  5411. if( bl->type != BL_PC && bl->type != BL_MOB )
  5412. return 0;
  5413. nullpo_retr(0, ts = skill_unitgrouptickset_search(bl, sg));
  5414. diff=DIFF_TICK(tick,ts->tick);
  5415. goflag=(diff>sg->interval || diff<0);
  5416. if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
  5417. goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);
  5418. //?象がLP上に居る場合は無?
  5419. map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);
  5420. if(!goflag)
  5421. return 0;
  5422. ts->tick=tick;
  5423. switch(sg->unit_id){
  5424. case 0x83: /* サンクチュアリ */
  5425. {
  5426. int race=status_get_race(bl);
  5427. int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0;
  5428. if( status_get_hp(bl)>=status_get_max_hp(bl) && !damage_flag)
  5429. break;
  5430. if((sg->val1--)<=0){
  5431. skill_delunitgroup(sg);
  5432. return 0;
  5433. }
  5434. if(!damage_flag) {
  5435. int heal=sg->val2;
  5436. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
  5437. heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
  5438. clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
  5439. battle_heal(NULL,bl,heal,0,0);
  5440. }
  5441. else {
  5442. // reduce healing count if this was meant for damaging [celest]
  5443. sg->val1 /= 2;
  5444. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5445. }
  5446. }
  5447. break;
  5448. case 0x84: /* マグヌスエクソシズム */
  5449. {
  5450. int race=status_get_race(bl);
  5451. int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0;
  5452. if(!damage_flag)
  5453. return 0;
  5454. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5455. }
  5456. break;
  5457. case 0x85: /* ニュ?マ */
  5458. {
  5459. struct skill_unit *unit2;
  5460. int type=SC_PNEUMA;
  5461. if(sc_data) {
  5462. if (sc_data[type].timer==-1)
  5463. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  5464. else if((unit2 = (struct skill_unit *)sc_data[type].val2) && unit2 != src){
  5465. if(unit2->group && DIFF_TICK(sg->tick,unit2->group->tick) > 0)
  5466. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  5467. ts->tick-=sg->interval;
  5468. }
  5469. }
  5470. }
  5471. break;
  5472. case 0x7e: /* セイフティウォ?ル */
  5473. if (sc_data) {
  5474. status_change_start(bl,SC_SAFETYWALL,sg->skill_lv,(int)src,0,0,0,0);
  5475. ts->tick-=sg->interval;
  5476. }
  5477. break;
  5478. case 0x86: /* ロ?ドオブヴァ?ミリオン(&スト?ムガスト &グランドクロス) */
  5479. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5480. break;
  5481. case 0x7f: /* ファイヤ?ウォ?ル */
  5482. if( (src->val2--)>0)
  5483. skill_attack(BF_MAGIC,ss,&src->bl,bl,
  5484. sg->skill_id,sg->skill_lv,tick,0);
  5485. if( src->val2<=0 )
  5486. skill_delunit(src);
  5487. break;
  5488. case 0x87: /* ファイア?ピラ?(?動前) */
  5489. skill_delunit(src);
  5490. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  5491. break;
  5492. case 0x88: /* ファイア?ピラ?(?動後) */
  5493. if(DIFF_TICK(tick,sg->tick) < 150)
  5494. //skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5495. map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  5496. break;
  5497. case 0x90: /* スキッドトラップ */
  5498. {
  5499. int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
  5500. if(map[bl->m].flag.gvg) c = 0;
  5501. for(i=0;i<c;i++)
  5502. skill_blown(&src->bl,bl,1|0x30000);
  5503. sg->unit_id = 0x8c;
  5504. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5505. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5506. }
  5507. break;
  5508. case 0x93: /* ランドマイン */
  5509. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5510. sg->unit_id = 0x8c;
  5511. clif_changelook(&src->bl,LOOK_BASE,0x88);
  5512. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5513. break;
  5514. case 0x8f: /* ブラストマイン */
  5515. case 0x94: /* ショックウェ?ブトラップ */
  5516. case 0x95: /* サンドマン */
  5517. case 0x96: /* フラッシャ? */
  5518. case 0x97: /* フリ?ジングトラップ */
  5519. case 0x98: /* クレイモア?トラップ */
  5520. map_foreachinarea(skill_count_target,src->bl.m
  5521. ,src->bl.x-src->range,src->bl.y-src->range
  5522. ,src->bl.x+src->range,src->bl.y+src->range
  5523. ,0,&src->bl,&splash_count);
  5524. map_foreachinarea(skill_trap_splash,src->bl.m
  5525. ,src->bl.x-src->range,src->bl.y-src->range
  5526. ,src->bl.x+src->range,src->bl.y+src->range
  5527. ,0,&src->bl,tick,splash_count);
  5528. sg->unit_id = 0x8c;
  5529. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5530. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5531. break;
  5532. case 0x91: /* アンクルスネア */
  5533. {
  5534. struct status_change *sc_data=status_get_sc_data(bl);
  5535. if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
  5536. int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
  5537. int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)/10;
  5538. if(status_get_mode(bl)&0x20)
  5539. sec = sec/5;
  5540. battle_stopwalking(bl,1);
  5541. status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
  5542. if(moveblock) map_delblock(bl);
  5543. bl->x = src->bl.x;
  5544. bl->y = src->bl.y;
  5545. if(moveblock) map_addblock(bl);
  5546. if(bl->type == BL_MOB)
  5547. clif_fixmobpos((struct mob_data *)bl);
  5548. else if(bl->type == BL_PET)
  5549. clif_fixpetpos((struct pet_data *)bl);
  5550. else
  5551. clif_fixpos(bl);
  5552. clif_01ac(&src->bl);
  5553. sg->limit=DIFF_TICK(tick,sg->tick) + sec;
  5554. sg->val2=bl->id;
  5555. }
  5556. }
  5557. break;
  5558. case 0x80: /* ワ?プポ?タル(?動後) */
  5559. if(bl->type==BL_PC){
  5560. struct map_session_data *sd = (struct map_session_data *)bl;
  5561. if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) {
  5562. if( battle_config.chat_warpportal || !sd->chatID ){
  5563. if((sg->val1--)>0){
  5564. pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
  5565. if(sg->src_id == bl->id ||( strcmp(map[src->bl.m].name,sg->valstr) == 0 && src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) ))
  5566. skill_delunitgroup(sg);
  5567. }else
  5568. skill_delunitgroup(sg);
  5569. }
  5570. }
  5571. }else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  5572. int m=map_mapname2mapid(sg->valstr);
  5573. struct mob_data *md;
  5574. md=(struct mob_data *)bl;
  5575. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5576. }
  5577. break;
  5578. case 0x8e: /* クァグマイア */
  5579. {
  5580. struct status_change *sc_data=status_get_sc_data(bl);
  5581. int type=SkillStatusChangeTable[sg->skill_id];
  5582. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  5583. break;
  5584. if(sc_data && sc_data[type].timer==-1)
  5585. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5586. }
  5587. break;
  5588. case 0x92: /* ベノムダスト */
  5589. {
  5590. struct status_change *sc_data=status_get_sc_data(bl);
  5591. int type=SkillStatusChangeTable[sg->skill_id];
  5592. if(sc_data && sc_data[type].timer==-1 )
  5593. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5594. }
  5595. break;
  5596. case 0x9a: /* ボルケ?ノ */
  5597. case 0x9b: /* デリュ?ジ */
  5598. case 0x9c: /* バイオレントゲイル */
  5599. {
  5600. struct skill_unit *unit2;
  5601. struct status_change *sc_data=status_get_sc_data(bl);
  5602. int type=SkillStatusChangeTable[sg->skill_id];
  5603. if(sc_data) {
  5604. if (sc_data[type].timer==-1)
  5605. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5606. else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
  5607. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5608. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5609. ts->tick-=sg->interval;
  5610. }
  5611. }
  5612. } break;
  5613. case 0x9e: /* 子守唄 */
  5614. case 0x9f: /* ニヨルドの宴 */
  5615. case 0xa0: /* 永遠の混沌 */
  5616. case 0xa1: /* ?太鼓の響き */
  5617. case 0xa2: /* ニ?ベルングの指輪 */
  5618. case 0xa3: /* ロキの叫び */
  5619. case 0xa4: /* 深淵の中に */
  5620. case 0xa5: /* 不死身のジ?クフリ?ド */
  5621. case 0xa6: /* 不協和音 */
  5622. case 0xa7: /* 口笛 */
  5623. case 0xa8: /* 夕陽のアサシンクロス */
  5624. case 0xa9: /* ブラギの詩 */
  5625. case 0xab: /* 自分勝手なダンス */
  5626. case 0xac: /* ハミング */
  5627. case 0xad: /* 私を忘れないで… */
  5628. case 0xae: /* 幸運のキス */
  5629. case 0xaf: /* サ?ビスフォ?ユ? */
  5630. case 0xb4:
  5631. // case 0xb6: /* フォグウォ?ル */
  5632. {
  5633. struct skill_unit *unit2;
  5634. struct status_change *sc_data=status_get_sc_data(bl);
  5635. int type=SkillStatusChangeTable[sg->skill_id];
  5636. if(sg->src_id == bl->id)
  5637. break;
  5638. if(sc_data) {
  5639. if (sc_data[type].timer==-1)
  5640. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5641. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5642. else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5643. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5644. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5645. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5646. ts->tick-=sg->interval;
  5647. }
  5648. }
  5649. } break;
  5650. case 0xaa: /* イドゥンの林檎 */
  5651. {
  5652. struct skill_unit *unit2;
  5653. struct status_change *sc_data=status_get_sc_data(bl);
  5654. int type=SkillStatusChangeTable[sg->skill_id];
  5655. if(sg->src_id == bl->id)
  5656. break;
  5657. if(sc_data) {
  5658. if (sc_data[type].timer==-1)
  5659. status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
  5660. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5661. else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5662. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5663. status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
  5664. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5665. ts->tick-=sg->interval;
  5666. }
  5667. }
  5668. } break;
  5669. case 0xb6: /* フォグウォ?ル */
  5670. {
  5671. struct skill_unit *unit2;
  5672. struct status_change *sc_data=status_get_sc_data(bl);
  5673. int type=SkillStatusChangeTable[sg->skill_id];
  5674. if(sc_data) {
  5675. if (sc_data[type].timer==-1) {
  5676. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5677. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5678. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  5679. }
  5680. else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5681. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) {
  5682. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5683. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5684. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  5685. }
  5686. // ts->tick-=sg->interval;
  5687. }
  5688. }
  5689. } break;
  5690. case 0xb1: /* デモンストレ?ション */
  5691. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5692. if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
  5693. pc_breakweapon((struct map_session_data *)bl);
  5694. break;
  5695. case 0x99: /* ト?キ?ボックス */
  5696. if(sg->src_id == bl->id) //自分が踏んでも?動しない
  5697. break;
  5698. if(sg->val2==0){
  5699. clif_talkiebox(&src->bl,sg->valstr);
  5700. sg->unit_id = 0x8c;
  5701. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5702. sg->limit=DIFF_TICK(tick,sg->tick)+5000;
  5703. sg->val2=-1; //踏んだ
  5704. }
  5705. break;
  5706. case 0xb2: /* あなたを_?いたいです */
  5707. case 0xb3: /* ゴスペル */
  5708. //case 0xb6: /* フォグウォ?ル */ - moved [celest]
  5709. //とりあえず何もしない
  5710. break;
  5711. case 0xb7: /* スパイダ?ウェッブ */
  5712. if(sg->val2==0){
  5713. int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
  5714. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  5715. if(moveblock) map_delblock(bl);
  5716. bl->x = (&src->bl)->x;
  5717. bl->y = (&src->bl)->y;
  5718. if(moveblock) map_addblock(bl);
  5719. if(bl->type == BL_MOB)
  5720. clif_fixmobpos((struct mob_data *)bl);
  5721. else if(bl->type == BL_PET)
  5722. clif_fixpetpos((struct pet_data *)bl);
  5723. else
  5724. clif_fixpos(bl);
  5725. clif_01ac(&src->bl);
  5726. sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
  5727. sg->val2=bl->id;
  5728. }
  5729. break;
  5730. // New guild skills [Celest]
  5731. case 0xc1: // GD_LEADERSHIP
  5732. {
  5733. struct map_session_data *sd;
  5734. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5735. sd->status.guild_id == srcsd->status.guild_id &&
  5736. sd != srcsd) {
  5737. sd->state.leadership_flag = (int)src;
  5738. status_calc_pc (sd, 0);
  5739. }
  5740. }
  5741. break;
  5742. case 0xc2: // GD_GLORYWOUNDS
  5743. {
  5744. struct map_session_data *sd;
  5745. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5746. sd->status.guild_id == srcsd->status.guild_id &&
  5747. sd != srcsd) {
  5748. sd->state.glorywounds_flag = (int)src;
  5749. status_calc_pc (sd, 0);
  5750. }
  5751. }
  5752. break;
  5753. case 0xc3: // GD_SOULCOLD
  5754. {
  5755. struct map_session_data *sd;
  5756. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5757. sd->status.guild_id == srcsd->status.guild_id &&
  5758. sd != srcsd) {
  5759. sd->state.soulcold_flag = (int)src;
  5760. status_calc_pc (sd, 0);
  5761. }
  5762. }
  5763. break;
  5764. case 0xc4: // GD_HAWKEYES
  5765. {
  5766. struct map_session_data *sd;
  5767. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5768. sd->status.guild_id == srcsd->status.guild_id &&
  5769. sd != srcsd) {
  5770. sd->state.hawkeyes_flag = (int)src;
  5771. status_calc_pc (sd, 0);
  5772. }
  5773. }
  5774. break;
  5775. /* default:
  5776. if(battle_config.error_log)
  5777. printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5778. break;*/
  5779. }
  5780. if(bl->type==BL_MOB && ss!=bl) /* スキル使用?件のMOBスキル */
  5781. {
  5782. if(battle_config.mob_changetarget_byskill == 1)
  5783. {
  5784. int target=((struct mob_data *)bl)->target_id;
  5785. if(ss->type == BL_PC)
  5786. ((struct mob_data *)bl)->target_id=ss->id;
  5787. mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
  5788. ((struct mob_data *)bl)->target_id=target;
  5789. }
  5790. else
  5791. mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
  5792. }
  5793. return 0;
  5794. }
  5795. /*==========================================
  5796. * スキルユニットから離?する(もしくはしている)場合
  5797. *------------------------------------------
  5798. */
  5799. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5800. {
  5801. struct skill_unit_group *sg;
  5802. nullpo_retr(0, src);
  5803. nullpo_retr(0, bl);
  5804. nullpo_retr(0, sg=src->group);
  5805. if( bl->prev==NULL || !src->alive )
  5806. return 0;
  5807. if( bl->type!=BL_PC && bl->type!=BL_MOB )
  5808. return 0;
  5809. switch(sg->unit_id){
  5810. case 0x7e: /* セイフティウォ?ル */
  5811. case 0x85: /* ニュ?マ */
  5812. case 0x8e: /* クァグマイア */
  5813. {
  5814. struct status_change *sc_data=status_get_sc_data(bl);
  5815. int type=
  5816. (sg->unit_id==0x85)?SC_PNEUMA:
  5817. ((sg->unit_id==0x7e)?SC_SAFETYWALL:
  5818. SC_QUAGMIRE);
  5819. if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
  5820. sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
  5821. status_change_end(bl,type,-1);
  5822. }
  5823. } break;
  5824. case 0x91: /* アンクルスネア */
  5825. {
  5826. struct block_list *target=map_id2bl(sg->val2);
  5827. if( target && target==bl ){
  5828. status_change_end(bl,SC_ANKLE,-1);
  5829. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5830. }
  5831. }
  5832. break;
  5833. // case 0xb5:
  5834. case 0xb8:
  5835. {
  5836. struct block_list *target=map_id2bl(sg->val2);
  5837. if( target==bl )
  5838. status_change_end(bl,SC_SPIDERWEB,-1);
  5839. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5840. }
  5841. break;
  5842. case 0xb6:
  5843. {
  5844. struct block_list *target=map_id2bl(sg->val2);
  5845. struct status_change *sc_data=status_get_sc_data(bl);
  5846. if( target==bl ) {
  5847. status_change_end(bl,SC_FOGWALL,-1);
  5848. if (sc_data && sc_data[SC_BLIND].timer!=-1)
  5849. sc_data[SC_BLIND].timer = add_timer(
  5850. gettick() + 30000, status_change_timer, bl->id, 0);
  5851. }
  5852. //sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5853. }
  5854. break;
  5855. case 0x9a: /* ボルケ?ノ */
  5856. case 0x9b: /* デリュ?ジ */
  5857. case 0x9c: /* バイオレントゲイル */
  5858. {
  5859. struct status_change *sc_data=status_get_sc_data(bl);
  5860. struct skill_unit *su;
  5861. int type=SkillStatusChangeTable[sg->skill_id];
  5862. if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
  5863. status_change_end(bl,type,-1);
  5864. }
  5865. }
  5866. break;
  5867. case 0x9e: /* 子守唄 */
  5868. case 0x9f: /* ニヨルドの宴 */
  5869. case 0xa0: /* 永遠の混沌 */
  5870. case 0xa1: /* ?太鼓の響き */
  5871. case 0xa2: /* ニ?ベルングの指輪 */
  5872. case 0xa3: /* ロキの叫び */
  5873. case 0xa4: /* 深淵の中に */
  5874. case 0xa5: /* 不死身のジ?クフリ?ド */
  5875. case 0xa6: /* 不協和音 */
  5876. case 0xa7: /* 口笛 */
  5877. case 0xa8: /* 夕陽のアサシンクロス */
  5878. case 0xa9: /* ブラギの詩 */
  5879. case 0xaa: /* イドゥンの林檎 */
  5880. case 0xab: /* 自分勝手なダンス */
  5881. case 0xac: /* ハミング */
  5882. case 0xad: /* 私を忘れないで… */
  5883. case 0xae: /* 幸運のキス */
  5884. case 0xaf: /* サ?ビスフォ?ユ? */
  5885. case 0xb4:
  5886. {
  5887. struct status_change *sc_data=status_get_sc_data(bl);
  5888. struct skill_unit *su;
  5889. int type=SkillStatusChangeTable[sg->skill_id];
  5890. if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
  5891. status_change_end(bl,type,-1);
  5892. }
  5893. }
  5894. break;
  5895. case 0xb7: /* スパイダ?ウェッブ */
  5896. {
  5897. struct block_list *target=map_id2bl(sg->val2);
  5898. if( target && target==bl )
  5899. status_change_end(bl,SC_SPIDERWEB,-1);
  5900. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5901. }
  5902. break;
  5903. // New guild skills [Celest]
  5904. case 0xc1: // GD_LEADERSHIP
  5905. {
  5906. struct map_session_data *sd;
  5907. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.leadership_flag > 0)
  5908. sd->state.leadership_flag = 0;
  5909. }
  5910. break;
  5911. case 0xc2: // GD_GLORYWOUNDS
  5912. {
  5913. struct map_session_data *sd;
  5914. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.glorywounds_flag > 0)
  5915. sd->state.glorywounds_flag = 0;
  5916. }
  5917. break;
  5918. case 0xc3: // GD_SOULCOLD
  5919. {
  5920. struct map_session_data *sd;
  5921. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.soulcold_flag > 0)
  5922. sd->state.soulcold_flag = 0;
  5923. }
  5924. break;
  5925. case 0xc4: // GD_HAWKEYES
  5926. {
  5927. struct map_session_data *sd;
  5928. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.hawkeyes_flag > 0)
  5929. sd->state.hawkeyes_flag = 0;
  5930. }
  5931. break;
  5932. /* default:
  5933. if(battle_config.error_log)
  5934. printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5935. break;*/
  5936. }
  5937. skill_unitgrouptickset_delete(bl,sg);
  5938. return 0;
  5939. }
  5940. /*==========================================
  5941. * スキルユニットの削除イベント
  5942. *------------------------------------------
  5943. */
  5944. int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5945. {
  5946. struct skill_unit_group *sg;
  5947. nullpo_retr(0, src);
  5948. nullpo_retr(0, bl);
  5949. nullpo_retr(0, sg = src->group);
  5950. if( bl->prev==NULL || !src->alive )
  5951. return 0;
  5952. if( bl->type!=BL_PC && bl->type!=BL_MOB )
  5953. return 0;
  5954. switch(sg->unit_id){
  5955. case 0x85: /* ニュ?マ */
  5956. case 0x7e: /* セイフティウォ?ル */
  5957. case 0x8e: /* クァグマイヤ */
  5958. case 0x9a: /* ボルケ?ノ */
  5959. case 0x9b: /* デリュ?ジ */
  5960. case 0x9c: /* バイオレントゲイル */
  5961. case 0x9e: /* 子守唄 */
  5962. case 0x9f: /* ニヨルドの宴 */
  5963. case 0xa0: /* 永遠の混沌 */
  5964. case 0xa1: /* ?太鼓の響き */
  5965. case 0xa2: /* ニ?ベルングの指輪 */
  5966. case 0xa3: /* ロキの叫び */
  5967. case 0xa4: /* 深淵の中に */
  5968. case 0xa5: /* 不死身のジ?クフリ?ド */
  5969. case 0xa6: /* 不協和音 */
  5970. case 0xa7: /* 口笛 */
  5971. case 0xa8: /* 夕陽のアサシンクロス */
  5972. case 0xa9: /* ブラギの詩 */
  5973. case 0xaa: /* イドゥンの林檎 */
  5974. case 0xab: /* 自分勝手なダンス */
  5975. case 0xac: /* ハミング */
  5976. case 0xad: /* 私を忘れないで… */
  5977. case 0xae: /* 幸運のキス */
  5978. case 0xaf: /* サ?ビスフォ?ユ? */
  5979. case 0xb4:
  5980. case 0xc1:
  5981. case 0xc2:
  5982. case 0xc3:
  5983. case 0xc4:
  5984. return skill_unit_onout(src,bl,tick);
  5985. /* default:
  5986. if(battle_config.error_log)
  5987. printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5988. break;*/
  5989. }
  5990. skill_unitgrouptickset_delete(bl,sg);
  5991. return 0;
  5992. }
  5993. /*==========================================
  5994. * スキルユニットの限界イベント
  5995. *------------------------------------------
  5996. */
  5997. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  5998. {
  5999. struct skill_unit_group *sg;
  6000. nullpo_retr(0, src);
  6001. nullpo_retr(0, sg=src->group);
  6002. switch(sg->unit_id){
  6003. case 0x81: /* ワ?プポ?タル(?動前) */
  6004. {
  6005. struct skill_unit_group *group=
  6006. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6007. src->bl.x,src->bl.y,1);
  6008. if(group == NULL)
  6009. return 0;
  6010. group->valstr=aCallocA(24, 1);
  6011. if(group->valstr==NULL){
  6012. printf("skill_unit_onlimit: out of memory !\n");
  6013. exit(1);
  6014. }
  6015. memcpy(group->valstr,sg->valstr,24);
  6016. group->val2=sg->val2;
  6017. }
  6018. break;
  6019. case 0x8d: /* アイスウォ?ル */
  6020. map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
  6021. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6022. break;
  6023. case 0xb2: /* あなたに?いたい */
  6024. {
  6025. struct map_session_data *sd = NULL;
  6026. struct map_session_data *p_sd = NULL;
  6027. if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
  6028. return 0;
  6029. if((p_sd = pc_get_partner(sd)) == NULL)
  6030. return 0;
  6031. pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
  6032. }
  6033. break;
  6034. case 0xc1: // GD_LEADERSHIP
  6035. {
  6036. struct map_session_data *sd;
  6037. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6038. sd->state.leadership_flag = 0;
  6039. }
  6040. }
  6041. break;
  6042. case 0xc2: // GD_GLORYWOUNDS
  6043. {
  6044. struct map_session_data *sd;
  6045. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6046. sd->state.glorywounds_flag = 0;
  6047. }
  6048. }
  6049. break;
  6050. case 0xc3: // GD_SOULCOLD
  6051. {
  6052. struct map_session_data *sd;
  6053. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6054. sd->state.soulcold_flag = 0;
  6055. }
  6056. }
  6057. break;
  6058. case 0xc4: // GD_HAWKEYES
  6059. {
  6060. struct map_session_data *sd;
  6061. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6062. sd->state.hawkeyes_flag = 0;
  6063. }
  6064. }
  6065. break;
  6066. }
  6067. return 0;
  6068. }
  6069. /*==========================================
  6070. * スキルユニットのダメ?ジイベント
  6071. *------------------------------------------
  6072. */
  6073. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6074. int damage,unsigned int tick)
  6075. {
  6076. struct skill_unit_group *sg;
  6077. nullpo_retr(0, src);
  6078. nullpo_retr(0, sg=src->group);
  6079. switch(sg->unit_id){
  6080. case 0x8d: /* アイスウォ?ル */
  6081. src->val1-=damage;
  6082. break;
  6083. case 0x8f: /* ブラストマイン */
  6084. case 0x98: /* クレイモア?トラップ */
  6085. skill_blown(bl,&src->bl,2); //吹き飛ばしてみる
  6086. break;
  6087. default:
  6088. damage = 0;
  6089. break;
  6090. }
  6091. return damage;
  6092. }
  6093. /*---------------------------------------------------------------------------- */
  6094. /*==========================================
  6095. * スキル使用(詠唱完了、場所指定)
  6096. *------------------------------------------
  6097. */
  6098. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  6099. {
  6100. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  6101. int range,maxcount;
  6102. nullpo_retr(0, sd);
  6103. if( sd->bl.prev == NULL )
  6104. return 0;
  6105. if( sd->skilltimer != tid ) /* タイマIDの確認 */
  6106. return 0;
  6107. if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
  6108. sd->speed = sd->prev_speed;
  6109. clif_updatestatus(sd,SP_SPEED);
  6110. }
  6111. sd->skilltimer=-1;
  6112. if(pc_isdead(sd)) {
  6113. sd->canact_tick = tick;
  6114. sd->canmove_tick = tick;
  6115. sd->skillitem = sd->skillitemlv = -1;
  6116. return 0;
  6117. }
  6118. if(battle_config.pc_skill_reiteration == 0) {
  6119. range = -1;
  6120. switch(sd->skillid) {
  6121. case MG_SAFETYWALL:
  6122. case WZ_FIREPILLAR:
  6123. case HT_SKIDTRAP:
  6124. case HT_LANDMINE:
  6125. case HT_ANKLESNARE:
  6126. case HT_SHOCKWAVE:
  6127. case HT_SANDMAN:
  6128. case HT_FLASHER:
  6129. case HT_FREEZINGTRAP:
  6130. case HT_BLASTMINE:
  6131. case HT_CLAYMORETRAP:
  6132. case HT_TALKIEBOX:
  6133. case AL_WARP:
  6134. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  6135. case RG_GRAFFITI: /* グラフィティ */
  6136. range = 0;
  6137. break;
  6138. case AL_PNEUMA:
  6139. range = 1;
  6140. break;
  6141. }
  6142. if(range >= 0) {
  6143. if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
  6144. clif_skill_fail(sd,sd->skillid,0,0);
  6145. sd->canact_tick = tick;
  6146. sd->canmove_tick = tick;
  6147. sd->skillitem = sd->skillitemlv = -1;
  6148. return 0;
  6149. }
  6150. }
  6151. }
  6152. if(battle_config.pc_skill_nofootset) {
  6153. range = -1;
  6154. switch(sd->skillid) {
  6155. case WZ_FIREPILLAR:
  6156. case HT_SKIDTRAP:
  6157. case HT_LANDMINE:
  6158. case HT_ANKLESNARE:
  6159. case HT_SHOCKWAVE:
  6160. case HT_SANDMAN:
  6161. case HT_FLASHER:
  6162. case HT_FREEZINGTRAP:
  6163. case HT_BLASTMINE:
  6164. case HT_CLAYMORETRAP:
  6165. case HT_TALKIEBOX:
  6166. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  6167. case WZ_ICEWALL:
  6168. range = 2;
  6169. break;
  6170. case AL_WARP:
  6171. range = 0;
  6172. break;
  6173. }
  6174. if(range >= 0) {
  6175. if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
  6176. clif_skill_fail(sd,sd->skillid,0,0);
  6177. sd->canact_tick = tick;
  6178. sd->canmove_tick = tick;
  6179. sd->skillitem = sd->skillitemlv = -1;
  6180. return 0;
  6181. }
  6182. }
  6183. }
  6184. if(battle_config.pc_land_skill_limit) {
  6185. maxcount = skill_get_maxcount(sd->skillid);
  6186. if(maxcount > 0) {
  6187. int i,c;
  6188. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  6189. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  6190. c++;
  6191. }
  6192. if(c >= maxcount) {
  6193. clif_skill_fail(sd,sd->skillid,0,0);
  6194. sd->canact_tick = tick;
  6195. sd->canmove_tick = tick;
  6196. sd->skillitem = sd->skillitemlv = -1;
  6197. return 0;
  6198. }
  6199. }
  6200. }
  6201. if(sd->skilllv <= 0) return 0;
  6202. range = skill_get_range(sd->skillid,sd->skilllv);
  6203. if(range < 0)
  6204. range = status_get_range(&sd->bl) - (range + 1);
  6205. range += battle_config.pc_skill_add_range;
  6206. if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
  6207. if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
  6208. clif_skill_fail(sd,sd->skillid,0,0);
  6209. sd->canact_tick = tick;
  6210. sd->canmove_tick = tick;
  6211. sd->skillitem = sd->skillitemlv = -1;
  6212. return 0;
  6213. }
  6214. }
  6215. if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
  6216. sd->canact_tick = tick;
  6217. sd->canmove_tick = tick;
  6218. sd->skillitem = sd->skillitemlv = -1;
  6219. return 0;
  6220. }
  6221. sd->skillitem = sd->skillitemlv = -1;
  6222. if(battle_config.skill_out_range_consume) {
  6223. if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
  6224. clif_skill_fail(sd,sd->skillid,0,0);
  6225. sd->canact_tick = tick;
  6226. sd->canmove_tick = tick;
  6227. return 0;
  6228. }
  6229. }
  6230. if(battle_config.pc_skill_log)
  6231. printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  6232. pc_stop_walking(sd,0);
  6233. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  6234. return 0;
  6235. }
  6236. /*==========================================
  6237. * 範??キャラ存在確認判定?理(foreachinarea)
  6238. *------------------------------------------
  6239. */
  6240. static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
  6241. {
  6242. int *c;
  6243. struct block_list *src;
  6244. struct map_session_data *sd;
  6245. struct map_session_data *ssd;
  6246. struct pc_base_job s_class;
  6247. struct pc_base_job ss_class;
  6248. nullpo_retr(0, bl);
  6249. nullpo_retr(0, ap);
  6250. nullpo_retr(0, sd=(struct map_session_data*)bl);
  6251. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6252. nullpo_retr(0, c=va_arg(ap,int *));
  6253. nullpo_retr(0, ssd=(struct map_session_data*)src);
  6254. s_class = pc_calc_base_job(sd->status.class_);
  6255. //チェックしない設定ならcにありえない大きな?字を返して終了
  6256. if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
  6257. (*c)=99;
  6258. return 0;
  6259. }
  6260. ss_class = pc_calc_base_job(ssd->status.class_);
  6261. switch(ssd->skillid){
  6262. case PR_BENEDICTIO: /* 聖?降福 */
  6263. if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
  6264. (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
  6265. (*c)++;
  6266. break;
  6267. case BD_LULLABY: /* 子守歌 */
  6268. case BD_RICHMANKIM: /* ニヨルドの宴 */
  6269. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  6270. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  6271. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  6272. case BD_ROKISWEIL: /* ロキの叫び */
  6273. case BD_INTOABYSS: /* 深淵の中に */
  6274. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  6275. case BD_RAGNAROK: /* 神?の?昏 */
  6276. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  6277. if(sd != ssd &&
  6278. ((ss_class.job==19 && s_class.job==20) ||
  6279. (ss_class.job==20 && s_class.job==19)) &&
  6280. pc_checkskill(sd,ssd->skillid) > 0 &&
  6281. (*c)==0 &&
  6282. sd->status.party_id == ssd->status.party_id &&
  6283. !pc_issit(sd) &&
  6284. sd->sc_data[SC_DANCING].timer==-1
  6285. )
  6286. (*c)=pc_checkskill(sd,ssd->skillid);
  6287. break;
  6288. }
  6289. return 0;
  6290. }
  6291. /*==========================================
  6292. * 範??キャラ存在確認判定後スキル使用?理(foreachinarea)
  6293. *------------------------------------------
  6294. */
  6295. static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
  6296. {
  6297. int *c;
  6298. struct block_list *src;
  6299. struct map_session_data *sd;
  6300. struct map_session_data *ssd;
  6301. struct pc_base_job s_class;
  6302. struct pc_base_job ss_class;
  6303. int skillid,skilllv;
  6304. nullpo_retr(0, bl);
  6305. nullpo_retr(0, ap);
  6306. nullpo_retr(0, sd=(struct map_session_data*)bl);
  6307. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6308. nullpo_retr(0, c=va_arg(ap,int *));
  6309. nullpo_retr(0, ssd=(struct map_session_data*)src);
  6310. s_class = pc_calc_base_job(sd->status.class_);
  6311. //チェックしない設定ならcにありえない大きな?字を返して終了
  6312. if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
  6313. (*c)=99;
  6314. return 0;
  6315. }
  6316. ss_class = pc_calc_base_job(ssd->status.class_);
  6317. skillid=ssd->skillid;
  6318. skilllv=ssd->skilllv;
  6319. //if(skilllv <= 0) return 0;
  6320. if(skillid > 0 && skilllv <= 0) return 0; // celest
  6321. switch(skillid){
  6322. case PR_BENEDICTIO: /* 聖?降福 */
  6323. if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
  6324. (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
  6325. sd->status.sp -= 10;
  6326. status_calc_pc(sd,0);
  6327. (*c)++;
  6328. }
  6329. break;
  6330. case BD_LULLABY: /* 子守歌 */
  6331. case BD_RICHMANKIM: /* ニヨルドの宴 */
  6332. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  6333. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  6334. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  6335. case BD_ROKISWEIL: /* ロキの叫び */
  6336. case BD_INTOABYSS: /* 深淵の中に */
  6337. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  6338. case BD_RAGNAROK: /* 神?の?昏 */
  6339. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  6340. if(sd != ssd && //本人以外で
  6341. ((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?で
  6342. (ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで
  6343. pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
  6344. (*c)==0 && //最初の一人で
  6345. sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
  6346. !pc_issit(sd) && //座ってない
  6347. sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない
  6348. ){
  6349. ssd->sc_data[SC_DANCING].val4=bl->id;
  6350. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  6351. status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
  6352. sd->skillid_dance=sd->skillid=skillid;
  6353. sd->skilllv_dance=sd->skilllv=skilllv;
  6354. (*c)++;
  6355. }
  6356. break;
  6357. }
  6358. return 0;
  6359. }
  6360. /*==========================================
  6361. * 範??バイオプラント、スフィアマイン用Mob存在確認判定?理(foreachinarea)
  6362. *------------------------------------------
  6363. */
  6364. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6365. {
  6366. int *c,src_id=0,mob_class=0;
  6367. struct mob_data *md;
  6368. nullpo_retr(0, bl);
  6369. nullpo_retr(0, ap);
  6370. nullpo_retr(0, md=(struct mob_data*)bl);
  6371. nullpo_retr(0, src_id=va_arg(ap,int));
  6372. nullpo_retr(0, mob_class=va_arg(ap,int));
  6373. nullpo_retr(0, c=va_arg(ap,int *));
  6374. if(md->class_==mob_class && md->master_id==src_id)
  6375. (*c)++;
  6376. return 0;
  6377. }
  6378. /*==========================================
  6379. * スキル使用?件(?で使用失敗)
  6380. *------------------------------------------
  6381. */
  6382. int skill_check_condition(struct map_session_data *sd,int type)
  6383. {
  6384. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  6385. int index[10],itemid[10],amount[10];
  6386. int arrow_flag = 0;
  6387. nullpo_retr(0, sd);
  6388. if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
  6389. sd->skillitem = sd->skillitemlv = -1;
  6390. return 1;
  6391. }
  6392. if( sd->opt1>0) {
  6393. clif_skill_fail(sd,sd->skillid,0,0);
  6394. sd->skillitem = sd->skillitemlv = -1;
  6395. return 0;
  6396. }
  6397. if(pc_is90overweight(sd)) {
  6398. clif_skill_fail(sd,sd->skillid,9,0);
  6399. sd->skillitem = sd->skillitemlv = -1;
  6400. return 0;
  6401. }
  6402. if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) {
  6403. sd->skillitem = sd->skillitemlv = -1;
  6404. return 0;
  6405. }
  6406. if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP)
  6407. && sd->state.produce_flag == 1) {
  6408. sd->skillitem = sd->skillitemlv = -1;
  6409. return 0;
  6410. }
  6411. if(sd->skillitem == sd->skillid) { /* アイテムの場合無?件成功 */
  6412. if(type&1)
  6413. sd->skillitem = sd->skillitemlv = -1;
  6414. return 1;
  6415. }
  6416. if( sd->opt1>0 ){
  6417. clif_skill_fail(sd,sd->skillid,0,0);
  6418. return 0;
  6419. }
  6420. if(sd->sc_count){
  6421. if( sd->sc_data[SC_DIVINA].timer!=-1 ||
  6422. sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
  6423. (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  6424. sd->sc_data[SC_STEELBODY].timer != -1 ||
  6425. sd->sc_data[SC_BERSERK].timer != -1 ||
  6426. (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  6427. clif_skill_fail(sd,sd->skillid,0,0);
  6428. return 0; /* ?態異常や沈?など */
  6429. }
  6430. }
  6431. skill = sd->skillid;
  6432. lv = sd->skilllv;
  6433. if(lv <= 0) return 0;
  6434. // for the guild skills [celest]
  6435. if (skill >= 10000 && skill < 10015) skill-= 9500;
  6436. hp=skill_get_hp(skill, lv); /* 消費HP */
  6437. sp=skill_get_sp(skill, lv); /* 消費SP */
  6438. if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
  6439. sp=sp/2; //アンコ?ル時はSP消費が半分
  6440. hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
  6441. sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
  6442. zeny = skill_get_zeny(skill,lv);
  6443. weapon = skill_db[skill].weapon;
  6444. state = skill_db[skill].state;
  6445. spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
  6446. mhp=skill_get_mhp(skill, lv); /* 消費HP */
  6447. for(i=0;i<10;i++) {
  6448. itemid[i] = skill_db[skill].itemid[i];
  6449. amount[i] = skill_db[skill].amount[i];
  6450. }
  6451. if(mhp > 0)
  6452. hp += (sd->status.max_hp * mhp)/100;
  6453. if(hp_rate > 0)
  6454. hp += (sd->status.hp * hp_rate)/100;
  6455. else
  6456. hp += (sd->status.max_hp * abs(hp_rate))/100;
  6457. if(sp_rate > 0)
  6458. sp += (sd->status.sp * sp_rate)/100;
  6459. else
  6460. sp += (sd->status.max_sp * abs(sp_rate))/100;
  6461. if(sd->dsprate!=100)
  6462. sp=sp*sd->dsprate/100; /* 消費SP修正 */
  6463. switch(skill) {
  6464. case SA_CASTCANCEL:
  6465. if(sd->skilltimer == -1) {
  6466. clif_skill_fail(sd,skill,0,0);
  6467. return 0;
  6468. }
  6469. break;
  6470. case BS_MAXIMIZE: /* マキシマイズパワ? */
  6471. case NV_TRICKDEAD: /* 死んだふり */
  6472. case TF_HIDING: /* ハイディング */
  6473. case AS_CLOAKING: /* クロ?キング */
  6474. case CR_AUTOGUARD: /* オ?トガ?ド */
  6475. case CR_DEFENDER: /* ディフェンダ? */
  6476. case ST_CHASEWALK:
  6477. if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
  6478. return 1; /* 解除する場合はSP消費しない */
  6479. break;
  6480. case AL_TELEPORT:
  6481. case AL_WARP:
  6482. if(map[sd->bl.m].flag.noteleport) {
  6483. clif_skill_teleportmessage(sd,0);
  6484. return 0;
  6485. }
  6486. break;
  6487. case MO_CALLSPIRITS: /* ?功 */
  6488. if(sd->spiritball >= lv) {
  6489. clif_skill_fail(sd,skill,0,0);
  6490. return 0;
  6491. }
  6492. break;
  6493. case CH_SOULCOLLECT: /* 狂?功 */
  6494. if(sd->spiritball >= 5) {
  6495. clif_skill_fail(sd,skill,0,0);
  6496. return 0;
  6497. }
  6498. break;
  6499. case MO_FINGEROFFENSIVE: //指?
  6500. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6501. spiritball = sd->spiritball;
  6502. sd->spiritball_old = sd->spiritball;
  6503. }
  6504. else sd->spiritball_old = lv;
  6505. break;
  6506. case MO_BODYRELOCATION:
  6507. if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
  6508. spiritball = 0;
  6509. break;
  6510. case MO_CHAINCOMBO: //連打掌
  6511. if(sd->sc_data[SC_BLADESTOP].timer==-1){
  6512. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  6513. return 0;
  6514. }
  6515. break;
  6516. case MO_COMBOFINISH: //猛龍拳
  6517. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
  6518. return 0;
  6519. break;
  6520. case CH_TIGERFIST: //伏虎拳
  6521. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
  6522. return 0;
  6523. break;
  6524. case CH_CHAINCRUSH: //連柱崩?
  6525. if(sd->sc_data[SC_COMBO].timer == -1)
  6526. return 0;
  6527. if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
  6528. return 0;
  6529. break;
  6530. case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
  6531. if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
  6532. spiritball--;
  6533. break;
  6534. case BD_ADAPTATION: /* アドリブ */
  6535. {
  6536. struct skill_unit_group *group=NULL;
  6537. if(sd->sc_data[SC_DANCING].timer==-1 || ((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秒以上のみ?
  6538. clif_skill_fail(sd,skill,0,0);
  6539. return 0;
  6540. }
  6541. }
  6542. break;
  6543. case PR_BENEDICTIO: /* 聖?降福 */
  6544. {
  6545. int range=1;
  6546. int c=0;
  6547. if(!(type&1)){
  6548. map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
  6549. sd->bl.x-range,sd->bl.y-range,
  6550. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  6551. if(c<2){
  6552. clif_skill_fail(sd,skill,0,0);
  6553. return 0;
  6554. }
  6555. }else{
  6556. map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
  6557. sd->bl.x-range,sd->bl.y-range,
  6558. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  6559. }
  6560. }
  6561. break;
  6562. case WE_CALLPARTNER: /* あなたに逢いたい */
  6563. if(!sd->status.partner_id){
  6564. clif_skill_fail(sd,skill,0,0);
  6565. return 0;
  6566. }
  6567. break;
  6568. case AM_CANNIBALIZE: /* バイオプラント */
  6569. case AM_SPHEREMINE: /* スフィア?マイン */
  6570. if(type&1){
  6571. int c=0;
  6572. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  6573. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  6574. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  6575. if(battle_config.pc_land_skill_limit && maxcount>0) {
  6576. map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
  6577. if(c >= maxcount){
  6578. clif_skill_fail(sd,skill,0,0);
  6579. return 0;
  6580. }
  6581. }
  6582. }
  6583. break;
  6584. case MG_FIREWALL: /* ファイア?ウォ?ル */
  6585. case WZ_QUAGMIRE:
  6586. case WZ_FIREPILLAR: // celest
  6587. case PF_FOGWALL:
  6588. /* ?制限 */
  6589. if(battle_config.pc_land_skill_limit) {
  6590. int maxcount = skill_get_maxcount(skill);
  6591. if(maxcount > 0) {
  6592. int i,c;
  6593. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  6594. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  6595. c++;
  6596. }
  6597. if(c >= maxcount) {
  6598. clif_skill_fail(sd,skill,0,0);
  6599. return 0;
  6600. }
  6601. }
  6602. }
  6603. break;
  6604. // skills require arrows as of 12/07 [celest]
  6605. case AC_DOUBLE:
  6606. case AC_SHOWER:
  6607. case AC_CHARGEARROW:
  6608. case BA_MUSICALSTRIKE:
  6609. case DC_THROWARROW:
  6610. case SN_SHARPSHOOTING:
  6611. case CG_ARROWVULCAN:
  6612. if(sd->equip_index[10] < 0) {
  6613. clif_arrow_fail(sd,0);
  6614. return 0;
  6615. }
  6616. arrow_flag = 1;
  6617. break;
  6618. }
  6619. if(!(type&2)){
  6620. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  6621. clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
  6622. return 0;
  6623. }
  6624. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  6625. clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
  6626. return 0;
  6627. }
  6628. if( zeny>0 && sd->status.zeny < zeny) {
  6629. clif_skill_fail(sd,skill,5,0);
  6630. return 0;
  6631. }
  6632. if(!(weapon & (1<<sd->status.weapon) ) ) {
  6633. clif_skill_fail(sd,skill,6,0);
  6634. return 0;
  6635. }
  6636. if( spiritball > 0 && sd->spiritball < spiritball) {
  6637. clif_skill_fail(sd,skill,0,0); // 氣球不足
  6638. return 0;
  6639. }
  6640. }
  6641. switch(state) {
  6642. case ST_HIDING:
  6643. if(!(sd->status.option&2)) {
  6644. clif_skill_fail(sd,skill,0,0);
  6645. return 0;
  6646. }
  6647. break;
  6648. case ST_CLOAKING:
  6649. if(!(sd->status.option&4)) {
  6650. clif_skill_fail(sd,skill,0,0);
  6651. return 0;
  6652. }
  6653. break;
  6654. case ST_HIDDEN:
  6655. if(!pc_ishiding(sd)) {
  6656. clif_skill_fail(sd,skill,0,0);
  6657. return 0;
  6658. }
  6659. break;
  6660. case ST_RIDING:
  6661. if(!pc_isriding(sd)) {
  6662. clif_skill_fail(sd,skill,0,0);
  6663. return 0;
  6664. }
  6665. break;
  6666. case ST_FALCON:
  6667. if(!pc_isfalcon(sd)) {
  6668. clif_skill_fail(sd,skill,0,0);
  6669. return 0;
  6670. }
  6671. break;
  6672. case ST_CART:
  6673. if(!pc_iscarton(sd)) {
  6674. clif_skill_fail(sd,skill,0,0);
  6675. return 0;
  6676. }
  6677. break;
  6678. case ST_SHIELD:
  6679. if(sd->status.shield <= 0) {
  6680. clif_skill_fail(sd,skill,0,0);
  6681. return 0;
  6682. }
  6683. break;
  6684. case ST_SIGHT:
  6685. if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
  6686. clif_skill_fail(sd,skill,0,0);
  6687. return 0;
  6688. }
  6689. break;
  6690. case ST_EXPLOSIONSPIRITS:
  6691. if (skill == MO_EXTREMITYFIST && ((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)) {
  6692. break;
  6693. }
  6694. if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
  6695. clif_skill_fail(sd,skill,0,0);
  6696. return 0;
  6697. }
  6698. break;
  6699. case ST_RECOV_WEIGHT_RATE:
  6700. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  6701. clif_skill_fail(sd,skill,0,0);
  6702. return 0;
  6703. }
  6704. break;
  6705. case ST_MOVE_ENABLE:
  6706. {
  6707. struct walkpath_data wpd;
  6708. if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
  6709. clif_skill_fail(sd,skill,0,0);
  6710. return 0;
  6711. }
  6712. }
  6713. break;
  6714. case ST_WATER:
  6715. if((!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))&& (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定
  6716. clif_skill_fail(sd,skill,0,0);
  6717. return 0;
  6718. }
  6719. break;
  6720. }
  6721. for(i=0;i<10;i++) {
  6722. int x = lv%11 - 1;
  6723. index[i] = -1;
  6724. if(itemid[i] <= 0)
  6725. continue;
  6726. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
  6727. continue;
  6728. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
  6729. continue;
  6730. if(skill == WZ_FIREPILLAR && lv<=5)
  6731. continue; // no gemstones for 1-5 [Celest]
  6732. if((skill == AM_POTIONPITCHER ||
  6733. skill == CR_SLIMPITCHER) && i != x)
  6734. continue;
  6735. index[i] = pc_search_inventory(sd,itemid[i]);
  6736. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  6737. if(itemid[i] == 716 || itemid[i] == 717)
  6738. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  6739. else
  6740. clif_skill_fail(sd,skill,0,0);
  6741. return 0;
  6742. }
  6743. }
  6744. if(!(type&1))
  6745. return 1;
  6746. if(skill != AM_POTIONPITCHER &&
  6747. skill != CR_SLIMPITCHER &&
  6748. skill != MG_STONECURSE) {
  6749. if(skill == AL_WARP && !(type&2))
  6750. return 1;
  6751. for(i=0;i<10;i++) {
  6752. if(index[i] >= 0)
  6753. pc_delitem(sd,index[i],amount[i],0); // アイテム消費
  6754. }
  6755. if (arrow_flag && battle_config.arrow_decrement)
  6756. pc_delitem(sd,sd->equip_index[10],1,0);
  6757. }
  6758. if(type&2)
  6759. return 1;
  6760. if(sp > 0) { // SP消費
  6761. sd->status.sp-=sp;
  6762. clif_updatestatus(sd,SP_SP);
  6763. }
  6764. if(hp > 0) { // HP消費
  6765. sd->status.hp-=hp;
  6766. clif_updatestatus(sd,SP_HP);
  6767. }
  6768. if(zeny > 0) // Zeny消費
  6769. pc_payzeny(sd,zeny);
  6770. if(spiritball > 0) // 氣球消費
  6771. pc_delspiritball(sd,spiritball,0);
  6772. return 1;
  6773. }
  6774. /*==========================================
  6775. * 詠唱時間計算
  6776. *------------------------------------------
  6777. */
  6778. int skill_castfix( struct block_list *bl, int time )
  6779. {
  6780. struct map_session_data *sd = NULL;
  6781. struct mob_data *md; // [Valaris]
  6782. struct status_change *sc_data;
  6783. int castrate=100;
  6784. int skill,lv;
  6785. nullpo_retr(0, bl);
  6786. if(bl->type==BL_MOB){ // Crash fix [Valaris]
  6787. nullpo_retr(0, md=(struct mob_data*)bl);
  6788. skill = md->skillid;
  6789. lv = md->skilllv;
  6790. } else {
  6791. nullpo_retr(0, sd=(struct map_session_data*)bl);
  6792. skill = sd->skillid;
  6793. lv = sd->skilllv;
  6794. }
  6795. if(lv <= 0) return 0;
  6796. sc_data = status_get_sc_data(bl);
  6797. if (skill > MAX_SKILL_DB || skill < 0)
  6798. return 0;
  6799. /* サフラギウム */
  6800. if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 )
  6801. time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
  6802. status_change_end( bl, SC_SUFFRAGIUM, -1);
  6803. if(time==0)
  6804. return 0;
  6805. if (sd) {
  6806. if(!skill_get_castnodex(skill, lv) > 0) {
  6807. castrate=((struct map_session_data *)bl)->castrate;
  6808. time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100);
  6809. time=time*battle_config.cast_rate/100;
  6810. }
  6811. }
  6812. /* ブラギの詩 */
  6813. if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1)
  6814. time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
  6815. +(sc_data[SC_POEMBRAGI].val3>>16)))/100;
  6816. return (time>0)?time:0;
  6817. }
  6818. /*==========================================
  6819. * ディレイ計算
  6820. *------------------------------------------
  6821. */
  6822. int skill_delayfix( struct block_list *bl, int time )
  6823. {
  6824. struct status_change *sc_data;
  6825. struct map_session_data *sd = NULL;
  6826. int skill = 0,lv = 0;
  6827. int delayrate = 100;
  6828. nullpo_retr(0, bl);
  6829. if(bl->type == BL_PC){
  6830. nullpo_retr(0, sd = (struct map_session_data*)bl);
  6831. skill = sd->skillid;
  6832. lv = sd->skilllv;
  6833. }
  6834. if(lv <= 0) return 0;
  6835. sc_data = status_get_sc_data(bl);
  6836. if(sd) {
  6837. delayrate=((struct map_session_data *)bl)->delayrate;
  6838. // instant cast attack skills depend on aspd as delay [celest]
  6839. if (time == 0) {
  6840. if (skill_db[skill].skill_type == BF_WEAPON)
  6841. time = status_get_adelay (bl)/2;
  6842. else
  6843. time = 300; // default delay, according to official servers
  6844. } else if (time < 0)
  6845. time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added
  6846. if(battle_config.delay_dependon_dex && /* dexの影響を計算する */
  6847. !skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex
  6848. time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale);
  6849. time = time * delayrate * battle_config.delay_rate / 10000;
  6850. if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
  6851. time = battle_config.min_skill_delay_limit;
  6852. }
  6853. /* ブラギの詩 */
  6854. if(sc_data && sc_data[SC_POEMBRAGI].timer != -1 )
  6855. time = time * (100 - (sc_data[SC_POEMBRAGI].val1 * 3 + sc_data[SC_POEMBRAGI].val2
  6856. + (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100;
  6857. return (time>0)?time:0;
  6858. }
  6859. /*==========================================
  6860. * スキル使用(ID指定)
  6861. *------------------------------------------
  6862. */
  6863. int skill_use_id( struct map_session_data *sd, int target_id,
  6864. int skill_num, int skill_lv)
  6865. {
  6866. unsigned int tick;
  6867. int casttime=0,delay=0,skill,range;
  6868. struct map_session_data* target_sd=NULL;
  6869. int forcecast=0;
  6870. struct block_list *bl;
  6871. struct status_change *sc_data;
  6872. tick=gettick();
  6873. nullpo_retr(0, sd);
  6874. if( (bl=map_id2bl(target_id)) == NULL ){
  6875. /* if(battle_config.error_log)
  6876. printf("skill target not found %d\n",target_id); */
  6877. return 0;
  6878. }
  6879. if(sd->bl.m != bl->m || pc_isdead(sd))
  6880. return 0;
  6881. if(skillnotok(skill_num, sd)) // [MouseJstr]
  6882. return 0;
  6883. sc_data=sd->sc_data;
  6884. /* 沈?や異常(ただし、グリムなどの判定をする) */
  6885. if( sd->opt1>0 )
  6886. return 0;
  6887. if(sc_data){
  6888. // allow to use only Chasewalk [celest]
  6889. if(sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK)
  6890. return 0;
  6891. if(sc_data[SC_VOLCANO].timer != -1){
  6892. if(skill_num==WZ_ICEWALL) return 0;
  6893. }
  6894. if(sc_data[SC_ROKISWEIL].timer!=-1){
  6895. if(skill_num==BD_ADAPTATION) return 0;
  6896. }
  6897. if(sc_data[SC_DIVINA].timer!=-1 ||
  6898. sc_data[SC_ROKISWEIL].timer!=-1 ||
  6899. (sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  6900. sc_data[SC_STEELBODY].timer != -1 ||
  6901. sc_data[SC_BERSERK].timer != -1 ||
  6902. (sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  6903. return 0; /* ?態異常や沈?など */
  6904. }
  6905. if(sc_data[SC_BLADESTOP].timer != -1){
  6906. int lv = sc_data[SC_BLADESTOP].val1;
  6907. if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ
  6908. if(lv==1) return 0;
  6909. if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
  6910. if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
  6911. if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
  6912. if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
  6913. }
  6914. if (sc_data[SC_BLOCKSKILL].timer!=-1)
  6915. if (skill_num == sc_data[SC_BLOCKSKILL].val3)
  6916. return 0;
  6917. if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
  6918. struct skill_unit *su;
  6919. if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
  6920. struct skill_unit_group *sg;
  6921. // if caster is the owner of basilica
  6922. if ((sg = su->group) && sg->src_id == sd->bl.id) {
  6923. // status_change_end(&sd->bl,SC_BASILICA,-1);
  6924. // skill_delunitgroup (sg);
  6925. if (skill_num != HP_BASILICA) return 0;
  6926. } // otherwise...
  6927. else
  6928. return 0;
  6929. }
  6930. }
  6931. /* 演奏/ダンス中 */
  6932. if(sc_data[SC_DANCING].timer!=-1 ){
  6933. // if(battle_config.pc_skill_log)
  6934. // printf("dancing! %d\n",skill_num);
  6935. if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可
  6936. return 0;
  6937. if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
  6938. return 0;
  6939. }
  6940. }
  6941. }
  6942. if(sd->status.option&4 && skill_num==TF_HIDING)
  6943. return 0;
  6944. if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
  6945. return 0;
  6946. /*if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル
  6947. switch(skill_num){
  6948. case SM_ENDURE:
  6949. case AL_TELEPORT:
  6950. case AL_WARP:
  6951. case WZ_ICEWALL:
  6952. case TF_BACKSLIDING:
  6953. //case LK_BERSERK: // now usable in WoE - celest
  6954. case HP_BASILICA:
  6955. case HP_ASSUMPTIO:
  6956. case ST_CHASEWALK:
  6957. return 0;
  6958. }
  6959. }*/
  6960. if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
  6961. return 0;
  6962. //直前のスキルが何か?える必要のあるスキル
  6963. switch(skill_num){
  6964. case SA_CASTCANCEL:
  6965. if(sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  6966. sd->skillid_old = sd->skillid;
  6967. sd->skilllv_old = sd->skilllv;
  6968. break;
  6969. }
  6970. case BD_ENCORE: /* アンコ?ル */
  6971. if(!sd->skillid_dance){ //前回使用した踊りがないとだめ
  6972. clif_skill_fail(sd,skill_num,0,0);
  6973. return 0;
  6974. }else{
  6975. sd->skillid_old = skill_num;
  6976. }
  6977. break;
  6978. case GD_BATTLEORDER:
  6979. case GD_REGENERATION:
  6980. case GD_RESTORE:
  6981. case GD_EMERGENCYCALL:
  6982. {
  6983. struct guild *g;
  6984. if (!sd->status.guild_id)
  6985. return 0;
  6986. if ((g = guild_search(sd->status.guild_id)) == NULL)
  6987. return 0;
  6988. if (strcmp(sd->status.name,g->master))
  6989. return 0;
  6990. skill_lv = guild_checkskill(g, skill_num);
  6991. if (skill_lv <= 0) return 0;
  6992. }
  6993. break;
  6994. }
  6995. sd->skillid = skill_num;
  6996. sd->skilllv = skill_lv;
  6997. switch(skill_num){ //事前にレベルが?わったりするスキル
  6998. case BD_LULLABY: /* 子守歌 */
  6999. case BD_RICHMANKIM: /* ニヨルドの宴 */
  7000. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  7001. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  7002. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  7003. case BD_ROKISWEIL: /* ロキの叫び */
  7004. case BD_INTOABYSS: /* 深淵の中に */
  7005. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  7006. case BD_RAGNAROK: /* 神?の?昏 */
  7007. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  7008. {
  7009. int range=1;
  7010. int c=0;
  7011. map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
  7012. sd->bl.x-range,sd->bl.y-range,
  7013. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  7014. if(c<1){
  7015. clif_skill_fail(sd,skill_num,0,0);
  7016. return 0;
  7017. }else if(c==99){ //相方不要設定だった
  7018. ;
  7019. }else{
  7020. sd->skilllv=(c + skill_lv)/2;
  7021. }
  7022. }
  7023. break;
  7024. }
  7025. if(!skill_check_condition(sd,0)) return 0;
  7026. {
  7027. int check_range_flag = 0;
  7028. /* 射程と障害物チェック */
  7029. range = skill_get_range(skill_num,skill_lv);
  7030. if(range < 0)
  7031. range = status_get_range(&sd->bl) - (range + 1);
  7032. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  7033. if (sd->walktimer != -1)
  7034. range += battle_config.skill_range_leniency;
  7035. else check_range_flag = 1;
  7036. if(!battle_check_range(&sd->bl,bl,range)) {
  7037. if (check_range_flag && battle_check_range(&sd->bl,bl,range + battle_config.skill_range_leniency)) {
  7038. int dir, mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  7039. dir = map_calc_dir(&sd->bl,bl->x,bl->y);
  7040. pc_walktoxy (sd, sd->bl.x + mask[dir][0] * battle_config.skill_range_leniency,
  7041. sd->bl.y + mask[dir][1] * battle_config.skill_range_leniency);
  7042. } else
  7043. return 0;
  7044. }
  7045. }
  7046. if(bl->type==BL_PC) {
  7047. target_sd=(struct map_session_data*)bl;
  7048. if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
  7049. return 0;
  7050. }
  7051. if((skill_num != MO_CHAINCOMBO &&
  7052. skill_num != MO_COMBOFINISH &&
  7053. skill_num != MO_EXTREMITYFIST &&
  7054. skill_num != CH_TIGERFIST &&
  7055. skill_num != CH_CHAINCRUSH) ||
  7056. (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
  7057. pc_stopattack(sd);
  7058. casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
  7059. if(skill_num != SA_MAGICROD)
  7060. delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
  7061. //sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  7062. sd->state.skillcastcancel = skill_get_castcancel(skill_num);
  7063. switch(skill_num){ /* 何か特殊な?理が必要 */
  7064. // case AL_HEAL: /* ヒ?ル */
  7065. // if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  7066. // forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */
  7067. // break;
  7068. case ALL_RESURRECTION: /* リザレクション */
  7069. if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))){ /* 敵がアンデッドなら */
  7070. forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */
  7071. casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
  7072. }
  7073. break;
  7074. case MO_FINGEROFFENSIVE: /* 指? */
  7075. casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
  7076. break;
  7077. case MO_CHAINCOMBO: /*連打掌*/
  7078. target_id = sd->attacktarget;
  7079. if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
  7080. struct block_list *tbl;
  7081. if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  7082. return 0;
  7083. target_id = tbl->id;
  7084. }
  7085. break;
  7086. case MO_COMBOFINISH: /*猛龍拳*/
  7087. case CH_TIGERFIST: /* 伏虎拳 */
  7088. case CH_CHAINCRUSH: /* 連柱崩? */
  7089. target_id = sd->attacktarget;
  7090. break;
  7091. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  7092. //
  7093. case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
  7094. if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
  7095. casttime = 0;
  7096. target_id = sd->attacktarget;
  7097. }
  7098. forcecast=1;
  7099. break;
  7100. case SA_MAGICROD:
  7101. case SA_SPELLBREAKER:
  7102. forcecast=1;
  7103. break;
  7104. case WE_MALE:
  7105. case WE_FEMALE:
  7106. {
  7107. struct map_session_data *p_sd = pc_get_partner(sd);
  7108. nullpo_retr (0, p_sd)
  7109. if(skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100)) // Requires more than 15% of Max HP for WE_MALE
  7110. return 0;
  7111. if(skill_num == WE_FEMALE && sd->status.sp <= ((15*sd->status.max_sp)/100)) // Requires more than 15% of Max SP for WE_FEMALE
  7112. return 0;
  7113. target_id = p_sd->bl.id;
  7114. //rangeをもう1回?査
  7115. range = skill_get_range(skill_num,skill_lv);
  7116. if(range < 0)
  7117. range = status_get_range(&sd->bl) - (range + 1);
  7118. if(!battle_check_range(&sd->bl,&p_sd->bl,range))
  7119. return 0;
  7120. }
  7121. break;
  7122. // removed on 12/14's patch [celest]
  7123. //case AS_SPLASHER: /* ベナムスプラッシャ? */
  7124. /* {
  7125. struct status_change *t_sc_data = status_get_sc_data(bl);
  7126. if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
  7127. clif_skill_fail(sd,skill_num,0,10);
  7128. return 0;
  7129. }
  7130. }
  7131. break;*/
  7132. case PF_MEMORIZE: /* メモライズ */
  7133. casttime = 12000;
  7134. break;
  7135. case HW_MAGICPOWER:
  7136. casttime = 700;
  7137. break;
  7138. case GD_BATTLEORDER:
  7139. case GD_REGENERATION:
  7140. case GD_RESTORE:
  7141. case GD_EMERGENCYCALL:
  7142. casttime = 1000; // temporary [Celest]
  7143. break;
  7144. }
  7145. //メモライズ?態ならキャストタイムが1/3
  7146. if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
  7147. casttime = casttime/2;
  7148. if((--sc_data[SC_MEMORIZE].val2)<=0)
  7149. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  7150. }
  7151. if(battle_config.pc_skill_log)
  7152. printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime);
  7153. // if(sd->skillitem == skill_num)
  7154. // casttime = delay = 0;
  7155. if( casttime>0 || forcecast ){ /* 詠唱が必要 */
  7156. struct mob_data *md;
  7157. clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime);
  7158. /* 詠唱反?モンスタ? */
  7159. if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class_].mode&0x10 &&
  7160. md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
  7161. md->target_id=sd->bl.id;
  7162. md->state.targettype = ATTACKABLE;
  7163. md->min_chase=13;
  7164. }
  7165. }
  7166. if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
  7167. sd->state.skillcastcancel=0;
  7168. sd->skilltarget = target_id;
  7169. /* sd->cast_target_bl = bl; */
  7170. sd->skillx = 0;
  7171. sd->skilly = 0;
  7172. sd->canact_tick = tick + casttime + delay;
  7173. sd->canmove_tick = tick;
  7174. if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
  7175. status_change_end(&sd->bl,SC_CLOAKING,-1);
  7176. if(casttime > 0) {
  7177. sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
  7178. if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  7179. sd->prev_speed = sd->speed;
  7180. sd->speed = sd->speed*(175 - skill*5)/100;
  7181. clif_updatestatus(sd,SP_SPEED);
  7182. }
  7183. else
  7184. pc_stop_walking(sd,0);
  7185. }
  7186. else {
  7187. if(skill_num != SA_CASTCANCEL)
  7188. sd->skilltimer = -1;
  7189. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  7190. }
  7191. return 0;
  7192. }
  7193. /*==========================================
  7194. * スキル使用(場所指定)
  7195. *------------------------------------------
  7196. */
  7197. int skill_use_pos( struct map_session_data *sd,
  7198. int skill_x, int skill_y, int skill_num, int skill_lv)
  7199. {
  7200. struct block_list bl;
  7201. struct status_change *sc_data;
  7202. unsigned int tick;
  7203. int casttime=0,delay=0,skill,range;
  7204. nullpo_retr(0, sd);
  7205. if(pc_isdead(sd))
  7206. return 0;
  7207. if (skillnotok(skill_num, sd)) // [MoueJstr]
  7208. return 0;
  7209. if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris]
  7210. clif_skill_fail(sd,sd->skillid,0,0);
  7211. return 0;
  7212. }
  7213. sc_data=sd->sc_data;
  7214. if( sd->opt1>0 )
  7215. return 0;
  7216. if(sc_data){
  7217. if( sc_data[SC_DIVINA].timer!=-1 ||
  7218. sc_data[SC_ROKISWEIL].timer!=-1 ||
  7219. sc_data[SC_AUTOCOUNTER].timer != -1 ||
  7220. sc_data[SC_STEELBODY].timer != -1 ||
  7221. sc_data[SC_DANCING].timer!=-1 ||
  7222. sc_data[SC_BERSERK].timer != -1 ||
  7223. sc_data[SC_MARIONETTE].timer != -1)
  7224. return 0; /* ?態異常や沈?など */
  7225. if (sc_data[SC_BLOCKSKILL].timer!=-1)
  7226. if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
  7227. return 0;
  7228. if (sc_data[SC_BASILICA].timer != -1) { // Basilica cancels if caster moves [celest]
  7229. struct skill_unit *su;
  7230. if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
  7231. struct skill_unit_group *sg;
  7232. // if caster is the owner of basilica
  7233. if ((sg = su->group) && sg->src_id == sd->bl.id) {
  7234. // status_change_end(&sd->bl,SC_BASILICA,-1);
  7235. // skill_delunitgroup (sg);
  7236. if (skill_num != HP_BASILICA) return 0;
  7237. } // otherwise...
  7238. else
  7239. return 0;
  7240. }
  7241. }
  7242. }
  7243. if(sd->status.option&2)
  7244. return 0;
  7245. /* if(map[sd->bl.m].flag.gvg &&
  7246. (skill_num == SM_ENDURE || skill_num == AL_TELEPORT ||
  7247. skill_num == AL_WARP || skill_num == WZ_ICEWALL ||
  7248. skill_num == TF_BACKSLIDING))
  7249. return 0;*/
  7250. sd->skillid = skill_num;
  7251. sd->skilllv = skill_lv;
  7252. if(skill_lv <= 0) return 0;
  7253. sd->skillx = skill_x;
  7254. sd->skilly = skill_y;
  7255. if(!skill_check_condition(sd,0)) return 0;
  7256. /* 射程と障害物チェック */
  7257. bl.type = BL_NUL;
  7258. bl.m = sd->bl.m;
  7259. bl.x = skill_x;
  7260. bl.y = skill_y;
  7261. {
  7262. int check_range_flag = 0;
  7263. /* 射程と障害物チェック */
  7264. range = skill_get_range(skill_num,skill_lv);
  7265. if(range < 0)
  7266. range = status_get_range(&sd->bl) - (range + 1);
  7267. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  7268. if (sd->walktimer != -1)
  7269. range += battle_config.skill_range_leniency;
  7270. else check_range_flag = 1;
  7271. if(!battle_check_range(&sd->bl,&bl,range)) {
  7272. if (check_range_flag && battle_check_range(&sd->bl,&bl,range + battle_config.skill_range_leniency)) {
  7273. int dir, mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  7274. dir = map_calc_dir(&sd->bl,bl.x,bl.y);
  7275. pc_walktoxy (sd, sd->bl.x + mask[dir][0] * battle_config.skill_range_leniency,
  7276. sd->bl.y + mask[dir][1] * battle_config.skill_range_leniency);
  7277. } else
  7278. return 0;
  7279. }
  7280. }
  7281. pc_stopattack(sd);
  7282. casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
  7283. delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
  7284. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  7285. if(battle_config.pc_skill_log)
  7286. printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime);
  7287. // if(sd->skillitem == skill_num)
  7288. // casttime = delay = 0;
  7289. //メモライズ?態ならキャストタイムが1/3
  7290. if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
  7291. casttime = casttime/3;
  7292. if((--sc_data[SC_MEMORIZE].val2)<=0)
  7293. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  7294. }
  7295. if( casttime>0 ) /* 詠唱が必要 */
  7296. clif_skillcasting( &sd->bl,
  7297. sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  7298. if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
  7299. sd->state.skillcastcancel=0;
  7300. sd->skilltarget = 0;
  7301. /* sd->cast_target_bl = NULL; */
  7302. tick=gettick();
  7303. sd->canact_tick = tick + casttime + delay;
  7304. sd->canmove_tick = tick;
  7305. if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
  7306. status_change_end(&sd->bl,SC_CLOAKING,-1);
  7307. if(casttime > 0) {
  7308. sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
  7309. if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  7310. sd->prev_speed = sd->speed;
  7311. sd->speed = sd->speed*(175 - skill*5)/100;
  7312. clif_updatestatus(sd,SP_SPEED);
  7313. }
  7314. else
  7315. pc_stop_walking(sd,0);
  7316. }
  7317. else {
  7318. sd->skilltimer = -1;
  7319. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  7320. }
  7321. //マジックパワ?の?果終了
  7322. if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
  7323. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  7324. return 0;
  7325. }
  7326. /*==========================================
  7327. * スキル詠唱キャンセル
  7328. *------------------------------------------
  7329. */
  7330. int skill_castcancel(struct block_list *bl,int type)
  7331. {
  7332. int inf;
  7333. int ret=0;
  7334. nullpo_retr(0, bl);
  7335. if(bl->type==BL_PC){
  7336. struct map_session_data *sd=(struct map_session_data *)bl;
  7337. unsigned long tick=gettick();
  7338. nullpo_retr(0, sd);
  7339. sd->canact_tick=tick;
  7340. sd->canmove_tick = tick;
  7341. if( sd->skilltimer!=-1){
  7342. if(pc_checkskill(sd,SA_FREECAST) > 0) {
  7343. sd->speed = sd->prev_speed;
  7344. clif_updatestatus(sd,SP_SPEED);
  7345. }
  7346. if(!type) {
  7347. if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
  7348. ret=delete_timer( sd->skilltimer, skill_castend_pos );
  7349. else
  7350. ret=delete_timer( sd->skilltimer, skill_castend_id );
  7351. if(ret<0)
  7352. printf("delete timer error : skillid : %d\n",sd->skillid);
  7353. }
  7354. else {
  7355. if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
  7356. ret=delete_timer( sd->skilltimer, skill_castend_pos );
  7357. else
  7358. ret=delete_timer( sd->skilltimer, skill_castend_id );
  7359. if(ret<0)
  7360. printf("delete timer error : skillid : %d\n",sd->skillid_old);
  7361. }
  7362. sd->skilltimer=-1;
  7363. clif_skillcastcancel(bl);
  7364. }
  7365. return 0;
  7366. }else if(bl->type==BL_MOB){
  7367. struct mob_data *md=(struct mob_data *)bl;
  7368. nullpo_retr(0, md);
  7369. if( md->skilltimer!=-1 ){
  7370. if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
  7371. ret=delete_timer( md->skilltimer, mobskill_castend_pos );
  7372. else
  7373. ret=delete_timer( md->skilltimer, mobskill_castend_id );
  7374. md->skilltimer=-1;
  7375. clif_skillcastcancel(bl);
  7376. }
  7377. if(ret<0)
  7378. printf("delete timer error : skillid : %d\n",md->skillid);
  7379. return 0;
  7380. }
  7381. return 1;
  7382. }
  7383. /*=========================================
  7384. * ブランディッシュスピア 初期範?決定
  7385. *----------------------------------------
  7386. */
  7387. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  7388. nullpo_retv(tc);
  7389. if(dir == 0){
  7390. tc->val1[0]=x-2;
  7391. tc->val1[1]=x-1;
  7392. tc->val1[2]=x;
  7393. tc->val1[3]=x+1;
  7394. tc->val1[4]=x+2;
  7395. tc->val2[0]=
  7396. tc->val2[1]=
  7397. tc->val2[2]=
  7398. tc->val2[3]=
  7399. tc->val2[4]=y-1;
  7400. }
  7401. else if(dir==2){
  7402. tc->val1[0]=
  7403. tc->val1[1]=
  7404. tc->val1[2]=
  7405. tc->val1[3]=
  7406. tc->val1[4]=x+1;
  7407. tc->val2[0]=y+2;
  7408. tc->val2[1]=y+1;
  7409. tc->val2[2]=y;
  7410. tc->val2[3]=y-1;
  7411. tc->val2[4]=y-2;
  7412. }
  7413. else if(dir==4){
  7414. tc->val1[0]=x-2;
  7415. tc->val1[1]=x-1;
  7416. tc->val1[2]=x;
  7417. tc->val1[3]=x+1;
  7418. tc->val1[4]=x+2;
  7419. tc->val2[0]=
  7420. tc->val2[1]=
  7421. tc->val2[2]=
  7422. tc->val2[3]=
  7423. tc->val2[4]=y+1;
  7424. }
  7425. else if(dir==6){
  7426. tc->val1[0]=
  7427. tc->val1[1]=
  7428. tc->val1[2]=
  7429. tc->val1[3]=
  7430. tc->val1[4]=x-1;
  7431. tc->val2[0]=y+2;
  7432. tc->val2[1]=y+1;
  7433. tc->val2[2]=y;
  7434. tc->val2[3]=y-1;
  7435. tc->val2[4]=y-2;
  7436. }
  7437. else if(dir==1){
  7438. tc->val1[0]=x-1;
  7439. tc->val1[1]=x;
  7440. tc->val1[2]=x+1;
  7441. tc->val1[3]=x+2;
  7442. tc->val1[4]=x+3;
  7443. tc->val2[0]=y-4;
  7444. tc->val2[1]=y-3;
  7445. tc->val2[2]=y-1;
  7446. tc->val2[3]=y;
  7447. tc->val2[4]=y+1;
  7448. }
  7449. else if(dir==3){
  7450. tc->val1[0]=x+3;
  7451. tc->val1[1]=x+2;
  7452. tc->val1[2]=x+1;
  7453. tc->val1[3]=x;
  7454. tc->val1[4]=x-1;
  7455. tc->val2[0]=y-1;
  7456. tc->val2[1]=y;
  7457. tc->val2[2]=y+1;
  7458. tc->val2[3]=y+2;
  7459. tc->val2[4]=y+3;
  7460. }
  7461. else if(dir==5){
  7462. tc->val1[0]=x+1;
  7463. tc->val1[1]=x;
  7464. tc->val1[2]=x-1;
  7465. tc->val1[3]=x-2;
  7466. tc->val1[4]=x-3;
  7467. tc->val2[0]=y+3;
  7468. tc->val2[1]=y+2;
  7469. tc->val2[2]=y+1;
  7470. tc->val2[3]=y;
  7471. tc->val2[4]=y-1;
  7472. }
  7473. else if(dir==7){
  7474. tc->val1[0]=x-3;
  7475. tc->val1[1]=x-2;
  7476. tc->val1[2]=x-1;
  7477. tc->val1[3]=x;
  7478. tc->val1[4]=x+1;
  7479. tc->val2[1]=y;
  7480. tc->val2[0]=y+1;
  7481. tc->val2[2]=y-1;
  7482. tc->val2[3]=y-2;
  7483. tc->val2[4]=y-3;
  7484. }
  7485. }
  7486. /*=========================================
  7487. * ブランディッシュスピア 方向判定 範??張
  7488. *-----------------------------------------
  7489. */
  7490. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  7491. int c;
  7492. nullpo_retv(tc);
  7493. for(c=0;c<5;c++){
  7494. if(dir==0){
  7495. tc->val2[c]+=are;
  7496. }else if(dir==1){
  7497. tc->val1[c]-=are; tc->val2[c]+=are;
  7498. }else if(dir==2){
  7499. tc->val1[c]-=are;
  7500. }else if(dir==3){
  7501. tc->val1[c]-=are; tc->val2[c]-=are;
  7502. }else if(dir==4){
  7503. tc->val2[c]-=are;
  7504. }else if(dir==5){
  7505. tc->val1[c]+=are; tc->val2[c]-=are;
  7506. }else if(dir==6){
  7507. tc->val1[c]+=are;
  7508. }else if(dir==7){
  7509. tc->val1[c]+=are; tc->val2[c]+=are;
  7510. }
  7511. }
  7512. }
  7513. /*==========================================
  7514. * ディボ?ション 有?確認
  7515. *------------------------------------------
  7516. */
  7517. void skill_devotion(struct map_session_data *md,int target)
  7518. {
  7519. // ?確認
  7520. int n;
  7521. nullpo_retv(md);
  7522. for(n=0;n<5;n++){
  7523. if(md->dev.val1[n]){
  7524. struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
  7525. // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
  7526. if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
  7527. skill_devotion_end(md,sd,n);
  7528. }
  7529. }
  7530. }
  7531. }
  7532. void skill_devotion2(struct block_list *bl,int crusader)
  7533. {
  7534. // 被ディボ?ションが?いた時の距離チェック
  7535. struct map_session_data *sd = map_id2sd(crusader);
  7536. nullpo_retv(bl);
  7537. if(sd) skill_devotion3(&sd->bl,bl->id);
  7538. }
  7539. int skill_devotion3(struct block_list *bl,int target)
  7540. {
  7541. // クルセが?いた時の距離チェック
  7542. struct map_session_data *md;
  7543. struct map_session_data *sd;
  7544. int n,r=0;
  7545. nullpo_retr(1, bl);
  7546. if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL )
  7547. return 1;
  7548. else
  7549. r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);
  7550. if(pc_checkskill(sd,CR_DEVOTION)+6 < r){ // 許容範?を超えてた
  7551. for(n=0;n<5;n++)
  7552. if(md->dev.val1[n]==target)
  7553. md->dev.val2[n]=0; // 離れた時は、?を切るだけ
  7554. clif_devotion(md,sd->bl.id);
  7555. return 1;
  7556. }
  7557. return 0;
  7558. }
  7559. void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
  7560. {
  7561. // クルセと被ディボキャラのリセット
  7562. nullpo_retv(md);
  7563. nullpo_retv(sd);
  7564. md->dev.val1[target]=md->dev.val2[target]=0;
  7565. if(sd && sd->sc_data){
  7566. // status_change_end(sd->bl,SC_DEVOTION,-1);
  7567. sd->sc_data[SC_DEVOTION].val1=0;
  7568. sd->sc_data[SC_DEVOTION].val2=0;
  7569. clif_status_change(&sd->bl,SC_DEVOTION,0);
  7570. clif_devotion(md,sd->bl.id);
  7571. }
  7572. }
  7573. /*==========================================
  7574. * オ?トスペル
  7575. *------------------------------------------
  7576. */
  7577. int skill_autospell(struct map_session_data *sd,int skillid)
  7578. {
  7579. int skilllv;
  7580. int maxlv=1,lv;
  7581. nullpo_retr(0, sd);
  7582. skilllv = pc_checkskill(sd,SA_AUTOSPELL);
  7583. if(skilllv <= 0) return 0;
  7584. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7585. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7586. if(skilllv==2) maxlv=1;
  7587. else if(skilllv==3) maxlv=2;
  7588. else if(skilllv>=4) maxlv=3;
  7589. }
  7590. else if(skillid==MG_SOULSTRIKE){
  7591. if(skilllv==5) maxlv=1;
  7592. else if(skilllv==6) maxlv=2;
  7593. else if(skilllv>=7) maxlv=3;
  7594. }
  7595. else if(skillid==MG_FIREBALL){
  7596. if(skilllv==8) maxlv=1;
  7597. else if(skilllv>=9) maxlv=2;
  7598. }
  7599. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7600. else return 0;
  7601. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  7602. maxlv = lv;
  7603. status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
  7604. skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い????
  7605. return 0;
  7606. }
  7607. /*==========================================
  7608. * ギャングスタ?パラダイス判定?理(foreachinarea)
  7609. *------------------------------------------
  7610. */
  7611. static int skill_gangster_count(struct block_list *bl,va_list ap)
  7612. {
  7613. int *c;
  7614. struct map_session_data *sd;
  7615. nullpo_retr(0, bl);
  7616. nullpo_retr(0, ap);
  7617. sd=(struct map_session_data*)bl;
  7618. c=va_arg(ap,int *);
  7619. if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7620. (*c)++;
  7621. return 0;
  7622. }
  7623. static int skill_gangster_in(struct block_list *bl,va_list ap)
  7624. {
  7625. struct map_session_data *sd;
  7626. nullpo_retr(0, bl);
  7627. nullpo_retr(0, ap);
  7628. sd=(struct map_session_data*)bl;
  7629. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7630. sd->state.gangsterparadise=1;
  7631. return 0;
  7632. }
  7633. static int skill_gangster_out(struct block_list *bl,va_list ap)
  7634. {
  7635. struct map_session_data *sd;
  7636. nullpo_retr(0, bl);
  7637. nullpo_retr(0, ap);
  7638. sd=(struct map_session_data*)bl;
  7639. if(sd && sd->state.gangsterparadise)
  7640. sd->state.gangsterparadise=0;
  7641. return 0;
  7642. }
  7643. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  7644. {
  7645. int range=1;
  7646. int c=0;
  7647. nullpo_retr(0, sd);
  7648. if(pc_checkskill(sd,RG_GANGSTER) <= 0)
  7649. return 0;
  7650. if(type==1) {/* 座った時の?理 */
  7651. map_foreachinarea(skill_gangster_count,sd->bl.m,
  7652. sd->bl.x-range,sd->bl.y-range,
  7653. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  7654. if(c > 1) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/
  7655. map_foreachinarea(skill_gangster_in,sd->bl.m,
  7656. sd->bl.x-range,sd->bl.y-range,
  7657. sd->bl.x+range,sd->bl.y+range,BL_PC);
  7658. sd->state.gangsterparadise = 1;
  7659. }
  7660. return 0;
  7661. }
  7662. else if(type==0) {/* 立ち上がったときの?理 */
  7663. map_foreachinarea(skill_gangster_count,sd->bl.m,
  7664. sd->bl.x-range,sd->bl.y-range,
  7665. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  7666. if(c < 2)
  7667. map_foreachinarea(skill_gangster_out,sd->bl.m,
  7668. sd->bl.x-range,sd->bl.y-range,
  7669. sd->bl.x+range,sd->bl.y+range,BL_PC);
  7670. sd->state.gangsterparadise = 0;
  7671. return 0;
  7672. }
  7673. return 0;
  7674. }
  7675. /*==========================================
  7676. * 寒いジョ?ク?スクリ?ム判定?理(foreachinarea)
  7677. *------------------------------------------
  7678. */
  7679. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  7680. {
  7681. struct block_list *src;
  7682. int skillnum,skilllv;
  7683. unsigned int tick;
  7684. nullpo_retr(0, bl);
  7685. nullpo_retr(0, ap);
  7686. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7687. skillnum=va_arg(ap,int);
  7688. skilllv=va_arg(ap,int);
  7689. if(skilllv <= 0) return 0;
  7690. tick=va_arg(ap,unsigned int);
  7691. if(src == bl)//自分には?かない
  7692. return 0;
  7693. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7694. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7695. else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
  7696. if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
  7697. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7698. }
  7699. return 0;
  7700. }
  7701. /*==========================================
  7702. * Basilica creates a 'safe zone' [celest]
  7703. *------------------------------------------
  7704. */
  7705. static int skill_basilica_count(struct block_list *bl,va_list ap)
  7706. {
  7707. int *c;
  7708. struct skill_unit *unit;
  7709. nullpo_retr(0, bl);
  7710. nullpo_retr(0, ap);
  7711. nullpo_retr(0, (unit=(struct skill_unit *)bl));
  7712. nullpo_retr(0, unit->group);
  7713. c=va_arg(ap,int *);
  7714. if(unit && unit->group->unit_id == 0xb4 && c)
  7715. (*c)++;
  7716. return 0;
  7717. }
  7718. int skill_check_basilica (struct block_list *bl, int dx, int dy)
  7719. {
  7720. int c=0;
  7721. nullpo_retr(0, bl);
  7722. map_foreachinarea(skill_basilica_count,bl->m,
  7723. dx-1,dy-1,dx+1,dy+1,BL_SKILL,&c);
  7724. return (c>0);
  7725. }
  7726. /*==========================================
  7727. * Moonlit creates a 'safe zone' [celest]
  7728. *------------------------------------------
  7729. */
  7730. static int skill_moonlit_count(struct block_list *bl,va_list ap)
  7731. {
  7732. int *c, id;
  7733. struct map_session_data *sd;
  7734. nullpo_retr(0, bl);
  7735. nullpo_retr(0, ap);
  7736. nullpo_retr(0, (sd=(struct map_session_data *)bl));
  7737. id=va_arg(ap,int);
  7738. c=va_arg(ap,int *);
  7739. if (sd->bl.id != id && sd->sc_count && sd->sc_data[SC_MOONLIT].timer != -1 && c)
  7740. (*c)++;
  7741. return 0;
  7742. }
  7743. int skill_check_moonlit (struct block_list *bl, int dx, int dy)
  7744. {
  7745. int c=0;
  7746. nullpo_retr(0, bl);
  7747. map_foreachinarea(skill_moonlit_count,bl->m,
  7748. dx-1,dy-1,dx+1,dy+1,BL_PC,bl->id,&c);
  7749. return (c>0);
  7750. }
  7751. /*==========================================
  7752. *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す)
  7753. *------------------------------------------
  7754. */
  7755. int skill_abra_dataset(int skilllv)
  7756. {
  7757. int skill = rand()%331;
  7758. if(skilllv <= 0) return 0;
  7759. //dbに基づくレベル?確率判定
  7760. if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
  7761. //NPCスキルはダメ
  7762. if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
  7763. //演奏スキルはダメ
  7764. if(skill_is_danceskill(skill)) return 0;
  7765. return skill;
  7766. }
  7767. /*==========================================
  7768. *
  7769. *------------------------------------------
  7770. */
  7771. int skill_attack_area(struct block_list *bl,va_list ap)
  7772. {
  7773. struct block_list *src,*dsrc;
  7774. int atk_type,skillid,skilllv,flag,type;
  7775. unsigned int tick;
  7776. nullpo_retr(0, bl);
  7777. nullpo_retr(0, ap);
  7778. atk_type = va_arg(ap,int);
  7779. if((src=va_arg(ap,struct block_list*)) == NULL)
  7780. return 0;
  7781. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  7782. return 0;
  7783. skillid=va_arg(ap,int);
  7784. skilllv=va_arg(ap,int);
  7785. //if(skilllv <= 0) return 0;
  7786. if(skillid > 0 && skilllv <= 0) return 0; // celest
  7787. tick=va_arg(ap,unsigned int);
  7788. flag=va_arg(ap,int);
  7789. type=va_arg(ap,int);
  7790. if(battle_check_target(dsrc,bl,type) > 0)
  7791. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7792. return 0;
  7793. }
  7794. /*==========================================
  7795. *
  7796. *------------------------------------------
  7797. */
  7798. int skill_clear_element_field(struct block_list *bl)
  7799. {
  7800. struct mob_data *md=NULL;
  7801. struct map_session_data *sd=NULL;
  7802. int i,skillid;
  7803. nullpo_retr(0, bl);
  7804. if(bl->type==BL_MOB)
  7805. md=(struct mob_data *)bl;
  7806. if(bl->type==BL_PC)
  7807. sd=(struct map_session_data *)bl;
  7808. for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){
  7809. if(sd){
  7810. skillid=sd->skillunit[i].skill_id;
  7811. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  7812. skill_delunitgroup(&sd->skillunit[i]);
  7813. }else if(md){
  7814. skillid=md->skillunit[i].skill_id;
  7815. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  7816. skill_delunitgroup(&md->skillunit[i]);
  7817. }
  7818. }
  7819. return 0;
  7820. }
  7821. /*==========================================
  7822. * ランドプロテクタ?チェック(foreachinarea)
  7823. *------------------------------------------
  7824. */
  7825. int skill_landprotector(struct block_list *bl, va_list ap )
  7826. {
  7827. int skillid;
  7828. int *alive;
  7829. struct skill_unit *unit;
  7830. nullpo_retr(0, bl);
  7831. nullpo_retr(0, ap);
  7832. skillid=va_arg(ap,int);
  7833. alive=va_arg(ap,int *);
  7834. if((unit=(struct skill_unit *)bl) == NULL)
  7835. return 0;
  7836. if(skillid==SA_LANDPROTECTOR){
  7837. skill_delunit(unit);
  7838. }else{
  7839. if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
  7840. (*alive)=0;
  7841. }
  7842. return 0;
  7843. }
  7844. /*==========================================
  7845. * イドゥンの林檎の回復?理(foreachinarea)
  7846. *------------------------------------------
  7847. */
  7848. int skill_idun_heal(struct block_list *bl, va_list ap )
  7849. {
  7850. struct skill_unit *unit;
  7851. struct skill_unit_group *sg;
  7852. int heal;
  7853. nullpo_retr(0, bl);
  7854. nullpo_retr(0, ap);
  7855. nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
  7856. nullpo_retr(0, sg = unit->group);
  7857. heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;
  7858. if(bl->type == BL_SKILL || bl->id == sg->src_id)
  7859. return 0;
  7860. if(bl->type == BL_PC || bl->type == BL_MOB){
  7861. clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
  7862. battle_heal(NULL,bl,heal,0,0);
  7863. }
  7864. return 0;
  7865. }
  7866. /*==========================================
  7867. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  7868. *------------------------------------------
  7869. */
  7870. int skill_count_target(struct block_list *bl, va_list ap ){
  7871. struct block_list *src;
  7872. int *c;
  7873. nullpo_retr(0, bl);
  7874. nullpo_retr(0, ap);
  7875. if((src = va_arg(ap,struct block_list *)) == NULL)
  7876. return 0;
  7877. if((c = va_arg(ap,int *)) == NULL)
  7878. return 0;
  7879. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7880. (*c)++;
  7881. return 0;
  7882. }
  7883. /*==========================================
  7884. * トラップ範??理(foreachinarea)
  7885. *------------------------------------------
  7886. */
  7887. int skill_trap_splash(struct block_list *bl, va_list ap )
  7888. {
  7889. struct block_list *src;
  7890. int tick;
  7891. int splash_count;
  7892. struct skill_unit *unit;
  7893. struct skill_unit_group *sg;
  7894. struct block_list *ss;
  7895. int i;
  7896. nullpo_retr(0, bl);
  7897. nullpo_retr(0, ap);
  7898. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  7899. nullpo_retr(0, unit = (struct skill_unit *)src);
  7900. nullpo_retr(0, sg = unit->group);
  7901. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  7902. tick = va_arg(ap,int);
  7903. splash_count = va_arg(ap,int);
  7904. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  7905. switch(sg->unit_id){
  7906. case 0x95: /* サンドマン */
  7907. case 0x96: /* フラッシャ? */
  7908. case 0x94: /* ショックウェ?ブトラップ */
  7909. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  7910. break;
  7911. case 0x8f: /* ブラストマイン */
  7912. case 0x98: /* クレイモア?トラップ */
  7913. for(i=0;i<splash_count;i++){
  7914. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  7915. }
  7916. case 0x97: /* フリ?ジングトラップ */
  7917. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  7918. break;
  7919. default:
  7920. break;
  7921. }
  7922. }
  7923. return 0;
  7924. }
  7925. /*==========================================
  7926. * ステ?タス異常終了
  7927. *------------------------------------------
  7928. */
  7929. int skill_encchant_eremental_end(struct block_list *bl,int type)
  7930. {
  7931. struct status_change *sc_data;
  7932. nullpo_retr(0, bl);
  7933. nullpo_retr(0, sc_data=status_get_sc_data(bl));
  7934. if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */
  7935. status_change_end(bl,SC_ENCPOISON,-1);
  7936. if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */
  7937. status_change_end(bl,SC_ASPERSIO,-1);
  7938. if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */
  7939. status_change_end(bl,SC_FLAMELAUNCHER,-1);
  7940. if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */
  7941. status_change_end(bl,SC_FROSTWEAPON,-1);
  7942. if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */
  7943. status_change_end(bl,SC_LIGHTNINGLOADER,-1);
  7944. if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */
  7945. status_change_end(bl,SC_SEISMICWEAPON,-1);
  7946. return 0;
  7947. }
  7948. /* クロ?キング?査(周りに移動不可能地?があるか) */
  7949. int skill_check_cloaking(struct block_list *bl)
  7950. {
  7951. static int dx[]={ 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  7952. static int dy[]={-1, 0, 1, 0, -1, -1, 1, 1};
  7953. int end=1,i;
  7954. //missing sd [Found by Celest, commited by Aria]
  7955. struct map_session_data *sd=(struct map_session_data *)bl;
  7956. nullpo_retr(0, bl);
  7957. if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
  7958. return 0;
  7959. else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
  7960. return 0;
  7961. for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
  7962. if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS)) {
  7963. end=0;
  7964. break;
  7965. }
  7966. }
  7967. if(end){
  7968. if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
  7969. status_change_end(bl, SC_CLOAKING, -1);
  7970. *status_get_option(bl)&=~4; /* 念のための?理 */
  7971. }
  7972. else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
  7973. sd->sc_data[SC_CLOAKING].val3 = 130;
  7974. status_calc_speed (sd);
  7975. }
  7976. }
  7977. else {
  7978. if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
  7979. sd->sc_data[SC_CLOAKING].val3 = 103;
  7980. status_calc_speed (sd);
  7981. }
  7982. }
  7983. return end;
  7984. }
  7985. int skill_type_cloaking(struct block_list *bl)
  7986. {
  7987. static int dx[]={ 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  7988. static int dy[]={-1, 0, 1, 0, -1, -1, 1, 1};
  7989. int i;
  7990. nullpo_retr(0, bl);
  7991. if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  7992. return 0;
  7993. else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
  7994. return 0;
  7995. for(i=0; i<sizeof(dx)/sizeof(dx[0]); i++)
  7996. {
  7997. if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS))
  7998. return 0;
  7999. }
  8000. return 1;
  8001. }
  8002. /*
  8003. *----------------------------------------------------------------------------
  8004. * スキルユニット
  8005. *----------------------------------------------------------------------------
  8006. */
  8007. /*==========================================
  8008. * 演奏/ダンススキルかどうか判定
  8009. * 引? スキルID
  8010. * ?り ダンスじゃない=0 合奏=2 それ以外のダンス=1
  8011. *------------------------------------------
  8012. */
  8013. int skill_is_danceskill(int id)
  8014. {
  8015. int i;
  8016. switch(id){
  8017. case BD_LULLABY: /* 子守歌 */
  8018. case BD_RICHMANKIM: /* ニヨルドの宴 */
  8019. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  8020. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  8021. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  8022. case BD_ROKISWEIL: /* ロキの叫び */
  8023. case BD_INTOABYSS: /* 深淵の中に */
  8024. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  8025. case BD_RAGNAROK: /* 神?の?昏 */
  8026. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  8027. i=2;
  8028. break;
  8029. case BA_DISSONANCE: /* 不協和音 */
  8030. case BA_FROSTJOKE: /* 寒いジョ?ク */
  8031. case BA_WHISTLE: /* 口笛 */
  8032. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  8033. case BA_POEMBRAGI: /* ブラギの詩 */
  8034. case BA_APPLEIDUN: /* イドゥンの林檎 */
  8035. case DC_UGLYDANCE: /* 自分勝手なダンス */
  8036. case DC_SCREAM: /* スクリ?ム */
  8037. case DC_HUMMING: /* ハミング */
  8038. case DC_DONTFORGETME: /* 私を忘れないで… */
  8039. case DC_FORTUNEKISS: /* 幸運のキス */
  8040. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  8041. i=1;
  8042. break;
  8043. default:
  8044. i=0;
  8045. }
  8046. return i;
  8047. }
  8048. /*==========================================
  8049. * 演奏/ダンスをやめる
  8050. * flag 1で合奏中なら相方にユニットを任せる
  8051. *
  8052. *------------------------------------------
  8053. */
  8054. void skill_stop_dancing(struct block_list *src, int flag)
  8055. {
  8056. struct status_change* sc_data;
  8057. struct skill_unit_group* group;
  8058. short* sc_count;
  8059. nullpo_retv(src);
  8060. nullpo_retv(sc_data = status_get_sc_data(src));
  8061. nullpo_retv(sc_count = status_get_sc_count(src));
  8062. if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) {
  8063. group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
  8064. if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中?
  8065. struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
  8066. if(flag){ //ログアウトなど片方が落ちても演奏が??される
  8067. if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが落ちる
  8068. group->src_id=sc_data[SC_DANCING].val4; //相方にグル?プを任せる
  8069. if(flag&1) //ログアウト
  8070. dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態
  8071. if(flag&2) //ハエ飛びなど
  8072. return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり
  8073. }else if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが落ちる(自分はグル?プを持っていない)
  8074. if(flag&1) //ログアウト
  8075. dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス?態
  8076. if(flag&2) //ハエ飛びなど
  8077. return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり
  8078. }
  8079. status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
  8080. //そしてグル?プは消さない&消さないのでステ?タス計算もいらない?
  8081. return;
  8082. }else{
  8083. if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める
  8084. status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる
  8085. }
  8086. if(dsd && dsd->bl.id == group->src_id){ //相方がグル?プを持っているPCが止める(自分はグル?プを持っていない)
  8087. status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
  8088. }
  8089. }
  8090. }
  8091. if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ
  8092. struct map_session_data *sd = (struct map_session_data *)src;
  8093. skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
  8094. return;
  8095. }
  8096. skill_delunitgroup(group);
  8097. if(src->type==BL_PC)
  8098. status_calc_pc((struct map_session_data *)src,0);
  8099. }
  8100. }
  8101. /*==========================================
  8102. * スキルユニット初期化
  8103. *------------------------------------------
  8104. */
  8105. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8106. {
  8107. struct skill_unit *unit;
  8108. nullpo_retr(NULL, group);
  8109. nullpo_retr(NULL, unit=&group->unit[idx]);
  8110. if(!unit->alive)
  8111. group->alive_count++;
  8112. unit->bl.id=map_addobject(&unit->bl);
  8113. unit->bl.type=BL_SKILL;
  8114. unit->bl.m=group->map;
  8115. unit->bl.x=x;
  8116. unit->bl.y=y;
  8117. unit->group=group;
  8118. unit->val1=unit->val2=0;
  8119. unit->alive=1;
  8120. map_addblock(&unit->bl);
  8121. clif_skill_setunit(unit);
  8122. return unit;
  8123. }
  8124. int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
  8125. /*==========================================
  8126. * スキルユニット削除
  8127. *------------------------------------------
  8128. */
  8129. int skill_delunit(struct skill_unit *unit)
  8130. {
  8131. struct skill_unit_group *group;
  8132. int range;
  8133. nullpo_retr(0, unit);
  8134. if(!unit->alive)
  8135. return 0;
  8136. nullpo_retr(0, group=unit->group);
  8137. /* onlimitイベント呼び出し */
  8138. skill_unit_onlimit( unit,gettick() );
  8139. /* ondeleteイベント呼び出し */
  8140. range=group->range;
  8141. map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
  8142. unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
  8143. &unit->bl,gettick() );
  8144. clif_skill_delunit(unit);
  8145. unit->group=NULL;
  8146. unit->alive=0;
  8147. map_delobjectnofree(unit->bl.id);
  8148. if(group->alive_count>0 && (--group->alive_count)<=0)
  8149. skill_delunitgroup(group);
  8150. return 0;
  8151. }
  8152. /*==========================================
  8153. * スキルユニットグル?プ初期化
  8154. *------------------------------------------
  8155. */
  8156. static int skill_unit_group_newid=10;
  8157. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8158. int count,int skillid,int skilllv,int unit_id)
  8159. {
  8160. int i;
  8161. struct skill_unit_group *group=NULL, *list=NULL;
  8162. int maxsug=0;
  8163. if(skilllv <= 0) return 0;
  8164. nullpo_retr(NULL, src);
  8165. if(src->type==BL_PC){
  8166. list=((struct map_session_data *)src)->skillunit;
  8167. maxsug=MAX_SKILLUNITGROUP;
  8168. }else if(src->type==BL_MOB){
  8169. list=((struct mob_data *)src)->skillunit;
  8170. maxsug=MAX_MOBSKILLUNITGROUP;
  8171. }else if(src->type==BL_PET){
  8172. list=((struct pet_data *)src)->skillunit;
  8173. maxsug=MAX_MOBSKILLUNITGROUP;
  8174. }
  8175. if(list){
  8176. for(i=0;i<maxsug;i++) /* 空いているもの?索 */
  8177. if(list[i].group_id==0){
  8178. group=&list[i];
  8179. break;
  8180. }
  8181. if(group==NULL){ /* 空いてないので古いもの?索 */
  8182. int j=0;
  8183. unsigned maxdiff=0,x,tick=gettick();
  8184. for(i=0;i<maxsug;i++)
  8185. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  8186. maxdiff=x;
  8187. j=i;
  8188. }
  8189. skill_delunitgroup(&list[j]);
  8190. group=&list[j];
  8191. }
  8192. }
  8193. if(group==NULL){
  8194. printf("skill_initunitgroup: error unit group !\n");
  8195. exit(1);
  8196. }
  8197. group->src_id=src->id;
  8198. group->party_id=status_get_party_id(src);
  8199. group->guild_id=status_get_guild_id(src);
  8200. group->group_id=skill_unit_group_newid++;
  8201. if(skill_unit_group_newid<=0)
  8202. skill_unit_group_newid=10;
  8203. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8204. group->unit_count=count;
  8205. group->val1=group->val2=0;
  8206. group->skill_id=skillid;
  8207. group->skill_lv=skilllv;
  8208. group->unit_id=unit_id;
  8209. group->map=src->m;
  8210. group->range=0;
  8211. group->limit=10000;
  8212. group->interval=1000;
  8213. group->tick=gettick();
  8214. group->valstr=NULL;
  8215. if( skill_is_danceskill(skillid) ){
  8216. struct map_session_data *sd = NULL;
  8217. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8218. sd->skillid_dance=skillid;
  8219. sd->skilllv_dance=skilllv;
  8220. }
  8221. status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
  8222. switch(skillid){ //合奏スキルは相方をダンス?態にする
  8223. case BD_LULLABY: /* 子守歌 */
  8224. case BD_RICHMANKIM: /* ニヨルドの宴 */
  8225. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  8226. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  8227. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  8228. case BD_ROKISWEIL: /* ロキの叫び */
  8229. case BD_INTOABYSS: /* 深淵の中に */
  8230. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  8231. case BD_RAGNAROK: /* 神?の?昏 */
  8232. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  8233. {
  8234. int range=1;
  8235. int c=0;
  8236. if(sd){
  8237. map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
  8238. sd->bl.x-range,sd->bl.y-range,
  8239. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  8240. }
  8241. }
  8242. }
  8243. }
  8244. return group;
  8245. }
  8246. /*==========================================
  8247. * スキルユニットグル?プ削除
  8248. *------------------------------------------
  8249. */
  8250. int skill_delunitgroup(struct skill_unit_group *group)
  8251. {
  8252. struct block_list *src;
  8253. int i;
  8254. nullpo_retr(0, group);
  8255. if(group->unit_count<=0)
  8256. return 0;
  8257. src=map_id2bl(group->src_id);
  8258. if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス?態を解除する
  8259. if(src)
  8260. status_change_end(src,SC_DANCING,-1);
  8261. }
  8262. group->alive_count=0;
  8263. if(group->unit!=NULL){
  8264. for(i=0;i<group->unit_count;i++)
  8265. if(group->unit[i].alive)
  8266. skill_delunit(&group->unit[i]);
  8267. }
  8268. if(group->valstr!=NULL){
  8269. map_freeblock(group->valstr);
  8270. group->valstr=NULL;
  8271. }
  8272. map_freeblock(group->unit); /* aFree()の替わり */
  8273. group->unit=NULL;
  8274. group->src_id=0;
  8275. group->group_id=0;
  8276. group->unit_count=0;
  8277. return 0;
  8278. }
  8279. /*==========================================
  8280. * スキルユニットグル?プ全削除
  8281. *------------------------------------------
  8282. */
  8283. int skill_clear_unitgroup(struct block_list *src)
  8284. {
  8285. struct skill_unit_group *group=NULL;
  8286. int maxsug=0;
  8287. nullpo_retr(0, src);
  8288. if(src->type==BL_PC){
  8289. group=((struct map_session_data *)src)->skillunit;
  8290. maxsug=MAX_SKILLUNITGROUP;
  8291. }else if(src->type==BL_MOB){
  8292. group=((struct mob_data *)src)->skillunit;
  8293. maxsug=MAX_MOBSKILLUNITGROUP;
  8294. }else if(src->type==BL_PET){ // [Valaris]
  8295. group=((struct pet_data *)src)->skillunit;
  8296. maxsug=MAX_MOBSKILLUNITGROUP;
  8297. }
  8298. if(group){
  8299. int i;
  8300. for(i=0;i<maxsug;i++)
  8301. if(group[i].group_id>0 && group[i].src_id == src->id)
  8302. skill_delunitgroup(&group[i]);
  8303. }
  8304. return 0;
  8305. }
  8306. /*
  8307. * 珞�ォケォュォ���ヘ�ェュェキェソ洄�ェホヤム曺
  8308. */
  8309. int skill_unit_overlap_type(int skill_id)
  8310. {
  8311. switch (skill_id) {
  8312. case WZ_STORMGUST:
  8313. case WZ_VERMILION:
  8314. return 1; // ェノェチェ鬪ォ�ローェォェ鬮タォ�?ォクェ��アェ�
  8315. default:
  8316. return 0; // ?ローェォェ鬮タォ�?ォクェ��アェ�
  8317. }
  8318. }
  8319. /*==========================================
  8320. * スキルユニットグル?プの被影響tick?索
  8321. *------------------------------------------
  8322. */
  8323. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  8324. struct block_list *bl, struct skill_unit_group *sg)
  8325. {
  8326. int i,j=-1,k,s,id;
  8327. struct skill_unit_group_tickset *set;
  8328. nullpo_retr(0, bl);
  8329. if (bl->type == BL_PC)
  8330. set = ((struct map_session_data *)bl)->skillunittick;
  8331. else if (bl->type == BL_MOB)
  8332. set = ((struct mob_data *)bl)->skillunittick;
  8333. else
  8334. return 0;
  8335. if (skill_unit_overlap_type(sg->skill_id))
  8336. id = s = sg->skill_id;
  8337. else
  8338. id = s = sg->group_id;
  8339. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8340. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8341. if (set[k].id == id)
  8342. return &set[k];
  8343. else if (j == -1 && set[k].id == 0)
  8344. j=k;
  8345. }
  8346. if (j == -1) {
  8347. if(battle_config.error_log) {
  8348. sprintf (tmp_output, "skill_unitgrouptickset_search: tickset is full\n");
  8349. ShowWarning (tmp_output);
  8350. }
  8351. for (i = 0; i<MAX_SKILLUNITGROUPTICKSET; i++)
  8352. set[k].id = 0;
  8353. j = id % MAX_SKILLUNITGROUPTICKSET;
  8354. }
  8355. set[j].id = id;
  8356. return &set[j];
  8357. }
  8358. /*==========================================
  8359. * スキルユニットグル?プの被影響tick削除
  8360. *------------------------------------------
  8361. */
  8362. int skill_unitgrouptickset_delete(
  8363. struct block_list *bl, struct skill_unit_group *sg)
  8364. {
  8365. int i, k, s, id;
  8366. struct skill_unit_group_tickset *set=NULL;
  8367. nullpo_retr(0, bl);
  8368. if (bl->type == BL_PC)
  8369. set=((struct map_session_data *)bl)->skillunittick;
  8370. else if (bl->type == BL_MOB)
  8371. set=((struct mob_data *)bl)->skillunittick;
  8372. else
  8373. return 0;
  8374. if (skill_unit_overlap_type(sg->skill_id))
  8375. id = s = sg->skill_id;
  8376. else
  8377. id = s = sg->group_id;
  8378. for(i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8379. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8380. if (set[k].id == id) {
  8381. set[k].id = 0;
  8382. break;
  8383. }
  8384. }
  8385. // if (i == MAX_SKILLUNITGROUPTICKSET && battle_config.error_log) {
  8386. // printf("skill_unitgrouptickset_delete: tickset not found\n");
  8387. // }
  8388. return 0;
  8389. }
  8390. /*==========================================
  8391. * スキルユニットタイマ??動?理用(foreachinarea)
  8392. *------------------------------------------
  8393. */
  8394. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  8395. {
  8396. struct block_list *src;
  8397. struct skill_unit *su;
  8398. unsigned int tick;
  8399. nullpo_retr(0, bl);
  8400. nullpo_retr(0, ap);
  8401. src=va_arg(ap,struct block_list*);
  8402. tick=va_arg(ap,unsigned int);
  8403. su = (struct skill_unit *)src;
  8404. if( su && su->alive ) {
  8405. struct skill_unit_group *sg;
  8406. sg = su->group;
  8407. if(sg && battle_check_target(src,bl,sg->target_flag )>0)
  8408. skill_unit_onplace( su, bl, tick );
  8409. }
  8410. return 0;
  8411. }
  8412. /*==========================================
  8413. * スキルユニットタイマ?削除?理用(foreachinarea)
  8414. *------------------------------------------
  8415. */
  8416. int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
  8417. {
  8418. struct block_list *src;
  8419. struct skill_unit *su;
  8420. unsigned int tick;
  8421. nullpo_retr(0, bl);
  8422. nullpo_retr(0, ap);
  8423. src=va_arg(ap,struct block_list*);
  8424. tick=va_arg(ap,unsigned int);
  8425. su = (struct skill_unit *)src;
  8426. if( su && su->alive ){
  8427. struct skill_unit_group *sg;
  8428. sg = su->group;
  8429. if( sg && battle_check_target(src,bl,sg->target_flag )>0 )
  8430. skill_unit_ondelete( su, bl, tick );
  8431. }
  8432. return 0;
  8433. }
  8434. /*==========================================
  8435. * スキルユニットタイマ??理用(foreachobject)
  8436. *------------------------------------------
  8437. */
  8438. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  8439. {
  8440. struct skill_unit *unit;
  8441. struct skill_unit_group *group;
  8442. int range;
  8443. unsigned int tick;
  8444. nullpo_retr(0, bl);
  8445. nullpo_retr(0, ap);
  8446. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8447. nullpo_retr(0, group=unit->group);
  8448. tick=va_arg(ap,unsigned int);
  8449. if(!unit->alive)
  8450. return 0;
  8451. range=(unit->range!=0)?unit->range:group->range;
  8452. /* onplaceイベント呼び出し */
  8453. if(unit->alive && unit->range>=0){
  8454. map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
  8455. bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
  8456. bl,tick);
  8457. if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
  8458. map_foreachinarea( skill_idun_heal, bl->m,
  8459. bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
  8460. group->val2++;
  8461. }
  8462. }
  8463. /* 時間切れ削除 */
  8464. if(unit->alive &&
  8465. (DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
  8466. switch(group->unit_id){
  8467. case 0x8f: /* ブラストマイン */
  8468. group->unit_id = 0x8c;
  8469. clif_changelook(bl,LOOK_BASE,group->unit_id);
  8470. group->limit=DIFF_TICK(tick+1500,group->tick);
  8471. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8472. break;
  8473. case 0x90: /* スキッドトラップ */
  8474. case 0x91: /* アンクルスネア */
  8475. case 0x93: /* ランドマイン */
  8476. case 0x94: /* ショックウェ?ブトラップ */
  8477. case 0x95: /* サンドマン */
  8478. case 0x96: /* フラッシャ? */
  8479. case 0x97: /* フリ?ジングトラップ */
  8480. case 0x98: /* クレイモア?トラップ */
  8481. case 0x99: /* ト?キ?ボックス */
  8482. {
  8483. struct block_list *src=map_id2bl(group->src_id);
  8484. if(group->unit_id == 0x91 && group->val2);
  8485. else{
  8486. if(src && src->type==BL_PC){
  8487. struct item item_tmp;
  8488. memset(&item_tmp,0,sizeof(item_tmp));
  8489. item_tmp.nameid=1065;
  8490. item_tmp.identify=1;
  8491. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  8492. }
  8493. }
  8494. skill_delunit(unit);
  8495. }
  8496. break;
  8497. case 0xc1:
  8498. case 0xc2:
  8499. case 0xc3:
  8500. case 0xc4:
  8501. {
  8502. struct block_list *src=map_id2bl(group->src_id);
  8503. if (src)
  8504. group->tick = tick;
  8505. }
  8506. break;
  8507. default:
  8508. skill_delunit(unit);
  8509. }
  8510. }
  8511. if(group->unit_id == 0x8d) {
  8512. unit->val1 -= 5;
  8513. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  8514. unit->limit = DIFF_TICK(tick+700,group->tick);
  8515. }
  8516. return 0;
  8517. }
  8518. /*==========================================
  8519. * スキルユニットタイマ??理
  8520. *------------------------------------------
  8521. */
  8522. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  8523. {
  8524. map_freeblock_lock();
  8525. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8526. map_freeblock_unlock();
  8527. return 0;
  8528. }
  8529. /*==========================================
  8530. * スキルユニット移動時?理用(foreachinarea)
  8531. *------------------------------------------
  8532. */
  8533. int skill_unit_out_all_sub( struct block_list *bl, va_list ap )
  8534. {
  8535. struct skill_unit *unit;
  8536. struct skill_unit_group *group;
  8537. struct block_list *src;
  8538. int range;
  8539. unsigned int tick;
  8540. nullpo_retr(0, bl);
  8541. nullpo_retr(0, ap);
  8542. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8543. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8544. nullpo_retr(0, group=unit->group);
  8545. tick=va_arg(ap,unsigned int);
  8546. if(!unit->alive || src->prev==NULL)
  8547. return 0;
  8548. range=(unit->range!=0)?unit->range:group->range;
  8549. if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
  8550. return 0;
  8551. if( src->x >= bl->x-range && src->x <= bl->x+range &&
  8552. src->y >= bl->y-range && src->y <= bl->y+range )
  8553. skill_unit_onout( unit, src, tick );
  8554. return 0;
  8555. }
  8556. /*==========================================
  8557. * スキルユニット移動時?理
  8558. *------------------------------------------
  8559. */
  8560. int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
  8561. {
  8562. nullpo_retr(0, bl);
  8563. if( bl->prev==NULL )
  8564. return 0;
  8565. if(range<7)
  8566. range=7;
  8567. map_foreachinarea( skill_unit_out_all_sub,
  8568. bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
  8569. bl,tick );
  8570. return 0;
  8571. }
  8572. /*==========================================
  8573. * スキルユニット移動時?理用(foreachinarea)
  8574. *------------------------------------------
  8575. */
  8576. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  8577. {
  8578. struct skill_unit *unit;
  8579. struct skill_unit_group *group;
  8580. struct block_list *src;
  8581. int range;
  8582. unsigned int tick;
  8583. nullpo_retr(0, bl);
  8584. nullpo_retr(0, ap);
  8585. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8586. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8587. tick=va_arg(ap,unsigned int);
  8588. if(!unit->alive || src->prev==NULL)
  8589. return 0;
  8590. if((group=unit->group) == NULL)
  8591. return 0;
  8592. range=(unit->range!=0)?unit->range:group->range;
  8593. if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
  8594. return 0;
  8595. if( src->x >= bl->x-range && src->x <= bl->x+range &&
  8596. src->y >= bl->y-range && src->y <= bl->y+range )
  8597. skill_unit_onplace( unit, src, tick );
  8598. else
  8599. skill_unit_onout( unit, src, tick );
  8600. return 0;
  8601. }
  8602. /*==========================================
  8603. * スキルユニット移動時?理
  8604. *------------------------------------------
  8605. */
  8606. int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
  8607. {
  8608. nullpo_retr(0, bl);
  8609. if( bl->prev==NULL )
  8610. return 0;
  8611. if(range<7)
  8612. range=7;
  8613. map_foreachinarea( skill_unit_move_sub,
  8614. bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
  8615. bl,tick );
  8616. return 0;
  8617. }
  8618. /*==========================================
  8619. * スキルユニット自?の移動時?理(foreachinarea)
  8620. *------------------------------------------
  8621. */
  8622. int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
  8623. {
  8624. struct skill_unit *unit;
  8625. struct skill_unit_group *group;
  8626. struct block_list *src;
  8627. int range;
  8628. unsigned int tick;
  8629. nullpo_retr(0, bl);
  8630. nullpo_retr(0, ap);
  8631. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8632. nullpo_retr(0, unit=(struct skill_unit *)src);
  8633. nullpo_retr(0, group=unit->group);
  8634. tick=va_arg(ap,unsigned int);
  8635. if(!unit->alive || bl->prev==NULL)
  8636. return 0;
  8637. range=(unit->range!=0)?unit->range:group->range;
  8638. if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
  8639. return 0;
  8640. if( bl->x >= src->x-range && bl->x <= src->x+range &&
  8641. bl->y >= src->y-range && bl->y <= src->y+range )
  8642. skill_unit_onplace( unit, bl, tick );
  8643. else
  8644. skill_unit_onout( unit, bl, tick );
  8645. return 0;
  8646. }
  8647. /*==========================================
  8648. * スキルユニット自?の移動時?理
  8649. * 引?はグル?プと移動量
  8650. *------------------------------------------
  8651. */
  8652. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  8653. {
  8654. nullpo_retr(0, group);
  8655. if( group->unit_count<=0)
  8656. return 0;
  8657. if(group->unit!=NULL){
  8658. if(!battle_config.unit_movement_type){
  8659. int i;
  8660. for(i=0;i<group->unit_count;i++){
  8661. struct skill_unit *unit=&group->unit[i];
  8662. if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){
  8663. int range=unit->range;
  8664. map_delblock(&unit->bl);
  8665. unit->bl.m = m;
  8666. unit->bl.x += dx;
  8667. unit->bl.y += dy;
  8668. map_addblock(&unit->bl);
  8669. clif_skill_setunit(unit);
  8670. if(range>0){
  8671. if(range<7)
  8672. range=7;
  8673. map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
  8674. unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
  8675. &unit->bl,gettick() );
  8676. }
  8677. }
  8678. }
  8679. }else{
  8680. int i,j, *r_flag, *s_flag, *m_flag;
  8681. struct skill_unit *unit1;
  8682. struct skill_unit *unit2;
  8683. r_flag = (int *) aMallocA(sizeof(int) * group->unit_count);
  8684. s_flag = (int *) aMallocA(sizeof(int) * group->unit_count);
  8685. m_flag = (int *) aMallocA(sizeof(int) * group->unit_count);
  8686. memset(r_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  8687. memset(s_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  8688. memset(m_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  8689. //先にフラグを全部決める
  8690. for(i=0;i<group->unit_count;i++){
  8691. int move_check=0;// かぶりフラグ
  8692. unit1=&group->unit[i];
  8693. for(j=0;j<group->unit_count;j++){
  8694. unit2=&group->unit[j];
  8695. if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8696. //移動先にユニットがかぶってたら
  8697. s_flag[i]=1;// 移動前のユニットナンバ?の?承フラグon
  8698. r_flag[j]=1;// かぶるユニットナンバ?の?留フラグon
  8699. move_check=1;//ユニットがかぶった。
  8700. break;
  8701. }
  8702. }
  8703. if(!move_check)// ユニットがかぶってなかったら
  8704. m_flag[i]=1;// 移動前ユニットナンバ?の移動フラグon
  8705. }
  8706. //フラグに基づいてユニット移動
  8707. for(i=0;i<group->unit_count;i++){
  8708. unit1=&group->unit[i];
  8709. if(m_flag[i]){// 移動フラグがonで
  8710. if(!r_flag[i]){// ?留フラグがoffなら
  8711. //?純移動(rangeも?承の必要無し)
  8712. int range=unit1->range;
  8713. map_delblock(&unit1->bl);
  8714. unit1->bl.m = m;
  8715. unit1->bl.x += dx;
  8716. unit1->bl.y += dy;
  8717. map_addblock(&unit1->bl);
  8718. clif_skill_setunit(unit1);
  8719. if(range > 0){
  8720. if(range < 7)
  8721. range = 7;
  8722. map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
  8723. unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
  8724. &unit1->bl,gettick() );
  8725. }
  8726. }else{// ?留フラグがonなら
  8727. //空ユニットになるので、?承可能なユニットを探す
  8728. for(j=0;j<group->unit_count;j++){
  8729. unit2=&group->unit[j];
  8730. if(s_flag[j] && !r_flag[j]){
  8731. // ?承移動(range?承付き)
  8732. int range=unit1->range;
  8733. map_delblock(&unit2->bl);
  8734. unit2->bl.m = m;
  8735. unit2->bl.x = unit1->bl.x + dx;
  8736. unit2->bl.y = unit1->bl.y + dy;
  8737. unit2->range = unit1->range;
  8738. map_addblock(&unit2->bl);
  8739. clif_skill_setunit(unit2);
  8740. if(range > 0){
  8741. if(range < 7)
  8742. range = 7;
  8743. map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
  8744. unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
  8745. &unit2->bl,gettick() );
  8746. }
  8747. s_flag[j]=0;// ?承完了したのでoff
  8748. break;
  8749. }
  8750. }
  8751. }
  8752. }
  8753. }
  8754. aFree(r_flag);
  8755. aFree(s_flag);
  8756. aFree(m_flag);
  8757. }
  8758. }
  8759. return 0;
  8760. }
  8761. /*----------------------------------------------------------------------------
  8762. * アイテム合成
  8763. *----------------------------------------------------------------------------
  8764. */
  8765. /*==========================================
  8766. * アイテム合成可能判定
  8767. *------------------------------------------
  8768. */
  8769. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
  8770. {
  8771. int i,j;
  8772. nullpo_retr(0, sd);
  8773. if(nameid<=0)
  8774. return 0;
  8775. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8776. if(skill_produce_db[i].nameid == nameid )
  8777. break;
  8778. }
  8779. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  8780. return 0;
  8781. if(trigger>=0){
  8782. if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
  8783. if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */
  8784. return 0;
  8785. }else{
  8786. if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */
  8787. return 0;
  8788. if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */
  8789. return 0;
  8790. }
  8791. }
  8792. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  8793. return 0; /* スキルが足りない */
  8794. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8795. int id,x,y;
  8796. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
  8797. continue;
  8798. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8799. if(pc_search_inventory(sd,id) < 0)
  8800. return 0;
  8801. }
  8802. else {
  8803. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8804. if( sd->status.inventory[y].nameid == id )
  8805. x+=sd->status.inventory[y].amount;
  8806. if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  8807. return 0;
  8808. }
  8809. }
  8810. return i+1;
  8811. }
  8812. /*==========================================
  8813. * アイテム合成可能判定
  8814. *------------------------------------------
  8815. */
  8816. int skill_produce_mix( struct map_session_data *sd,
  8817. int nameid, int slot1, int slot2, int slot3 )
  8818. {
  8819. int slot[3];
  8820. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8821. nullpo_retr(0, sd);
  8822. if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* ?件不足 */
  8823. return 0;
  8824. idx--;
  8825. slot[0]=slot1;
  8826. slot[1]=slot2;
  8827. slot[2]=slot3;
  8828. /* 埋め?み?理 */
  8829. for(i=0,sc=0,ele=0;i<3;i++){
  8830. int j;
  8831. if( slot[i]<=0 )
  8832. continue;
  8833. j = pc_search_inventory(sd,slot[i]);
  8834. if(j < 0) /* 不正パケット(アイテム存在)チェック */
  8835. continue;
  8836. if(slot[i]==1000){ /* 星のかけら */
  8837. pc_delitem(sd,j,1,1);
  8838. sc++;
  8839. }
  8840. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* ?性石 */
  8841. static const int ele_table[4]={3,1,4,2};
  8842. pc_delitem(sd,j,1,1);
  8843. ele=ele_table[slot[i]-994];
  8844. }
  8845. }
  8846. /* 材料消費 */
  8847. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  8848. int j,id,x;
  8849. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  8850. continue;
  8851. x=skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  8852. do{ /* 2つ以上のインデックスにまたがっているかもしれない */
  8853. int y=0;
  8854. j = pc_search_inventory(sd,id);
  8855. if(j >= 0){
  8856. y = sd->status.inventory[j].amount;
  8857. if(y>x)y=x; /* 足りている */
  8858. pc_delitem(sd,j,y,0);
  8859. }else {
  8860. if(battle_config.error_log)
  8861. printf("skill_produce_mix: material item error\n");
  8862. }
  8863. x-=y; /* まだ足りない個?を計算 */
  8864. }while( j>=0 && x>0 ); /* 材料を消費するか、エラ?になるまで繰り返す */
  8865. }
  8866. /* 確率判定 */
  8867. equip = itemdb_isequip(nameid);
  8868. if(!equip) {
  8869. // Corrected rates [DracoRPG] --------------------------//
  8870. if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
  8871. if(nameid >= 501 && nameid <= 505) // Normal potions
  8872. make_per = 2000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
  8873. if(nameid >= 605 && nameid <= 606) // Anodyne & Aloevera (not sure of the formula, I put the same base value as normal pots but without the Aid Potion bonus since they are not throwable pots ^^)
  8874. make_per = 2000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
  8875. else if(nameid >= 545 && nameid <= 547) // Concentrated potions
  8876. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
  8877. else if(nameid == 970) // Alcohol
  8878. make_per = 1000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
  8879. else if(nameid == 7135) // Bottle Grenade
  8880. make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
  8881. else if(nameid == 7136) // Acid Bottle
  8882. make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100;
  8883. else if(nameid == 7137) // Plant Bottle
  8884. make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
  8885. else if(nameid == 7138) // Marine Sphere Bottle
  8886. make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100;
  8887. else if(nameid == 7139) // Glistening Coat
  8888. make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 +
  8889. pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
  8890. else
  8891. make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
  8892. } else if (skill_produce_db[idx].req_skill == ASC_CDP) {
  8893. make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];
  8894. //make_per = 20 + (20*sd->paramc[4])/50 + (20*sd->paramc[5])/100;
  8895. } else {
  8896. if(nameid == 998)
  8897. make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
  8898. else
  8899. make_per = 1000 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
  8900. }
  8901. }
  8902. else { // Corrected rates [DracoRPG]
  8903. int add_per=0;
  8904. if(pc_search_inventory(sd,989) >= 0) add_per = 400;
  8905. else if(pc_search_inventory(sd,988) >= 0) add_per = 300;
  8906. else if(pc_search_inventory(sd,987) >= 0) add_per = 200;
  8907. else if(pc_search_inventory(sd,986) >= 0) add_per = 100;
  8908. wlv = itemdb_wlv(nameid);
  8909. make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*1000 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +
  8910. ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0) + add_per - (ele? 2500:0) - sc*((4-wlv)*500) - wlv*1000;
  8911. }
  8912. // -----------------------------------------------------//
  8913. if(make_per < 1) make_per = 1;
  8914. if(skill_produce_db[idx].req_skill==AM_PHARMACY ||
  8915. skill_produce_db[idx].req_skill==ASC_CDP) {
  8916. if( battle_config.pp_rate!=100 )
  8917. make_per=make_per*battle_config.pp_rate/100;
  8918. }
  8919. else {
  8920. if( battle_config.wp_rate!=100 ) /* 確率補正 */
  8921. make_per=make_per*battle_config.wp_rate/100;
  8922. }
  8923. // if(battle_config.etc_log)
  8924. // printf("make rate = %d\n",make_per);
  8925. if(rand()%10000 < make_per){
  8926. /* 成功 */
  8927. struct item tmp_item;
  8928. memset(&tmp_item,0,sizeof(tmp_item));
  8929. tmp_item.nameid=nameid;
  8930. tmp_item.amount=1;
  8931. tmp_item.identify=1;
  8932. if(equip){ /* 武器の場合 */
  8933. tmp_item.card[0]=0x00ff; /* 製造武器フラグ */
  8934. tmp_item.card[1]=((sc*5)<<8)+ele; /* ?性とつよさ */
  8935. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  8936. }
  8937. else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
  8938. (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
  8939. tmp_item.card[0]=0x00fe;
  8940. tmp_item.card[1]=0;
  8941. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  8942. }
  8943. #ifndef TXT_ONLY
  8944. if(log_config.produce > 0)
  8945. log_produce(sd,nameid,slot1,slot2,slot3,1);
  8946. #endif //USE_SQL
  8947. switch (skill_produce_db[idx].req_skill) {
  8948. case AM_PHARMACY:
  8949. clif_produceeffect(sd,2,nameid);/* 製?エフェクト */
  8950. clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */
  8951. break;
  8952. case ASC_CDP:
  8953. clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */
  8954. clif_misceffect(&sd->bl,5);
  8955. break;
  8956. default: /* 武器製造、コイン製造 */
  8957. clif_produceeffect(sd,0,nameid); /* 武器製造エフェクト */
  8958. clif_misceffect(&sd->bl,3);
  8959. break;
  8960. }
  8961. if((flag = pc_additem(sd,&tmp_item,1))) {
  8962. clif_additem(sd,0,0,flag);
  8963. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  8964. }
  8965. }
  8966. else {
  8967. #ifndef TXT_ONLY
  8968. if(log_config.produce > 0)
  8969. log_produce(sd,nameid,slot1,slot2,slot3,0);
  8970. #endif //USE_SQL
  8971. switch (skill_produce_db[idx].req_skill) {
  8972. case AM_PHARMACY:
  8973. clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */
  8974. clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
  8975. break;
  8976. case ASC_CDP:
  8977. {
  8978. clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */
  8979. clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
  8980. pc_heal(sd, -(sd->status.max_hp>>2), 0);
  8981. }
  8982. break;
  8983. default:
  8984. clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクト */
  8985. clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
  8986. break;
  8987. }
  8988. }
  8989. return 0;
  8990. }
  8991. int skill_arrow_create( struct map_session_data *sd,int nameid)
  8992. {
  8993. int i,j,flag,index=-1;
  8994. struct item tmp_item;
  8995. nullpo_retr(0, sd);
  8996. if(nameid <= 0)
  8997. return 1;
  8998. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  8999. if(nameid == skill_arrow_db[i].nameid) {
  9000. index = i;
  9001. break;
  9002. }
  9003. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9004. return 1;
  9005. pc_delitem(sd,j,1,0);
  9006. for(i=0;i<5;i++) {
  9007. memset(&tmp_item,0,sizeof(tmp_item));
  9008. tmp_item.identify = 1;
  9009. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9010. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9011. if(battle_config.making_arrow_name_input) {
  9012. tmp_item.card[0]=0x00fe;
  9013. tmp_item.card[1]=0;
  9014. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  9015. }
  9016. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9017. continue;
  9018. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9019. clif_additem(sd,0,0,flag);
  9020. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9021. }
  9022. }
  9023. return 0;
  9024. }
  9025. /*----------------------------------------------------------------------------
  9026. * 初期化系
  9027. */
  9028. /*==========================================
  9029. * スキル?係ファイル?み?み
  9030. * skill_db.txt スキルデ?タ
  9031. * skill_cast_db.txt スキルの詠唱時間とディレイデ?タ
  9032. * produce_db.txt アイテム作成スキル用デ?タ
  9033. * create_arrow_db.txt 矢作成スキル用デ?タ
  9034. * abra_db.txt アブラカダブラ?動スキルデ?タ
  9035. *------------------------------------------
  9036. */
  9037. int skill_readdb(void)
  9038. {
  9039. int i,j,k,l,m;
  9040. FILE *fp;
  9041. char line[1024],*p;
  9042. char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};
  9043. /* スキルデ?タベ?ス */
  9044. memset(skill_db,0,sizeof(skill_db));
  9045. fp=fopen("db/skill_db.txt","r");
  9046. if(fp==NULL){
  9047. printf("can't read db/skill_db.txt\n");
  9048. return 1;
  9049. }
  9050. while(fgets(line,1020,fp)){
  9051. char *split[50], *split2[MAX_SKILL_LEVEL];
  9052. if(line[0]=='/' && line[1]=='/')
  9053. continue;
  9054. for(j=0,p=line;j<14 && p;j++){
  9055. split[j]=p;
  9056. p=strchr(p,',');
  9057. if(p) *p++=0;
  9058. }
  9059. if(split[13]==NULL || j<14)
  9060. continue;
  9061. i=atoi(split[0]);
  9062. if (i>=10000 && i<10015) // for guild skills [Celest]
  9063. i -= 9500;
  9064. else if(i<=0 || i>MAX_SKILL_DB)
  9065. continue;
  9066. /* printf("skill id=%d\n",i); */
  9067. memset(split2,0,sizeof(split2));
  9068. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9069. split2[j]=p;
  9070. p=strchr(p,':');
  9071. if(p) *p++=0;
  9072. }
  9073. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9074. skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9075. skill_db[i].hit=atoi(split[2]);
  9076. skill_db[i].inf=atoi(split[3]);
  9077. skill_db[i].pl=atoi(split[4]);
  9078. skill_db[i].nk=atoi(split[5]);
  9079. skill_db[i].max=atoi(split[6]);
  9080. memset(split2,0,sizeof(split2));
  9081. for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){
  9082. split2[j]=p;
  9083. p=strchr(p,':');
  9084. if(p) *p++=0;
  9085. }
  9086. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9087. skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9088. if(strcmpi(split[8],"yes") == 0)
  9089. skill_db[i].castcancel=1;
  9090. else
  9091. skill_db[i].castcancel=0;
  9092. skill_db[i].cast_def_rate=atoi(split[9]);
  9093. skill_db[i].inf2=atoi(split[10]);
  9094. skill_db[i].maxcount=atoi(split[11]);
  9095. if(strcmpi(split[12],"weapon") == 0)
  9096. skill_db[i].skill_type=BF_WEAPON;
  9097. else if(strcmpi(split[12],"magic") == 0)
  9098. skill_db[i].skill_type=BF_MAGIC;
  9099. else if(strcmpi(split[12],"misc") == 0)
  9100. skill_db[i].skill_type=BF_MISC;
  9101. else
  9102. skill_db[i].skill_type=0;
  9103. memset(split2,0,sizeof(split2));
  9104. for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){
  9105. split2[j]=p;
  9106. p=strchr(p,':');
  9107. if(p) *p++=0;
  9108. }
  9109. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9110. skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9111. }
  9112. fclose(fp);
  9113. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt");
  9114. ShowStatus(tmp_output);
  9115. fp=fopen("db/skill_require_db.txt","r");
  9116. if(fp==NULL){
  9117. printf("can't read db/skill_require_db.txt\n");
  9118. return 1;
  9119. }
  9120. while(fgets(line,1020,fp)){
  9121. char *split[51], *split2[MAX_SKILL_LEVEL];
  9122. if(line[0]=='/' && line[1]=='/')
  9123. continue;
  9124. for(j=0,p=line;j<30 && p;j++){
  9125. split[j]=p;
  9126. p=strchr(p,',');
  9127. if(p) *p++=0;
  9128. }
  9129. if(split[29]==NULL || j<30)
  9130. continue;
  9131. i=atoi(split[0]);
  9132. if (i>=10000 && i<10015) // for guild skills [Celest]
  9133. i -= 9500;
  9134. else if(i<=0 || i>MAX_SKILL_DB)
  9135. continue;
  9136. memset(split2,0,sizeof(split2));
  9137. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9138. split2[j]=p;
  9139. p=strchr(p,':');
  9140. if(p) *p++=0;
  9141. }
  9142. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9143. skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9144. memset(split2,0,sizeof(split2));
  9145. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9146. split2[j]=p;
  9147. p=strchr(p,':');
  9148. if(p) *p++=0;
  9149. }
  9150. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9151. skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9152. memset(split2,0,sizeof(split2));
  9153. for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
  9154. split2[j]=p;
  9155. p=strchr(p,':');
  9156. if(p) *p++=0;
  9157. }
  9158. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9159. skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9160. memset(split2,0,sizeof(split2));
  9161. for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
  9162. split2[j]=p;
  9163. p=strchr(p,':');
  9164. if(p) *p++=0;
  9165. }
  9166. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9167. skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9168. memset(split2,0,sizeof(split2));
  9169. for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){
  9170. split2[j]=p;
  9171. p=strchr(p,':');
  9172. if(p) *p++=0;
  9173. }
  9174. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9175. skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9176. memset(split2,0,sizeof(split2));
  9177. for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){
  9178. split2[j]=p;
  9179. p=strchr(p,':');
  9180. if(p) *p++=0;
  9181. }
  9182. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9183. skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9184. memset(split2,0,sizeof(split2));
  9185. for(j=0,p=split[7];j<32 && p;j++){
  9186. split2[j]=p;
  9187. p=strchr(p,':');
  9188. if(p) *p++=0;
  9189. }
  9190. for(k=0;k<32 && split2[k];k++) {
  9191. l = atoi(split2[k]);
  9192. if(l == 99) {
  9193. skill_db[i].weapon = 0xffffffff;
  9194. break;
  9195. }
  9196. else
  9197. skill_db[i].weapon |= 1<<l;
  9198. }
  9199. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9200. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9201. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9202. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9203. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9204. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  9205. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9206. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9207. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9208. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9209. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9210. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  9211. else skill_db[i].state=ST_NONE;
  9212. memset(split2,0,sizeof(split2));
  9213. for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){
  9214. split2[j]=p;
  9215. p=strchr(p,':');
  9216. if(p) *p++=0;
  9217. }
  9218. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9219. skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9220. skill_db[i].itemid[0]=atoi(split[10]);
  9221. skill_db[i].amount[0]=atoi(split[11]);
  9222. skill_db[i].itemid[1]=atoi(split[12]);
  9223. skill_db[i].amount[1]=atoi(split[13]);
  9224. skill_db[i].itemid[2]=atoi(split[14]);
  9225. skill_db[i].amount[2]=atoi(split[15]);
  9226. skill_db[i].itemid[3]=atoi(split[16]);
  9227. skill_db[i].amount[3]=atoi(split[17]);
  9228. skill_db[i].itemid[4]=atoi(split[18]);
  9229. skill_db[i].amount[4]=atoi(split[19]);
  9230. skill_db[i].itemid[5]=atoi(split[20]);
  9231. skill_db[i].amount[5]=atoi(split[21]);
  9232. skill_db[i].itemid[6]=atoi(split[22]);
  9233. skill_db[i].amount[6]=atoi(split[23]);
  9234. skill_db[i].itemid[7]=atoi(split[24]);
  9235. skill_db[i].amount[7]=atoi(split[25]);
  9236. skill_db[i].itemid[8]=atoi(split[26]);
  9237. skill_db[i].amount[8]=atoi(split[27]);
  9238. skill_db[i].itemid[9]=atoi(split[28]);
  9239. skill_db[i].amount[9]=atoi(split[29]);
  9240. }
  9241. fclose(fp);
  9242. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_require_db.txt");
  9243. ShowStatus(tmp_output);
  9244. /* キャスティングデ?タベ?ス */
  9245. fp=fopen("db/skill_cast_db.txt","r");
  9246. if(fp==NULL){
  9247. printf("can't read db/skill_cast_db.txt\n");
  9248. return 1;
  9249. }
  9250. while(fgets(line,1020,fp)){
  9251. char *split[50], *split2[MAX_SKILL_LEVEL];
  9252. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9253. if(line[0]=='/' && line[1]=='/')
  9254. continue;
  9255. for(j=0,p=line;j<5 && p;j++){
  9256. split[j]=p;
  9257. p=strchr(p,',');
  9258. if(p) *p++=0;
  9259. }
  9260. if(split[4]==NULL || j<5)
  9261. continue;
  9262. i=atoi(split[0]);
  9263. if (i>=10000 && i<10015) // for guild skills [Celest]
  9264. i -= 9500;
  9265. else if(i<=0 || i>MAX_SKILL_DB)
  9266. continue;
  9267. memset(split2,0,sizeof(split2));
  9268. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9269. split2[j]=p;
  9270. p=strchr(p,':');
  9271. if(p) *p++=0;
  9272. }
  9273. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9274. skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9275. memset(split2,0,sizeof(split2));
  9276. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9277. split2[j]=p;
  9278. p=strchr(p,':');
  9279. if(p) *p++=0;
  9280. }
  9281. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9282. skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9283. memset(split2,0,sizeof(split2));
  9284. for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
  9285. split2[j]=p;
  9286. p=strchr(p,':');
  9287. if(p) *p++=0;
  9288. }
  9289. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9290. skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9291. memset(split2,0,sizeof(split2));
  9292. for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
  9293. split2[j]=p;
  9294. p=strchr(p,':');
  9295. if(p) *p++=0;
  9296. }
  9297. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9298. skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9299. }
  9300. fclose(fp);
  9301. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt");
  9302. ShowStatus(tmp_output);
  9303. /* 製造系スキルデ?タベ?ス */
  9304. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9305. for(m=0;m<2;m++){
  9306. fp=fopen(filename[m],"r");
  9307. if(fp==NULL){
  9308. if(m>0)
  9309. continue;
  9310. printf("can't read %s\n",filename[m]);
  9311. return 1;
  9312. }
  9313. k=0;
  9314. while(fgets(line,1020,fp)){
  9315. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  9316. int x,y;
  9317. if(line[0]=='/' && line[1]=='/')
  9318. continue;
  9319. memset(split,0,sizeof(split));
  9320. for(j=0,p=line;j<3 + MAX_PRODUCE_RESOURCE * 2 && p;j++){
  9321. split[j]=p;
  9322. p=strchr(p,',');
  9323. if(p) *p++=0;
  9324. }
  9325. if(split[0]==0) //fixed by Lupus
  9326. continue;
  9327. i=atoi(split[0]);
  9328. if(i<=0)
  9329. continue;
  9330. skill_produce_db[k].nameid=i;
  9331. skill_produce_db[k].itemlv=atoi(split[1]);
  9332. skill_produce_db[k].req_skill=atoi(split[2]);
  9333. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  9334. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9335. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9336. }
  9337. k++;
  9338. if(k >= MAX_SKILL_PRODUCE_DB)
  9339. break;
  9340. }
  9341. fclose(fp);
  9342. sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,filename[m]);
  9343. ShowStatus(tmp_output);
  9344. }
  9345. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9346. fp=fopen("db/create_arrow_db.txt","r");
  9347. if(fp==NULL){
  9348. printf("can't read db/create_arrow_db.txt\n");
  9349. return 1;
  9350. }
  9351. k=0;
  9352. while(fgets(line,1020,fp)){
  9353. char *split[16];
  9354. int x,y;
  9355. if(line[0]=='/' && line[1]=='/')
  9356. continue;
  9357. memset(split,0,sizeof(split));
  9358. for(j=0,p=line;j<13 && p;j++){
  9359. split[j]=p;
  9360. p=strchr(p,',');
  9361. if(p) *p++=0;
  9362. }
  9363. if(split[0]==0) //fixed by Lupus
  9364. continue;
  9365. i=atoi(split[0]);
  9366. if(i<=0)
  9367. continue;
  9368. skill_arrow_db[k].nameid=i;
  9369. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9370. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9371. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9372. }
  9373. k++;
  9374. if(k >= MAX_SKILL_ARROW_DB)
  9375. break;
  9376. }
  9377. fclose(fp);
  9378. sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/create_arrow_db.txt");
  9379. ShowStatus(tmp_output);
  9380. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9381. fp=fopen("db/abra_db.txt","r");
  9382. if(fp==NULL){
  9383. printf("can't read db/abra_db.txt\n");
  9384. return 1;
  9385. }
  9386. k=0;
  9387. while(fgets(line,1020,fp)){
  9388. char *split[16];
  9389. if(line[0]=='/' && line[1]=='/')
  9390. continue;
  9391. memset(split,0,sizeof(split));
  9392. for(j=0,p=line;j<13 && p;j++){
  9393. split[j]=p;
  9394. p=strchr(p,',');
  9395. if(p) *p++=0;
  9396. }
  9397. if(split[0]==0) //fixed by Lupus
  9398. continue;
  9399. i=atoi(split[0]);
  9400. if(i<=0)
  9401. continue;
  9402. skill_abra_db[i].req_lv=atoi(split[2]);
  9403. skill_abra_db[i].per=atoi(split[3]);
  9404. k++;
  9405. if(k >= MAX_SKILL_ABRA_DB)
  9406. break;
  9407. }
  9408. fclose(fp);
  9409. sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/abra_db.txt");
  9410. ShowStatus(tmp_output);
  9411. fp=fopen("db/skill_castnodex_db.txt","r");
  9412. if(fp==NULL){
  9413. printf("can't read db/skill_castnodex_db.txt\n");
  9414. return 1;
  9415. }
  9416. while(fgets(line,1020,fp)){
  9417. char *split[50], *split2[MAX_SKILL_LEVEL];
  9418. if(line[0]=='/' && line[1]=='/')
  9419. continue;
  9420. memset(split,0,sizeof(split));
  9421. for(j=0,p=line;j<3 && p;j++){
  9422. split[j]=p;
  9423. p=strchr(p,',');
  9424. if(p) *p++=0;
  9425. }
  9426. if(split[0]==0) //fixed by Lupus
  9427. continue;
  9428. i=atoi(split[0]);
  9429. if (i>=10000 && i<10015) // for guild skills [Celest]
  9430. i -= 9500;
  9431. else if(i<=0 || i>MAX_SKILL_DB)
  9432. continue;
  9433. memset(split2,0,sizeof(split2));
  9434. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9435. split2[j]=p;
  9436. p=strchr(p,':');
  9437. if(p) *p++=0;
  9438. }
  9439. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9440. skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9441. if (!split[2])
  9442. continue;
  9443. memset(split2,0,sizeof(split2));
  9444. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9445. split2[j]=p;
  9446. p=strchr(p,':');
  9447. if(p) *p++=0;
  9448. }
  9449. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9450. skill_db[i].delaynodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9451. }
  9452. fclose(fp);
  9453. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_castnodex_db.txt");
  9454. ShowStatus(tmp_output);
  9455. fp=fopen("db/skill_nocast_db.txt","r");
  9456. if(fp==NULL){
  9457. printf("can't read db/skill_nocast_db.txt\n");
  9458. return 1;
  9459. }
  9460. k=0;
  9461. while(fgets(line,1020,fp)){
  9462. char *split[16];
  9463. if(line[0]=='/' && line[1]=='/')
  9464. continue;
  9465. memset(split,0,sizeof(split));
  9466. for(j=0,p=line;j<2 && p;j++){
  9467. split[j]=p;
  9468. p=strchr(p,',');
  9469. if(p) *p++=0;
  9470. }
  9471. if(split[0]==0) //fixed by Lupus
  9472. continue;
  9473. i=atoi(split[0]);
  9474. if (i>=10000 && i<10015) // for guild skills [Celest]
  9475. i -= 9500;
  9476. else if(i<=0 || i>MAX_SKILL_DB)
  9477. continue;
  9478. skill_db[i].nocast=atoi(split[1]);
  9479. k++;
  9480. }
  9481. fclose(fp);
  9482. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_nocast_db");
  9483. ShowStatus(tmp_output);
  9484. return 0;
  9485. }
  9486. /*===============================================
  9487. * For reading leveluseskillspamount.txt [Celest]
  9488. *-----------------------------------------------
  9489. */
  9490. static int skill_read_skillspamount(void)
  9491. {
  9492. char *buf,*p;
  9493. struct skill_db *skill = NULL;
  9494. int s, idx, new_flag=1, level=1, sp=0;
  9495. buf=grfio_reads("data\\leveluseskillspamount.txt",&s);
  9496. if(buf==NULL)
  9497. return -1;
  9498. buf[s]=0;
  9499. for(p=buf;p-buf<s;){
  9500. char buf2[64];
  9501. if (sscanf(p,"%[@]",buf2) == 1) {
  9502. level = 1;
  9503. new_flag = 1;
  9504. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  9505. for (idx=0; skill_names[idx].id != 0; idx++) {
  9506. if (strstr(buf2, skill_names[idx].name) != NULL) {
  9507. skill = &skill_db[ skill_names[idx].id ];
  9508. new_flag = 0;
  9509. break;
  9510. }
  9511. }
  9512. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  9513. skill->sp[level-1]=sp;
  9514. level++;
  9515. }
  9516. p=strchr(p,10);
  9517. if(!p) break;
  9518. p++;
  9519. }
  9520. aFree(buf);
  9521. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  9522. ShowStatus(tmp_output);
  9523. return 0;
  9524. }
  9525. void skill_reload(void)
  9526. {
  9527. /*
  9528. <empty skill database>
  9529. <?>
  9530. */
  9531. do_init_skill();
  9532. }
  9533. /*==========================================
  9534. * スキル?係初期化?理
  9535. *------------------------------------------
  9536. */
  9537. int do_init_skill(void)
  9538. {
  9539. skill_readdb();
  9540. if (battle_config.skill_sp_override_grffile)
  9541. skill_read_skillspamount();
  9542. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  9543. add_timer_func_list(skill_castend_id,"skill_castend_id");
  9544. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  9545. add_timer_func_list(skill_timerskill,"skill_timerskill");
  9546. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  9547. return 0;
  9548. }