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. nullpo_retr (1, sd);
  796. if (!(skillid >= 10000 && skillid < 10015))
  797. if ((skillid > MAX_SKILL) || (skillid < 0))
  798. return 1;
  799. if (pc_isGM(sd) >= 20)
  800. return 0; // gm's can do anything damn thing they want
  801. // Check skill restrictions [Celest]
  802. if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1)
  803. return 1;
  804. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  805. return 1;
  806. if(map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 4)
  807. return 1;
  808. if (agit_flag && skill_get_nocast (skillid) & 8)
  809. return 1;
  810. if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
  811. return 1;
  812. switch (skillid) {
  813. case AL_WARP:
  814. case AL_TELEPORT:
  815. case MC_VENDING:
  816. case MC_IDENTIFY:
  817. return 0; // always allowed
  818. default:
  819. return(map[sd->bl.m].flag.noskill);
  820. }
  821. }
  822. static int distance(int x0,int y0,int x1,int y1)
  823. {
  824. int dx,dy;
  825. dx=abs(x0-x1);
  826. dy=abs(y0-y1);
  827. return dx>dy ? dx : dy;
  828. }
  829. /* スキルユニットIDを返す(これもデ?タベ?スに入れたいな) */
  830. int skill_get_unit_id(int id,int flag)
  831. {
  832. switch(id){
  833. case MG_SAFETYWALL: return 0x7e; /* セイフティウォ?ル */
  834. case MG_FIREWALL: return 0x7f; /* ファイア?ウォ?ル */
  835. case AL_WARP: return (flag==0)?0x81:0x80; /* ワ?プポ?タル */
  836. case PR_BENEDICTIO: return 0x82; /* 聖?降福 */
  837. case PR_SANCTUARY: return 0x83; /* サンクチュアリ */
  838. case PR_MAGNUS: return 0x84; /* マグヌスエクソシズム */
  839. case AL_PNEUMA: return 0x85; /* ニュ?マ */
  840. case MG_THUNDERSTORM: return 0x86; /* サンダ?スト?ム */
  841. case WZ_HEAVENDRIVE: return 0x86; /* ヘヴンズドライブ */
  842. case WZ_SIGHTRASHER: return 0x86; /* サイトラッシャ? */
  843. case WZ_METEOR: return 0x86; /* メテオスト?ム */
  844. case WZ_VERMILION: return 0x86; /* ロ?ドオブヴァ?ミリオン */
  845. case WZ_FROSTNOVA: return 0x86; /* フロストノヴァ */
  846. case WZ_STORMGUST: return 0x86; /* スト?ムガスト(とりあえずLoVと同じで?理) */
  847. case CR_GRANDCROSS: return 0x86; /* グランドクロス */
  848. case NPC_DARKGRANDCROSS: return 0x86; /*闇グランドクロス*/
  849. case WZ_FIREPILLAR: return (flag==0)?0x87:0x88; /* ファイア?ピラ? */
  850. case HT_TALKIEBOX: return 0x99; /* ト?キ?ボックス */
  851. case WZ_ICEWALL: return 0x8d; /* アイスウォ?ル */
  852. case WZ_QUAGMIRE: return 0x8e; /* クァグマイア */
  853. case HT_BLASTMINE: return 0x8f; /* ブラストマイン */
  854. case HT_SKIDTRAP: return 0x90; /* スキッドトラップ */
  855. case HT_ANKLESNARE: return 0x91; /* アンクルスネア */
  856. case AS_VENOMDUST: return 0x92; /* ベノムダスト */
  857. case HT_LANDMINE: return 0x93; /* ランドマイン */
  858. case HT_SHOCKWAVE: return 0x94; /* ショックウェ?ブトラップ */
  859. case HT_SANDMAN: return 0x95; /* サンドマン */
  860. case HT_FLASHER: return 0x96; /* フラッシャ? */
  861. case HT_FREEZINGTRAP: return 0x97; /* フリ?ジングトラップ */
  862. case HT_CLAYMORETRAP: return 0x98; /* クレイモア?トラップ */
  863. case SA_VOLCANO: return 0x9a; /* ボルケ?ノ */
  864. case SA_DELUGE: return 0x9b; /* デリュ?ジ */
  865. case SA_VIOLENTGALE: return 0x9c; /* バイオレントゲイル */
  866. case SA_LANDPROTECTOR: return 0x9d; /* ランドプロテクタ? */
  867. case BD_LULLABY: return 0x9e; /* 子守歌 */
  868. case BD_RICHMANKIM: return 0x9f; /* ニヨルドの宴 */
  869. case BD_ETERNALCHAOS: return 0xa0; /* 永遠の混沌 */
  870. case BD_DRUMBATTLEFIELD:return 0xa1; /* ?太鼓の響き */
  871. case BD_RINGNIBELUNGEN: return 0xa2; /* ニ?ベルングの指輪 */
  872. case BD_ROKISWEIL: return 0xa3; /* ロキの叫び */
  873. case BD_INTOABYSS: return 0xa4; /* 深淵の中に */
  874. case BD_SIEGFRIED: return 0xa5; /* 不死身のジ?クフリ?ド */
  875. case BA_DISSONANCE: return 0xa6; /* 不協和音 */
  876. case BA_WHISTLE: return 0xa7; /* 口笛 */
  877. case BA_ASSASSINCROSS: return 0xa8; /* 夕陽のアサシンクロス */
  878. case BA_POEMBRAGI: return 0xa9; /* ブラギの詩 */
  879. case BA_APPLEIDUN: return 0xaa; /* イドゥンの林檎 */
  880. case DC_UGLYDANCE: return 0xab; /* 自分勝手なダンス */
  881. case DC_HUMMING: return 0xac; /* ハミング */
  882. case DC_DONTFORGETME: return 0xad; /* 私を忘れないで… */
  883. case DC_FORTUNEKISS: return 0xae; /* 幸運のキス */
  884. case DC_SERVICEFORYOU: return 0xaf; /* サ?ビスフォ?ユ? */
  885. case RG_GRAFFITI: return 0xb0; /* グラフィティ */
  886. case AM_DEMONSTRATION: return 0xb1; /* デモンストレ?ション */
  887. case WE_CALLPARTNER: return 0xb2; /* あなたに逢いたい */
  888. case PA_GOSPEL: return 0xb3; /* ゴスペル */
  889. case HP_BASILICA: return 0xb4; /* バジリカ */
  890. // case CG_MOONLIT: return 0xb5;
  891. case PF_FOGWALL: return 0xb6; /* フォグウォ?ル */
  892. case PF_SPIDERWEB: return 0xb7; /* スパイダ?ウェッブ */
  893. // temporary unit ID's [Celest]
  894. case GD_LEADERSHIP: return 0xc1;
  895. case GD_GLORYWOUNDS: return 0xc2;
  896. case GD_SOULCOLD: return 0xc3;
  897. case GD_HAWKEYES: return 0xc4;
  898. }
  899. return 0;
  900. /*
  901. 0x89,0x8a,0x8b 表示無し
  902. 0x9a 炎?性の詠唱みたいなエフェクト
  903. 0x9b 水?性の詠唱みたいなエフェクト
  904. 0x9c 風?性の詠唱みたいなエフェクト
  905. 0x9d 白い小さなエフェクト
  906. 0xb1 Alchemist Demonstration
  907. 0xb2 = Pink Warp Portal
  908. 0xb3 = Gospel For Paladin
  909. 0xb4 = Basilica
  910. 0xb5 = Empty
  911. 0xb6 = Fog Wall for Professor
  912. 0xb7 = Spider Web for Professor
  913. 0xb8 = Empty
  914. 0xb9 =
  915. */
  916. }
  917. /*==========================================
  918. * スキル追加?果
  919. *------------------------------------------
  920. */
  921. int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
  922. {
  923. /* MOB追加?果スキル用 */
  924. const int sc[]={
  925. SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
  926. SC_STONE, SC_CURSE, SC_SLEEP
  927. };
  928. const int sc2[]={
  929. MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
  930. NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
  931. NPC_SILENCEATTACK,0,NPC_BLINDATTACK
  932. };
  933. struct map_session_data *sd=NULL;
  934. struct map_session_data *dstsd=NULL;
  935. struct mob_data *md=NULL;
  936. struct mob_data *dstmd=NULL;
  937. struct pet_data *pd=NULL;
  938. int skill,skill2;
  939. int rate;
  940. int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
  941. int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;
  942. nullpo_retr(0, src);
  943. nullpo_retr(0, bl);
  944. //if(skilllv <= 0) return 0;
  945. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  946. if (src->type == BL_PC){
  947. nullpo_retr(0, sd = (struct map_session_data *)src);
  948. } else if (src->type == BL_MOB){
  949. nullpo_retr(0, md = (struct mob_data *)src); //未使用?
  950. } else if (src->type == BL_PET){
  951. nullpo_retr(0, pd = (struct pet_data *)src); // [Valaris]
  952. }
  953. if(bl->type == BL_PC) {
  954. nullpo_retr(0, dstsd=(struct map_session_data *)bl);
  955. } else if(bl->type == BL_MOB) {
  956. nullpo_retr(0, dstmd=(struct mob_data *)bl); //未使用?
  957. }
  958. //?象の耐性
  959. sc_def_mdef = status_get_sc_def_mdef(bl);
  960. sc_def_vit = status_get_sc_def_vit(bl);
  961. sc_def_int = status_get_sc_def_int(bl);
  962. sc_def_luk = status_get_sc_def_luk(bl);
  963. //自分の耐性
  964. sc_def_mdef2 = status_get_sc_def_mdef(src);
  965. sc_def_vit2 = status_get_sc_def_vit(src);
  966. sc_def_int2 = status_get_sc_def_int(src);
  967. sc_def_luk2 = status_get_sc_def_luk(src);
  968. switch(skillid){
  969. case 0: /* 通常攻? */
  970. /* 自動鷹 */
  971. if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  972. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  973. int lv=(sd->status.job_level+9)/10;
  974. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  975. }
  976. // スナッチャ?
  977. if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
  978. if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  979. if(pc_steal_item(sd,bl))
  980. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  981. else if (battle_config.display_snatcher_skill_fail)
  982. clif_skill_fail(sd,skillid,0,0);
  983. }
  984. // エンチャントデットリ?ポイズン(猛毒?果)
  985. if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
  986. int mhp = status_get_max_hp(bl);
  987. int hp = status_get_hp(bl);
  988. int lvl = sd->sc_data[SC_EDP].val1;
  989. int diff;
  990. // MHPの1/4以下にはならない
  991. if(hp > mhp>>2) {
  992. if(bl->type == BL_PC) {
  993. diff = mhp*10/100;
  994. if (hp - diff < mhp>>2)
  995. diff = hp - (mhp>>2);
  996. pc_heal((struct map_session_data *)bl, -hp, 0);
  997. } else if(bl->type == BL_MOB) {
  998. struct mob_data *md = (struct mob_data *)bl;
  999. hp -= mhp*15/100;
  1000. if (hp > mhp>>2)
  1001. md->hp = hp;
  1002. else
  1003. md->hp = mhp>>2;
  1004. }
  1005. }
  1006. status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
  1007. }
  1008. break;
  1009. case SM_BASH: /* バッシュ(急所攻?) */
  1010. if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
  1011. if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
  1012. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
  1013. }
  1014. break;
  1015. case TF_POISON: /* インベナム */
  1016. case AS_SPLASHER: /* ベナムスプラッシャ? */
  1017. if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
  1018. status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1019. else{
  1020. if(sd && skillid==TF_POISON)
  1021. clif_skill_fail(sd,skillid,0,0);
  1022. }
  1023. break;
  1024. case AS_SONICBLOW: /* ソニックブロ? */
  1025. if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1026. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1027. break;
  1028. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  1029. rate=skilllv*3+35;
  1030. if(rand()%100 < rate*sc_def_mdef/100)
  1031. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1032. break;
  1033. case MG_FROSTDIVER: /* フロストダイバ? */
  1034. case WZ_FROSTNOVA: /* フロストノヴァ */
  1035. rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
  1036. rate=rate<=5?5:rate;
  1037. if(rand()%100 < rate)
  1038. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1039. else if(sd && skillid==MG_FROSTDIVER)
  1040. clif_skill_fail(sd,skillid,0,0);
  1041. break;
  1042. case WZ_STORMGUST: /* スト?ムガスト */
  1043. {
  1044. struct status_change *sc_data = status_get_sc_data(bl);
  1045. if(sc_data) {
  1046. sc_data[SC_FREEZE].val3++;
  1047. if(sc_data[SC_FREEZE].val3 >= 3)
  1048. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1049. }
  1050. }
  1051. break;
  1052. case HT_LANDMINE: /* ランドマイン */
  1053. if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
  1054. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1055. break;
  1056. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  1057. if(map[bl->m].flag.pvp && dstsd){
  1058. dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
  1059. status_calc_pc(dstsd,0);
  1060. }
  1061. break;
  1062. case HT_SANDMAN: /* サンドマン */
  1063. if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
  1064. status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1065. break;
  1066. case TF_SPRINKLESAND: /* 砂まき */
  1067. if( rand()%100 < 20*sc_def_int/100 )
  1068. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1069. break;
  1070. case TF_THROWSTONE: /* 石投げ */
  1071. if( rand()%100 < 7*sc_def_vit/100 )
  1072. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1073. break;
  1074. case CR_HOLYCROSS: /* ホ?リ?クロス */
  1075. if( rand()%100 < 3*skilllv*sc_def_int/100 )
  1076. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1077. break;
  1078. case CR_GRANDCROSS: /* グランドクロス */
  1079. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  1080. {
  1081. int race = status_get_race(bl);
  1082. 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?
  1083. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1084. }
  1085. break;
  1086. case AM_ACIDTERROR:
  1087. if( rand()%100 < (skilllv*3)*sc_def_vit/100 )
  1088. status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1089. break;
  1090. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  1091. if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
  1092. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1093. break;
  1094. case RG_RAID: /* サプライズアタック */
  1095. if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
  1096. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1097. if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
  1098. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1099. break;
  1100. case BA_FROSTJOKE:
  1101. if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
  1102. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1103. break;
  1104. case DC_SCREAM:
  1105. if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
  1106. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1107. break;
  1108. case BD_LULLABY: /* 子守唄 */
  1109. if( rand()%100 < 15*sc_def_int/100 )
  1110. status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1111. break;
  1112. /* MOBの追加?果付きスキル */
  1113. case NPC_PETRIFYATTACK:
  1114. if(rand()%100 < sc_def_mdef)
  1115. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1116. break;
  1117. case NPC_POISON:
  1118. case NPC_SILENCEATTACK:
  1119. case NPC_STUNATTACK:
  1120. if(rand()%100 < sc_def_vit && src->type!=BL_PET)
  1121. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1122. if(src->type==BL_PET)
  1123. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
  1124. break;
  1125. case NPC_CURSEATTACK:
  1126. if(rand()%100 < sc_def_luk)
  1127. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1128. break;
  1129. case NPC_SLEEPATTACK:
  1130. case NPC_BLINDATTACK:
  1131. if(rand()%100 < sc_def_int)
  1132. status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1133. break;
  1134. case NPC_MENTALBREAKER:
  1135. if(dstsd) {
  1136. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1137. if(sp < 1) sp = 1;
  1138. pc_heal(dstsd,0,-sp);
  1139. }
  1140. break;
  1141. // -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
  1142. //
  1143. case WZ_METEOR:
  1144. if(rand()%100 < sc_def_vit)
  1145. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1146. break;
  1147. case WZ_VERMILION:
  1148. if(rand()%100 < sc_def_int)
  1149. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1150. break;
  1151. // -- moonsoul (stun ability of new champion skill tigerfist)
  1152. //
  1153. case CH_TIGERFIST:
  1154. if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) {
  1155. int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10;
  1156. status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0);
  1157. }
  1158. break;
  1159. case LK_SPIRALPIERCE:
  1160. if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
  1161. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1162. break;
  1163. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1164. if( rand()%100 < (skilllv*15) )
  1165. status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1166. break;
  1167. case PF_FOGWALL: /* ホ?リ?クロス */
  1168. if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 )
  1169. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1170. break;
  1171. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1172. {//?件が良く分からないので適?に
  1173. int race=status_get_race(bl);
  1174. if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1175. status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1176. }
  1177. break;
  1178. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1179. //?件が良く分からないので適?に
  1180. if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1181. status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1182. break;
  1183. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  1184. {
  1185. if(bl->type == BL_MOB)
  1186. {
  1187. int sec=skill_get_time2(skillid,skilllv);
  1188. if(map[src->m].flag.pvp) //PvPでは拘束時間半減?
  1189. sec = sec/2;
  1190. battle_stopwalking(bl,1);
  1191. status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
  1192. }
  1193. }
  1194. break;
  1195. case ASC_METEORASSAULT: /* メテオアサルト */
  1196. 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
  1197. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1198. if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
  1199. status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1200. break;
  1201. case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
  1202. //阿修羅を使うと5分間自然回復しないようになる
  1203. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
  1204. break;
  1205. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1206. // skilllv*5%の確率で呪い
  1207. if (rand()%10000 < 5*skilllv*sc_def_luk)
  1208. status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
  1209. break;
  1210. }
  1211. if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1212. int i;
  1213. int sc_def_card=100;
  1214. for(i=SC_STONE;i<=SC_BLIND;i++){
  1215. //?象に?態異常
  1216. if(i==SC_STONE || i==SC_FREEZE)
  1217. sc_def_card=sc_def_mdef;
  1218. else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
  1219. sc_def_card=sc_def_vit;
  1220. else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
  1221. sc_def_card=sc_def_int;
  1222. else if(i==SC_CURSE)
  1223. sc_def_card=sc_def_luk;
  1224. if(!sd->state.arrow_atk) {
  1225. if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
  1226. if(battle_config.battle_log)
  1227. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
  1228. status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1229. }
  1230. }
  1231. else {
  1232. if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
  1233. if(battle_config.battle_log)
  1234. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
  1235. status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1236. }
  1237. }
  1238. //自分に?態異常
  1239. if(i==SC_STONE || i==SC_FREEZE)
  1240. sc_def_card=sc_def_mdef2;
  1241. else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
  1242. sc_def_card=sc_def_vit2;
  1243. else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
  1244. sc_def_card=sc_def_int2;
  1245. else if(i==SC_CURSE)
  1246. sc_def_card=sc_def_luk2;
  1247. if(!sd->state.arrow_atk) {
  1248. if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
  1249. if(battle_config.battle_log)
  1250. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
  1251. status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1252. }
  1253. }
  1254. else {
  1255. if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
  1256. if(battle_config.battle_log)
  1257. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
  1258. status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1259. }
  1260. }
  1261. }
  1262. }
  1263. return 0;
  1264. }
  1265. /*=========================================================================
  1266. スキル攻?吹き飛ばし?理
  1267. -------------------------------------------------------------------------*/
  1268. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1269. {
  1270. int dx=0,dy=0,nx,ny;
  1271. int x=target->x,y=target->y;
  1272. int ret,prev_state=MS_IDLE;
  1273. int moveblock;
  1274. struct map_session_data *sd=NULL;
  1275. struct mob_data *md=NULL;
  1276. struct pet_data *pd=NULL;
  1277. struct skill_unit *su=NULL;
  1278. nullpo_retr(0, src);
  1279. nullpo_retr(0, target);
  1280. if(target->type==BL_PC){
  1281. nullpo_retr(0, sd=(struct map_session_data *)target);
  1282. }else if(target->type==BL_MOB){
  1283. nullpo_retr(0, md=(struct mob_data *)target);
  1284. }else if(target->type==BL_PET){
  1285. nullpo_retr(0, pd=(struct pet_data *)target);
  1286. }else if(target->type==BL_SKILL){
  1287. nullpo_retr(0, su=(struct skill_unit *)target);
  1288. }else return 0;
  1289. if(!(count&0x10000 && (sd||md||pd||su))){ /* 指定なしなら位置?係から方向を求める */
  1290. dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
  1291. dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
  1292. }
  1293. if(dx==0 && dy==0){
  1294. int dir=status_get_dir(target);
  1295. if(dir>=0 && dir<8){
  1296. dx=-dirx[dir];
  1297. dy=-diry[dir];
  1298. }
  1299. }
  1300. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1301. nx=ret>>16;
  1302. ny=ret&0xffff;
  1303. moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);
  1304. if(count&0x20000) {
  1305. battle_stopwalking(target,1);
  1306. if(sd){
  1307. sd->to_x=nx;
  1308. sd->to_y=ny;
  1309. sd->walktimer = 1;
  1310. clif_walkok(sd);
  1311. clif_movechar(sd);
  1312. }
  1313. else if(md) {
  1314. md->to_x=nx;
  1315. md->to_y=ny;
  1316. prev_state = md->state.state;
  1317. md->state.state = MS_WALK;
  1318. clif_fixmobpos(md);
  1319. }
  1320. else if(pd) {
  1321. pd->to_x=nx;
  1322. pd->to_y=ny;
  1323. prev_state = pd->state.state;
  1324. pd->state.state = MS_WALK;
  1325. clif_fixpetpos(pd);
  1326. }
  1327. }
  1328. else
  1329. battle_stopwalking(target,2);
  1330. dx = nx - x;
  1331. dy = ny - y;
  1332. if(sd) /* ?面外に出たので消去 */
  1333. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
  1334. else if(md)
  1335. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1336. else if(pd)
  1337. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1338. if(su){
  1339. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1340. }else{
  1341. // struct status_change *sc_data=status_get_sc_data(target);
  1342. if(moveblock) map_delblock(target);
  1343. target->x=nx;
  1344. target->y=ny;
  1345. if(moveblock) map_addblock(target);
  1346. /*ダンス中にエフェクトは移動しないらしい
  1347. 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
  1348. struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
  1349. if(sg)
  1350. skill_unit_move_unit_group(sg,target->m,dx,dy);
  1351. }
  1352. */
  1353. }
  1354. if(sd) { /* ?面?に入ってきたので表示 */
  1355. map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
  1356. if(count&0x20000)
  1357. sd->walktimer = -1;
  1358. }
  1359. else if(md) {
  1360. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1361. if(count&0x20000)
  1362. md->state.state = prev_state;
  1363. }
  1364. else if(pd) {
  1365. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1366. if(count&0x20000)
  1367. pd->state.state = prev_state;
  1368. }
  1369. skill_unit_move(target,gettick(),(count&0xffff)+7); /* スキルユニットの判定 */
  1370. return 0;
  1371. }
  1372. /*
  1373. * =========================================================================
  1374. * スキル攻??果?理まとめ
  1375. * flagの?明。16進?
  1376. * 00XRTTff
  1377. * ff = magicで計算に渡される)
  1378. * TT = パケットのtype部分(0でデフォルト)
  1379. * X = パケットのスキルLv
  1380. * R = 予約(skill_area_subで使用する)
  1381. *-------------------------------------------------------------------------
  1382. */
  1383. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1384. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1385. {
  1386. struct Damage dmg;
  1387. struct status_change *sc_data;
  1388. int type,lv,damage;
  1389. if(skillid > 0 && skilllv <= 0) return 0;
  1390. rdamage = 0;
  1391. nullpo_retr(0, src);
  1392. nullpo_retr(0, dsrc);
  1393. nullpo_retr(0, bl);
  1394. sc_data = status_get_sc_data(bl);
  1395. //何もしない判定ここから
  1396. if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない
  1397. return 0;
  1398. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
  1399. return 0;
  1400. 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
  1401. return 0;
  1402. 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
  1403. return 0;
  1404. 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
  1405. return 0;
  1406. if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *) bl))
  1407. return 0; // [MouseJstr]
  1408. if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング?態で
  1409. if(skill_get_pl(skillid) != 2) //スキルの?性が地?性でなければ何もしない
  1410. return 0;
  1411. }
  1412. if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
  1413. return 0;
  1414. if(skillid == WZ_STORMGUST) { //使用スキルがスト?ムガストで
  1415. if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結?態なら何もしない
  1416. return 0;
  1417. }
  1418. 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
  1419. return 0;
  1420. 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
  1421. return 0;
  1422. 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
  1423. return 0;
  1424. if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
  1425. return 0;
  1426. //何もしない判定ここまで
  1427. type=-1;
  1428. lv=(flag>>20)&0xf;
  1429. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメ?ジ計算
  1430. //マジックロッド?理ここから
  1431. 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
  1432. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1433. if(bl->type == BL_PC) { //?象がPCの場合
  1434. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1435. sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算
  1436. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1437. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1438. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1439. else if(sp < 1) sp = 1; //1以下の場合は1
  1440. 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
  1441. 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
  1442. ((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入
  1443. }
  1444. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1445. ((struct map_session_data *)bl)->status.sp += sp;
  1446. clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示
  1447. ((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
  1448. }
  1449. 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
  1450. }
  1451. //マジックロッド?理ここまで
  1452. if(src->type==BL_PET) { // [Valaris]
  1453. dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) );
  1454. dmg.damage2=0;
  1455. }
  1456. damage = dmg.damage + dmg.damage2;
  1457. if(lv==15)
  1458. lv=-1;
  1459. if( flag&0xff00 )
  1460. type=(flag&0xff00)>>8;
  1461. if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
  1462. dmg.blewcount = 0;
  1463. if(skillid == CR_GRANDCROSS||skillid == NPC_DARKGRANDCROSS) {//グランドクロス
  1464. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1465. if( src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1466. }
  1467. //使用者がPCの場合の?理ここから
  1468. if(src->type == BL_PC) {
  1469. struct map_session_data *sd = (struct map_session_data *)src;
  1470. nullpo_retr(0, sd);
  1471. //連打掌(MO_CHAINCOMBO)ここから
  1472. if(skillid == MO_CHAINCOMBO) {
  1473. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //基本ディレイの計算
  1474. if(damage < status_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合
  1475. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms
  1476. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1477. status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に
  1478. }
  1479. sd->attackabletime = sd->canmove_tick = tick + delay;
  1480. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1481. }
  1482. //連打掌(MO_CHAINCOMBO)ここまで
  1483. //猛龍拳(MO_COMBOFINISH)ここから
  1484. else if(skillid == MO_COMBOFINISH) {
  1485. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1486. if(damage < status_get_hp(bl)) {
  1487. //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
  1488. //伏虎拳(CH_TIGERFIST)取得時も+300ms
  1489. if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1490. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1491. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
  1492. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1493. status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に
  1494. }
  1495. sd->attackabletime = sd->canmove_tick = tick + delay;
  1496. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1497. }
  1498. //猛龍拳(MO_COMBOFINISH)ここまで
  1499. //伏虎拳(CH_TIGERFIST)ここから
  1500. else if(skillid == CH_TIGERFIST) {
  1501. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1502. if(damage < status_get_hp(bl)) {
  1503. if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms
  1504. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1505. status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に
  1506. }
  1507. sd->attackabletime = sd->canmove_tick = tick + delay;
  1508. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1509. }
  1510. //伏虎拳(CH_TIGERFIST)ここまで
  1511. //連柱崩?(CH_CHAINCRUSH)ここから
  1512. else if(skillid == CH_CHAINCRUSH) {
  1513. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1514. if(damage < status_get_hp(bl)) {
  1515. //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
  1516. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
  1517. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1518. status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に
  1519. }
  1520. sd->attackabletime = sd->canmove_tick = tick + delay;
  1521. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1522. }
  1523. //連柱崩?(CH_CHAINCRUSH)ここまで
  1524. }
  1525. //使用者がPCの場合の?理ここまで
  1526. //武器スキル?ここから
  1527. //AppleGirl Was Here
  1528. if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
  1529. if(bl->type == BL_PC) { //Blah Blah
  1530. struct map_session_data *tsd = (struct map_session_data *)bl;
  1531. if(tsd->magic_damage_return > 0) { //More Blah
  1532. rdamage += damage * tsd->magic_damage_return / 100;
  1533. if(rdamage < 1) rdamage = 1;
  1534. }
  1535. }
  1536. }
  1537. //Stop Here
  1538. 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
  1539. if(dmg.flag&BF_SHORT) { //近距離攻?時?※
  1540. if(bl->type == BL_PC) { //?象がPCの時
  1541. struct map_session_data *tsd = (struct map_session_data *)bl;
  1542. nullpo_retr(0, tsd);
  1543. if(tsd->short_weapon_damage_return > 0) { //近距離攻?跳ね返し?※
  1544. rdamage += damage * tsd->short_weapon_damage_return / 100;
  1545. if(rdamage < 1) rdamage = 1;
  1546. }
  1547. }
  1548. if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時
  1549. rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
  1550. if(rdamage < 1) rdamage = 1;
  1551. }
  1552. }
  1553. else if(dmg.flag&BF_LONG) { //遠距離攻?時?※
  1554. if(bl->type == BL_PC) { //?象がPCの時
  1555. struct map_session_data *tsd = (struct map_session_data *)bl;
  1556. nullpo_retr(0, tsd);
  1557. if(tsd->long_weapon_damage_return > 0) { //遠距離攻?跳ね返し?※
  1558. rdamage += damage * tsd->long_weapon_damage_return / 100;
  1559. if(rdamage < 1) rdamage = 1;
  1560. }
  1561. }
  1562. }
  1563. if(rdamage > 0)
  1564. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1565. }
  1566. //武器スキル?ここまで
  1567. switch(skillid){
  1568. case WZ_SIGHTRASHER:
  1569. clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
  1570. break;
  1571. case AS_SPLASHER:
  1572. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1573. break;
  1574. case NPC_SELFDESTRUCTION:
  1575. case NPC_SELFDESTRUCTION2:
  1576. break;
  1577. default:
  1578. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1579. }
  1580. if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 吹き飛ばし?理とそのパケット */
  1581. if(skillid == WZ_SIGHTRASHER)
  1582. skill_blown(src,bl,dmg.blewcount);
  1583. else
  1584. skill_blown(dsrc,bl,dmg.blewcount);
  1585. if(bl->type == BL_MOB)
  1586. clif_fixmobpos((struct mob_data *)bl);
  1587. else if(bl->type == BL_PET)
  1588. clif_fixpetpos((struct pet_data *)bl);
  1589. else
  1590. clif_fixpos(bl);
  1591. }
  1592. map_freeblock_lock();
  1593. /* ?際にダメ?ジ?理を行う */
  1594. if(skillid || flag)
  1595. battle_damage(src,bl,damage,0);
  1596. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
  1597. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1598. int rate = 50 + skilllv * 5;
  1599. rate = rate + (s_lv - t_lv);
  1600. if(rand()%100 < rate)
  1601. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1602. }
  1603. 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){
  1604. struct map_session_data *tsd = (struct map_session_data *)bl;
  1605. nullpo_retr(0, tsd);
  1606. if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].lv
  1607. && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER)
  1608. && !(skillid > NPC_SELFDESTRUCTION2 && skillid < NPC_UNDEADATTACK)){
  1609. //?に?んでいるスキルがあれば該?スキルを消す
  1610. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag==13){
  1611. tsd->status.skill[tsd->cloneskill_id].id=0;
  1612. tsd->status.skill[tsd->cloneskill_id].flag=0;
  1613. }
  1614. tsd->cloneskill_id=skillid;
  1615. tsd->status.skill[skillid].id=skillid;
  1616. tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
  1617. skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
  1618. tsd->status.skill[skillid].flag=13;//cloneskill flag
  1619. clif_skillinfoblock(tsd);
  1620. }
  1621. }
  1622. /* ダメ?ジがあるなら追加?果判定 */
  1623. if(bl->prev != NULL){
  1624. struct map_session_data *sd = (struct map_session_data *)bl;
  1625. nullpo_retr(0, sd);
  1626. if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
  1627. if(damage > 0)
  1628. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1629. if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
  1630. {
  1631. struct mob_data *md=(struct mob_data *)bl;
  1632. nullpo_retr(0, md);
  1633. if(battle_config.mob_changetarget_byskill == 1)
  1634. {
  1635. int target;
  1636. target=md->target_id;
  1637. if(src->type == BL_PC)
  1638. md->target_id=src->id;
  1639. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1640. md->target_id=target;
  1641. }
  1642. else
  1643. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1644. }
  1645. }
  1646. }
  1647. if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1648. struct map_session_data *sd = (struct map_session_data *)src;
  1649. int hp = 0,sp = 0;
  1650. nullpo_retr(0, sd);
  1651. if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
  1652. hp += (dmg.damage * sd->hp_drain_per)/100;
  1653. if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
  1654. else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
  1655. }
  1656. if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
  1657. hp += (dmg.damage2 * sd->hp_drain_per_)/100;
  1658. if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
  1659. else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
  1660. }
  1661. if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
  1662. sp += (dmg.damage * sd->sp_drain_per)/100;
  1663. if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
  1664. else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
  1665. }
  1666. if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
  1667. sp += (dmg.damage2 * sd->sp_drain_per_)/100;
  1668. if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
  1669. else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
  1670. }
  1671. if(hp || sp) pc_heal(sd,hp,sp);
  1672. }
  1673. if((skillid || flag) && rdamage > 0)
  1674. battle_damage(bl,src,rdamage,0);
  1675. if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
  1676. if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
  1677. battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
  1678. status_change_end(bl,SC_AUTOCOUNTER,-1);
  1679. }
  1680. map_freeblock_unlock();
  1681. return (dmg.damage+dmg.damage2); /* ?ダメを返す */
  1682. }
  1683. /*==========================================
  1684. * スキル範?攻?用(map_foreachinareaから呼ばれる)
  1685. * flagについて:16進?を確認
  1686. * MSB <- 00fTffff ->LSB
  1687. * T =タ?ゲット選?用(BCT_*)
  1688. * ffff=自由に使用可能
  1689. * 0 =予約。0に固定
  1690. *------------------------------------------
  1691. */
  1692. static int skill_area_temp[8]; /* 一時??。必要なら使う。 */
  1693. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1694. int skill_area_sub( struct block_list *bl,va_list ap )
  1695. {
  1696. struct block_list *src;
  1697. int skill_id,skill_lv,flag;
  1698. unsigned int tick;
  1699. SkillFunc func;
  1700. nullpo_retr(0, bl);
  1701. nullpo_retr(0, ap);
  1702. if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
  1703. return 0;
  1704. 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
  1705. skill_id=va_arg(ap,int);
  1706. skill_lv=va_arg(ap,int);
  1707. tick=va_arg(ap,unsigned int);
  1708. flag=va_arg(ap,int);
  1709. func=va_arg(ap,SkillFunc);
  1710. if(battle_check_target(src,bl,flag) > 0)
  1711. func(src,bl,skill_id,skill_lv,tick,flag);
  1712. return 0;
  1713. }
  1714. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1715. {
  1716. struct skill_unit *unit;
  1717. int *c,x,y,range,sx[4],sy[4];
  1718. int t_range,tx[4],ty[4];
  1719. int i,r_flag,skillid;
  1720. nullpo_retr(0, bl);
  1721. nullpo_retr(0, ap);
  1722. nullpo_retr(0, unit = (struct skill_unit *)bl);
  1723. nullpo_retr(0, c = va_arg(ap,int *));
  1724. if(bl->prev == NULL || bl->type != BL_SKILL)
  1725. return 0;
  1726. if(!unit->alive)
  1727. return 0;
  1728. x = va_arg(ap,int);
  1729. y = va_arg(ap,int);
  1730. range = va_arg(ap,int);
  1731. skillid = va_arg(ap,int);
  1732. if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
  1733. if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
  1734. return 0;
  1735. }
  1736. else if(skillid == AL_WARP) {
  1737. if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
  1738. return 0;
  1739. }
  1740. else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) {
  1741. if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
  1742. return 0;
  1743. }
  1744. else if(skillid == WZ_FIREPILLAR) {
  1745. if(unit->group->unit_id != 0x87)
  1746. return 0;
  1747. }
  1748. else return 0;
  1749. t_range=(unit->range!=0)? unit->range:unit->group->range;
  1750. tx[0] = tx[3] = unit->bl.x - t_range;
  1751. tx[1] = tx[2] = unit->bl.x + t_range;
  1752. ty[0] = ty[1] = unit->bl.y - t_range;
  1753. ty[2] = ty[3] = unit->bl.y + t_range;
  1754. sx[0] = sx[3] = x - range;
  1755. sx[1] = sx[2] = x + range;
  1756. sy[0] = sy[1] = y - range;
  1757. sy[2] = sy[3] = y + range;
  1758. for(i=r_flag=0;i<4;i++) {
  1759. if(sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] && sy[i] <= ty[2]) {
  1760. r_flag = 1;
  1761. break;
  1762. }
  1763. if(tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] && ty[i] <= sy[2]) {
  1764. r_flag = 1;
  1765. break;
  1766. }
  1767. }
  1768. if(r_flag) (*c)++;
  1769. return 0;
  1770. }
  1771. int skill_check_unit_range(int m,int x,int y,int range,int skillid)
  1772. {
  1773. int c = 0;
  1774. map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);
  1775. return c;
  1776. }
  1777. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1778. {
  1779. int *c;
  1780. nullpo_retr(0, bl);
  1781. nullpo_retr(0, ap);
  1782. nullpo_retr(0, c = va_arg(ap,int *));
  1783. if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
  1784. return 0;
  1785. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
  1786. return 0;
  1787. (*c)++;
  1788. return 0;
  1789. }
  1790. int skill_check_unit_range2(int m,int x,int y,int range)
  1791. {
  1792. int c = 0;
  1793. map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);
  1794. return c;
  1795. }
  1796. /*=========================================================================
  1797. * 範?スキル使用?理小分けここから
  1798. */
  1799. /* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */
  1800. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  1801. {
  1802. //if(skilllv <= 0) return 0;
  1803. if(skillid > 0 && skilllv <= 0) return 0; // celest
  1804. if(skill_area_temp[0] < 0xffff)
  1805. skill_area_temp[0]++;
  1806. return 0;
  1807. }
  1808. /*==========================================
  1809. *
  1810. *------------------------------------------
  1811. */
  1812. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  1813. {
  1814. struct map_session_data *sd = NULL;
  1815. struct mob_data *md = NULL;
  1816. struct pet_data *pd = NULL;
  1817. struct block_list *src = map_id2bl(id),*target;
  1818. struct skill_timerskill *skl = NULL;
  1819. int range;
  1820. nullpo_retr(0, src);
  1821. if(src->prev == NULL)
  1822. return 0;
  1823. if(src->type == BL_PC) {
  1824. nullpo_retr(0, sd = (struct map_session_data *)src);
  1825. skl = &sd->skilltimerskill[data];
  1826. }
  1827. else if(src->type == BL_MOB) {
  1828. nullpo_retr(0, md = (struct mob_data *)src);
  1829. skl = &md->skilltimerskill[data];
  1830. }
  1831. else if(src->type == BL_PET) { // [Valaris]
  1832. nullpo_retr(0, pd = (struct pet_data *)src);
  1833. skl = &pd->skilltimerskill[data];
  1834. }
  1835. else
  1836. return 0;
  1837. nullpo_retr(0, skl);
  1838. skl->timer = -1;
  1839. if (sd) {
  1840. sd->timerskill_count--;
  1841. }
  1842. if(skl->target_id) {
  1843. struct block_list tbl;
  1844. target = map_id2bl(skl->target_id);
  1845. if(skl->skill_id == RG_INTIMIDATE) {
  1846. if(target == NULL) {
  1847. target = &tbl; //初期化してないのにアドレス突っ?んでいいのかな?
  1848. target->type = BL_NUL;
  1849. target->m = src->m;
  1850. target->prev = target->next = NULL;
  1851. }
  1852. }
  1853. if(target == NULL)
  1854. return 0;
  1855. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  1856. return 0;
  1857. if(src->m != target->m)
  1858. return 0;
  1859. if(sd && pc_isdead(sd))
  1860. return 0;
  1861. if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
  1862. return 0;
  1863. switch(skl->skill_id) {
  1864. case TF_BACKSLIDING:
  1865. clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
  1866. break;
  1867. case RG_INTIMIDATE:
  1868. if(sd && !map[src->m].flag.noteleport) {
  1869. int x,y,i,j;
  1870. pc_randomwarp(sd,3);
  1871. for(i=0;i<16;i++) {
  1872. j = rand()%8;
  1873. x = sd->bl.x + dirx[j];
  1874. y = sd->bl.y + diry[j];
  1875. if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
  1876. break;
  1877. }
  1878. if(i >= 16) {
  1879. x = sd->bl.x;
  1880. y = sd->bl.y;
  1881. }
  1882. if(target->prev != NULL) {
  1883. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  1884. pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
  1885. else if(target->type == BL_MOB)
  1886. mob_warp((struct mob_data *)target,-1,x,y,3);
  1887. }
  1888. }
  1889. else if(md && !map[src->m].flag.monster_noteleport) {
  1890. int x,y,i,j;
  1891. mob_warp(md,-1,-1,-1,3);
  1892. for(i=0;i<16;i++) {
  1893. j = rand()%8;
  1894. x = md->bl.x + dirx[j];
  1895. y = md->bl.y + diry[j];
  1896. if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
  1897. break;
  1898. }
  1899. if(i >= 16) {
  1900. x = md->bl.x;
  1901. y = md->bl.y;
  1902. }
  1903. if(target->prev != NULL) {
  1904. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  1905. pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
  1906. else if(target->type == BL_MOB)
  1907. mob_warp((struct mob_data *)target,-1,x,y,3);
  1908. }
  1909. }
  1910. break;
  1911. case BA_FROSTJOKE: /* 寒いジョ?ク */
  1912. case DC_SCREAM: /* スクリ?ム */
  1913. range=15; //視界全?
  1914. map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
  1915. src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
  1916. break;
  1917. default:
  1918. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1919. break;
  1920. }
  1921. }
  1922. else {
  1923. if(src->m != skl->map)
  1924. return 0;
  1925. switch(skl->skill_id) {
  1926. case WZ_METEOR:
  1927. if(skl->type >= 0) {
  1928. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
  1929. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1930. }
  1931. else
  1932. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  1933. break;
  1934. }
  1935. }
  1936. return 0;
  1937. }
  1938. /*==========================================
  1939. *
  1940. *------------------------------------------
  1941. */
  1942. 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)
  1943. {
  1944. int i;
  1945. nullpo_retr(1, src);
  1946. if(src->type == BL_PC) {
  1947. struct map_session_data *sd = (struct map_session_data *)src;
  1948. nullpo_retr(1, sd);
  1949. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1950. if(sd->skilltimerskill[i].timer == -1) {
  1951. sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1952. sd->skilltimerskill[i].src_id = src->id;
  1953. sd->skilltimerskill[i].target_id = target;
  1954. sd->skilltimerskill[i].skill_id = skill_id;
  1955. sd->skilltimerskill[i].skill_lv = skill_lv;
  1956. sd->skilltimerskill[i].map = src->m;
  1957. sd->skilltimerskill[i].x = x;
  1958. sd->skilltimerskill[i].y = y;
  1959. sd->skilltimerskill[i].type = type;
  1960. sd->skilltimerskill[i].flag = flag;
  1961. sd->timerskill_count++;
  1962. return 0;
  1963. }
  1964. }
  1965. return 1;
  1966. }
  1967. else if(src->type == BL_MOB) {
  1968. struct mob_data *md = (struct mob_data *)src;
  1969. nullpo_retr(1, md);
  1970. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  1971. if(md->skilltimerskill[i].timer == -1) {
  1972. md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1973. md->skilltimerskill[i].src_id = src->id;
  1974. md->skilltimerskill[i].target_id = target;
  1975. md->skilltimerskill[i].skill_id = skill_id;
  1976. md->skilltimerskill[i].skill_lv = skill_lv;
  1977. md->skilltimerskill[i].map = src->m;
  1978. md->skilltimerskill[i].x = x;
  1979. md->skilltimerskill[i].y = y;
  1980. md->skilltimerskill[i].type = type;
  1981. md->skilltimerskill[i].flag = flag;
  1982. return 0;
  1983. }
  1984. }
  1985. return 1;
  1986. }
  1987. else if(src->type == BL_PET) { // [Valaris]
  1988. struct pet_data *pd = (struct pet_data *)src;
  1989. nullpo_retr(1, pd);
  1990. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  1991. if(pd->skilltimerskill[i].timer == -1) {
  1992. pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1993. pd->skilltimerskill[i].src_id = src->id;
  1994. pd->skilltimerskill[i].target_id = target;
  1995. pd->skilltimerskill[i].skill_id = skill_id;
  1996. pd->skilltimerskill[i].skill_lv = skill_lv;
  1997. pd->skilltimerskill[i].map = src->m;
  1998. pd->skilltimerskill[i].x = x;
  1999. pd->skilltimerskill[i].y = y;
  2000. pd->skilltimerskill[i].type = type;
  2001. pd->skilltimerskill[i].flag = flag;
  2002. return 0;
  2003. }
  2004. }
  2005. return 1;
  2006. }
  2007. return 1;
  2008. }
  2009. /*==========================================
  2010. *
  2011. *------------------------------------------
  2012. */
  2013. int skill_cleartimerskill(struct block_list *src)
  2014. {
  2015. int i;
  2016. nullpo_retr(0, src);
  2017. if(src->type == BL_PC) {
  2018. struct map_session_data *sd = (struct map_session_data *)src;
  2019. nullpo_retr(0, sd);
  2020. if (sd->timerskill_count <= 0)
  2021. return 0;
  2022. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2023. if(sd->skilltimerskill[i].timer != -1) {
  2024. delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
  2025. sd->skilltimerskill[i].timer = -1;
  2026. sd->timerskill_count--;
  2027. }
  2028. }
  2029. }
  2030. else if(src->type == BL_MOB) {
  2031. struct mob_data *md = (struct mob_data *)src;
  2032. nullpo_retr(0, md);
  2033. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  2034. if(md->skilltimerskill[i].timer != -1) {
  2035. delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
  2036. md->skilltimerskill[i].timer = -1;
  2037. }
  2038. }
  2039. }
  2040. return 0;
  2041. }
  2042. /* 範?スキル使用?理小分けここまで
  2043. * -------------------------------------------------------------------------
  2044. */
  2045. /*==========================================
  2046. * スキル使用(詠唱完了、ID指定攻?系)
  2047. * (スパゲッティに向けて1?前進!(ダメポ))
  2048. *------------------------------------------
  2049. */
  2050. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  2051. {
  2052. struct map_session_data *sd = NULL;
  2053. struct status_change *sc_data = status_get_sc_data(src);
  2054. int i;
  2055. if(skillid > 0 && skilllv <= 0) return 0;
  2056. nullpo_retr(1, src);
  2057. nullpo_retr(1, bl);
  2058. if(src->type==BL_PC)
  2059. sd=(struct map_session_data *)src;
  2060. if(sd && pc_isdead(sd))
  2061. return 1;
  2062. if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS || skillid == NPC_DARKGRANDCROSS) && src != bl)
  2063. bl = src;
  2064. if(bl->prev == NULL)
  2065. return 1;
  2066. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
  2067. return 1;
  2068. map_freeblock_lock();
  2069. switch(skillid)
  2070. {
  2071. /* 武器攻?系スキル */
  2072. case SM_BASH: /* バッシュ */
  2073. case MC_MAMMONITE: /* メマ?ナイト */
  2074. case AC_DOUBLE: /* ダブルストレイフィング */
  2075. case AS_SONICBLOW: /* ソニックブロ? */
  2076. case KN_PIERCE: /* ピア?ス */
  2077. case KN_SPEARBOOMERANG: /* スピアブ?メラン */
  2078. case TF_POISON: /* インベナム */
  2079. case TF_SPRINKLESAND: /* 砂まき */
  2080. case AC_CHARGEARROW: /* チャ?ジアロ? */
  2081. case KN_SPEARSTAB: /* スピアスタブ */
  2082. case RG_RAID: /* サプライズアタック */
  2083. case RG_INTIMIDATE: /* インティミデイト */
  2084. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2085. case DC_THROWARROW: /* 矢?ち */
  2086. case BA_DISSONANCE: /* 不協和音 */
  2087. case CR_HOLYCROSS: /* ホ?リ?クロス */
  2088. case CR_SHIELDCHARGE:
  2089. case CR_SHIELDBOOMERANG:
  2090. /* 以下MOB?用 */
  2091. /* ??攻?、SP減少攻?、遠距離攻?、防御無視攻?、多段攻? */
  2092. case NPC_PIERCINGATT:
  2093. case NPC_MENTALBREAKER:
  2094. case NPC_RANGEATTACK:
  2095. case NPC_CRITICALSLASH:
  2096. case NPC_COMBOATTACK:
  2097. /* 必中攻?、毒攻?、暗?攻?、沈?攻?、スタン攻? */
  2098. case NPC_GUIDEDATTACK:
  2099. case NPC_POISON:
  2100. case NPC_BLINDATTACK:
  2101. case NPC_SILENCEATTACK:
  2102. case NPC_STUNATTACK:
  2103. /* 石化攻?、呪い攻?、睡眠攻?、ランダムATK攻? */
  2104. case NPC_PETRIFYATTACK:
  2105. case NPC_CURSEATTACK:
  2106. case NPC_SLEEPATTACK:
  2107. case NPC_RANDOMATTACK:
  2108. /* 水?性攻?、地?性攻?、火?性攻?、風?性攻? */
  2109. case NPC_WATERATTACK:
  2110. case NPC_GROUNDATTACK:
  2111. case NPC_FIREATTACK:
  2112. case NPC_WINDATTACK:
  2113. /* 毒?性攻?、聖?性攻?、闇?性攻?、念?性攻?、SP減少攻? */
  2114. case NPC_POISONATTACK:
  2115. case NPC_HOLYATTACK:
  2116. case NPC_DARKNESSATTACK:
  2117. case NPC_TELEKINESISATTACK:
  2118. case NPC_UNDEADATTACK:
  2119. case LK_AURABLADE: /* オ?ラブレ?ド */
  2120. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2121. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2122. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2123. // case PA_PRESSURE: /* プレッシャ? */
  2124. // case PA_SACRIFICE: /* サクリファイス */
  2125. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2126. case CG_ARROWVULCAN: /* アロ?バルカン */
  2127. case ASC_BREAKER: /* ソウルブレ?カ? */
  2128. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2129. case ITM_TOMAHAWK:
  2130. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2131. break;
  2132. case PA_PRESSURE: /* プレッシャ? */
  2133. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2134. if (rand()%100 < 50)
  2135. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
  2136. else
  2137. status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
  2138. if (bl->type == BL_PC) {
  2139. int sp;
  2140. struct map_session_data *tsd = (struct map_session_data *)bl;
  2141. nullpo_retb (tsd);
  2142. sp = tsd->status.max_sp * 10 * skilllv / 100;
  2143. if (sp > tsd->status.sp) sp = tsd->status.sp;
  2144. tsd->status.sp -= sp;
  2145. pc_heal(tsd,0,-sp);
  2146. }
  2147. break;
  2148. case NPC_DARKBREATH:
  2149. clif_emotion(src,7);
  2150. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2151. break;
  2152. case MO_INVESTIGATE: /* ?勁 */
  2153. {
  2154. struct status_change *sc_data = status_get_sc_data(src);
  2155. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2156. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2157. status_change_end(src,SC_BLADESTOP,-1);
  2158. }
  2159. break;
  2160. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2161. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2162. break;
  2163. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2164. {
  2165. struct mob_data *md = (struct mob_data *)bl;
  2166. nullpo_retr(1, md);
  2167. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2168. if(md->hp > 0){
  2169. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  2170. if(bl->type == BL_MOB)
  2171. clif_fixmobpos((struct mob_data *)bl);
  2172. else if(bl->type == BL_PET)
  2173. clif_fixpetpos((struct pet_data *)bl);
  2174. else
  2175. clif_fixpos(bl);
  2176. }
  2177. }
  2178. break;
  2179. case RG_BACKSTAP: /* バックスタブ */
  2180. {
  2181. int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_get_dir(bl);
  2182. int dist = distance(src->x,src->y,bl->x,bl->y);
  2183. if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
  2184. struct status_change *sc_data = status_get_sc_data(src);
  2185. if(sc_data && sc_data[SC_HIDING].timer != -1)
  2186. status_change_end(src, SC_HIDING, -1); // ハイディング解除
  2187. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2188. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2189. if (bl->type == BL_PC)
  2190. ((struct map_session_data *)bl)->dir=dir;
  2191. else if (bl->type == BL_MOB)
  2192. ((struct mob_data *)bl)->dir=dir;
  2193. clif_changed_dir(bl);
  2194. //skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  2195. }
  2196. else if(src->type == BL_PC)
  2197. clif_skill_fail(sd,sd->skillid,0,0);
  2198. }
  2199. break;
  2200. case AM_ACIDTERROR: /* アシッドテラ? */
  2201. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2202. if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) {
  2203. pc_breakarmor((struct map_session_data *)bl);
  2204. clif_emotion(bl, 23);
  2205. }
  2206. break;
  2207. case MO_FINGEROFFENSIVE: /* 指? */
  2208. {
  2209. struct status_change *sc_data = status_get_sc_data(src);
  2210. if(!battle_config.finger_offensive_type)
  2211. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2212. else {
  2213. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2214. if(sd) {
  2215. for(i=1;i<sd->spiritball_old;i++)
  2216. skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
  2217. sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
  2218. }
  2219. }
  2220. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2221. status_change_end(src,SC_BLADESTOP,-1);
  2222. }
  2223. break;
  2224. case MO_CHAINCOMBO: /* 連打掌 */
  2225. {
  2226. struct status_change *sc_data = status_get_sc_data(src);
  2227. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2228. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2229. status_change_end(src,SC_BLADESTOP,-1);
  2230. }
  2231. break;
  2232. case MO_COMBOFINISH: /* 猛龍拳 */
  2233. case CH_TIGERFIST: /* 伏虎拳 */
  2234. case CH_CHAINCRUSH: /* 連柱崩? */
  2235. case CH_PALMSTRIKE: /* 猛虎硬派山 */
  2236. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2237. break;
  2238. case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
  2239. {
  2240. struct status_change *sc_data = status_get_sc_data(src);
  2241. if(sd) {
  2242. struct walkpath_data wpd;
  2243. int dx,dy;
  2244. dx = bl->x - sd->bl.x;
  2245. dy = bl->y - sd->bl.y;
  2246. if(dx > 0) dx++;
  2247. else if(dx < 0) dx--;
  2248. if(dy > 0) dy++;
  2249. else if(dy < 0) dy--;
  2250. if(dx == 0 && dy == 0) dx++;
  2251. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2252. dx = bl->x - sd->bl.x;
  2253. dy = bl->y - sd->bl.y;
  2254. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2255. clif_skill_fail(sd,sd->skillid,0,0);
  2256. break;
  2257. }
  2258. }
  2259. sd->to_x = sd->bl.x + dx;
  2260. sd->to_y = sd->bl.y + dy;
  2261. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2262. clif_walkok(sd);
  2263. clif_movechar(sd);
  2264. if(dx < 0) dx = -dx;
  2265. if(dy < 0) dy = -dy;
  2266. sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2267. if(sd->canact_tick < sd->canmove_tick)
  2268. sd->canact_tick = sd->canmove_tick;
  2269. pc_movepos(sd,sd->to_x,sd->to_y);
  2270. status_change_end(&sd->bl,SC_COMBO,-1);
  2271. }
  2272. else
  2273. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2274. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2275. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2276. status_change_end(src,SC_BLADESTOP,-1);
  2277. }
  2278. break;
  2279. /* 武器系範?攻?スキル */
  2280. case AC_SHOWER: /* アロ?シャワ? */
  2281. case SM_MAGNUM: /* マグナムブレイク */
  2282. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2283. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2284. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2285. case ASC_METEORASSAULT: /* メテオアサルト */
  2286. case AS_SPLASHER: /* [Valaris] */
  2287. if(flag&1){
  2288. /* 個別にダメ?ジを?える */
  2289. if(bl->id!=skill_area_temp[1]){
  2290. int dist=0;
  2291. if(skillid==SM_MAGNUM){ /* マグナムブレイクなら中心からの距離を計算 */
  2292. int dx=abs( bl->x - skill_area_temp[2] );
  2293. int dy=abs( bl->y - skill_area_temp[3] );
  2294. dist=((dx>dy)?dx:dy);
  2295. }
  2296. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2297. 0x0500|dist );
  2298. if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
  2299. struct status_change *sc_data = status_get_sc_data(bl);
  2300. if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
  2301. status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
  2302. }
  2303. }
  2304. }else{
  2305. int ar=1;
  2306. int x=bl->x,y=bl->y;
  2307. if( skillid==SM_MAGNUM){
  2308. x=src->x;
  2309. y=src->y;
  2310. }else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT) /* アロ?シャワ?、メテオアサルト範?5*5 */
  2311. ar=2;
  2312. else if(skillid==AS_SPLASHER) /* ベナムスプラッシャ?範?3*3 */
  2313. ar=1;
  2314. else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範?7*7 */
  2315. ar=3;
  2316. if (skillid == ASC_METEORASSAULT)
  2317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2318. skill_area_temp[1]=bl->id;
  2319. skill_area_temp[2]=x;
  2320. skill_area_temp[3]=y;
  2321. /* まずタ?ゲットに攻?を加える */
  2322. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2323. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2324. map_foreachinarea(skill_area_sub,
  2325. bl->m,x-ar,y-ar,x+ar,y+ar,0,
  2326. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2327. skill_castend_damage_id);
  2328. if (skillid == SM_MAGNUM) // fire element for 10 seconds
  2329. status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
  2330. }
  2331. break;
  2332. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2333. if(flag&1){
  2334. /* 個別にダメ?ジを?える */
  2335. if(bl->id!=skill_area_temp[1])
  2336. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2337. } else {
  2338. /* int damage;
  2339. map_freeblock_lock();
  2340. damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2341. if(damage > 0) {*/
  2342. 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>< */
  2343. c = skill_get_blewcount(skillid,skilllv);
  2344. if(map[bl->m].flag.gvg) c = 0;
  2345. for(i=0;i<c;i++){
  2346. skill_blown(src,bl,1);
  2347. if(bl->type == BL_MOB)
  2348. clif_fixmobpos((struct mob_data *)bl);
  2349. else if(bl->type == BL_PET)
  2350. clif_fixpetpos((struct pet_data *)bl);
  2351. else
  2352. clif_fixpos(bl);
  2353. skill_area_temp[0]=0;
  2354. map_foreachinarea(skill_area_sub,
  2355. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2356. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2357. skill_area_sub_count);
  2358. if(skill_area_temp[0]>1) break;
  2359. }
  2360. skill_area_temp[1]=bl->id;
  2361. skill_area_temp[2]=bl->x;
  2362. skill_area_temp[3]=bl->y;
  2363. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2364. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2365. map_foreachinarea(skill_area_sub,
  2366. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2367. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2368. skill_castend_damage_id);
  2369. /* battle_damage(src,bl,damage,1);
  2370. if(rdamage > 0)
  2371. battle_damage(bl,src,rdamage,0);
  2372. }
  2373. map_freeblock_unlock();*/
  2374. }
  2375. break;
  2376. case ALL_RESURRECTION: /* リザレクション */
  2377. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2378. if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2379. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2380. else {
  2381. map_freeblock_unlock();
  2382. return 1;
  2383. }
  2384. break;
  2385. /* 魔法系スキル */
  2386. case MG_SOULSTRIKE: /* ソウルストライク */
  2387. case NPC_DARKSOULSTRIKE: /*闇ソウルストライク*/
  2388. case MG_COLDBOLT: /* コールドボルト */
  2389. case MG_FIREBOLT: /* ファイアーボルト */
  2390. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2391. case WZ_EARTHSPIKE: /* アーススパイク */
  2392. case AL_HEAL: /* ヒール */
  2393. case AL_HOLYLIGHT: /* ホーリーライト */
  2394. // case MG_FROSTDIVER: /* フロストダイバー */
  2395. case WZ_JUPITEL: /* ユピテルサンダー */
  2396. case NPC_DARKJUPITEL: /*闇ユピテル*/
  2397. case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */
  2398. case PR_ASPERSIO: /* アスペルシオ */
  2399. // case HW_NAPALMVULCAN: /* ナパームバルカン */
  2400. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2401. break;
  2402. case MG_FROSTDIVER: /* フロストダイバー */
  2403. {
  2404. struct status_change *sc_data = status_get_sc_data(bl);
  2405. int sc_def_mdef, rate, damage;
  2406. sc_def_mdef = status_get_sc_def_mdef(bl);
  2407. rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
  2408. rate = rate<=5?5:rate;
  2409. if (sc_data && sc_data[SC_FREEZE].timer != -1) {
  2410. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2411. if (sd)
  2412. clif_skill_fail(sd,skillid,0,0);
  2413. break;
  2414. }
  2415. damage = skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2416. if (status_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) {
  2417. status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  2418. } else if (sd) {
  2419. clif_skill_fail(sd,skillid,0,0);
  2420. }
  2421. break;
  2422. }
  2423. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2424. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2425. if(skilllv>1)
  2426. status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
  2427. break;
  2428. case PR_BENEDICTIO: /* 聖?降福 */
  2429. if(status_get_race(bl)==1 || status_get_race(bl)==6)
  2430. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2431. break;
  2432. /* 魔法系範?攻?スキル */
  2433. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2434. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2435. if(flag&1){
  2436. /* 個別にダメ?ジを?える */
  2437. if(bl->id!=skill_area_temp[1]){
  2438. if(skillid==MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */
  2439. int dx=abs( bl->x - skill_area_temp[2] );
  2440. int dy=abs( bl->y - skill_area_temp[3] );
  2441. skill_area_temp[0]=((dx>dy)?dx:dy);
  2442. }
  2443. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2444. skill_area_temp[0]| 0x0500);
  2445. }
  2446. }else{
  2447. int ar=(skillid==MG_NAPALMBEAT)?1:2;
  2448. skill_area_temp[1]=bl->id;
  2449. if(skillid==MG_NAPALMBEAT){ /* ナパ?ムでは先に?える */
  2450. skill_area_temp[0]=0;
  2451. map_foreachinarea(skill_area_sub,
  2452. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2453. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2454. skill_area_sub_count);
  2455. }else{
  2456. skill_area_temp[0]=0;
  2457. skill_area_temp[2]=bl->x;
  2458. skill_area_temp[3]=bl->y;
  2459. }
  2460. /* まずタ?ゲットに攻?を加える */
  2461. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2462. skill_area_temp[0] );
  2463. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2464. map_foreachinarea(skill_area_sub,
  2465. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
  2466. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2467. skill_castend_damage_id);
  2468. }
  2469. break;
  2470. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2471. if(flag&1){
  2472. if(bl->id!=skill_area_temp[1]){
  2473. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2474. skill_area_temp[0]);
  2475. }
  2476. }else{
  2477. int ar=(skillid==HW_NAPALMVULCAN)?1:2;
  2478. skill_area_temp[1]=bl->id;
  2479. if(skillid==HW_NAPALMVULCAN){
  2480. skill_area_temp[0]=0;
  2481. map_foreachinarea(skill_area_sub,
  2482. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2483. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2484. skill_area_sub_count);
  2485. }else{
  2486. skill_area_temp[0]=0;
  2487. skill_area_temp[2]=bl->x;
  2488. skill_area_temp[3]=bl->y;
  2489. }
  2490. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2491. skill_area_temp[0] );
  2492. map_foreachinarea(skill_area_sub,
  2493. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
  2494. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2495. skill_castend_damage_id);
  2496. }
  2497. break;
  2498. case WZ_FROSTNOVA: /* フロストノヴァ */
  2499. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2500. //skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2501. 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);
  2502. break;
  2503. case WZ_SIGHTRASHER:
  2504. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2505. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2506. status_change_end(src,SC_SIGHT,-1);
  2507. break;
  2508. /* その他 */
  2509. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2510. if(flag&1){
  2511. /* 個別にダメ?ジを?える */
  2512. if(bl->id!=skill_area_temp[1])
  2513. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
  2514. }else{
  2515. skill_area_temp[0]=0;
  2516. skill_area_temp[1]=bl->id;
  2517. if(flag&0xf00000)
  2518. map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2519. src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
  2520. /* まずタ?ゲットに攻?を加える */
  2521. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
  2522. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2523. map_foreachinarea(skill_area_sub,
  2524. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2525. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2526. skill_castend_damage_id);
  2527. }
  2528. break;
  2529. case CR_GRANDCROSS: /* グランドクロス */
  2530. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  2531. /* スキルユニット配置 */
  2532. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2533. if(sd)
  2534. sd->canmove_tick = tick + 1000;
  2535. else if(src->type == BL_MOB)
  2536. mob_changestate((struct mob_data *)src,MS_DELAY,1000);
  2537. break;
  2538. case TF_THROWSTONE: /* 石投げ */
  2539. case NPC_SMOKING: /* スモ?キング */
  2540. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
  2541. break;
  2542. // Celest
  2543. case PF_SOULBURN:
  2544. {
  2545. int per = skilllv < 5 ? 20+ skilllv*10 : 60;
  2546. if (rand()%100 < per) {
  2547. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2548. if (skilllv == 5)
  2549. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2550. if (bl->type == BL_PC) {
  2551. ((struct map_session_data *)bl)->status.sp = 0;
  2552. clif_updatestatus((struct map_session_data *)bl,SP_SP);
  2553. }
  2554. } else {
  2555. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2556. if (skilllv == 5)
  2557. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2558. sd->status.sp = 0;
  2559. clif_updatestatus(sd,SP_SP);
  2560. }
  2561. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 );
  2562. }
  2563. break;
  2564. case NPC_SELFDESTRUCTION: /* 自爆 */
  2565. case NPC_SELFDESTRUCTION2: /* 自爆2 */
  2566. if(flag&1){
  2567. /* 個別にダメ?ジを?える */
  2568. if(src->type==BL_MOB){
  2569. struct mob_data* mb = (struct mob_data*)src;
  2570. nullpo_retr(1, mb);
  2571. mb->hp=skill_area_temp[2];
  2572. if(bl->id!=skill_area_temp[1])
  2573. skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
  2574. mb->hp=1;
  2575. }
  2576. }else{
  2577. struct mob_data *md;
  2578. if((md=(struct mob_data *)src)){
  2579. skill_area_temp[1]=bl->id;
  2580. skill_area_temp[2]=status_get_hp(src);
  2581. clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
  2582. map_foreachinarea(skill_area_sub,
  2583. bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
  2584. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2585. skill_castend_damage_id);
  2586. battle_damage(src,src,md->hp,0);
  2587. }
  2588. }
  2589. break;
  2590. /* HP吸?/HP吸?魔法 */
  2591. case NPC_BLOODDRAIN:
  2592. case NPC_ENERGYDRAIN:
  2593. {
  2594. int heal;
  2595. heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2596. if( heal > 0 ){
  2597. struct block_list tbl;
  2598. tbl.id = 0;
  2599. tbl.m = src->m;
  2600. tbl.x = src->x;
  2601. tbl.y = src->y;
  2602. clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
  2603. battle_heal(NULL,src,heal,0,0);
  2604. }
  2605. }
  2606. break;
  2607. // unknown skills [Celest]
  2608. case NPC_BIND:
  2609. case NPC_EXPLOSIONSPIRITS:
  2610. case NPC_INCAGI:
  2611. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2612. break;
  2613. case 0:
  2614. if(sd) {
  2615. if(flag&3){
  2616. if(bl->id!=skill_area_temp[1])
  2617. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2618. }
  2619. else{
  2620. int ar=sd->splash_range;
  2621. skill_area_temp[1]=bl->id;
  2622. map_foreachinarea(skill_area_sub,
  2623. bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
  2624. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2625. skill_castend_damage_id);
  2626. }
  2627. }
  2628. break;
  2629. default:
  2630. printf("Unknown skill used:%d\n",skillid);
  2631. map_freeblock_unlock();
  2632. return 1;
  2633. }
  2634. if(sc_data) {
  2635. if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了
  2636. status_change_end(src,SC_MAGICPOWER,-1);
  2637. }
  2638. map_freeblock_unlock();
  2639. return 0;
  2640. }
  2641. /*==========================================
  2642. * スキル使用(詠唱完了、ID指定支援系)
  2643. *------------------------------------------
  2644. */
  2645. int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  2646. {
  2647. struct map_session_data *sd=NULL;
  2648. struct map_session_data *dstsd=NULL;
  2649. struct mob_data *md=NULL;
  2650. struct mob_data *dstmd=NULL;
  2651. int i,abra_skillid=0,abra_skilllv;
  2652. int sc_def_vit,sc_def_mdef,strip_time,strip_per;
  2653. int sc_dex,sc_luk;
  2654. //クラスチェンジ用ボスモンスタ?ID
  2655. int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  2656. ,1157,1159,1190,1272,1312,1373,1492};
  2657. int poringclass[]={1002};
  2658. //if(skilllv <= 0) return 0;
  2659. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2660. nullpo_retr(1, src);
  2661. nullpo_retr(1, bl);
  2662. if(src->type==BL_PC)
  2663. sd=(struct map_session_data *)src;
  2664. else if(src->type==BL_MOB)
  2665. md=(struct mob_data *)src;
  2666. sc_dex=status_get_mdef(bl);
  2667. sc_luk=status_get_luk(bl);
  2668. sc_def_vit = status_get_sc_def_vit(bl);
  2669. sc_def_mdef = status_get_sc_def_mdef (bl);
  2670. if(bl->type==BL_PC){
  2671. nullpo_retr(1, dstsd=(struct map_session_data *)bl);
  2672. }else if(bl->type==BL_MOB){
  2673. nullpo_retr(1, dstmd=(struct mob_data *)bl);
  2674. }
  2675. if(bl == NULL || bl->prev == NULL)
  2676. return 1;
  2677. if(sd && pc_isdead(sd))
  2678. return 1;
  2679. if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
  2680. return 1;
  2681. if(status_get_class(bl) == 1288)
  2682. return 1;
  2683. if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
  2684. return 0;
  2685. map_freeblock_lock();
  2686. switch(skillid)
  2687. {
  2688. case AL_HEAL: /* ヒ?ル */
  2689. {
  2690. int heal=skill_calc_heal( src, skilllv );
  2691. int heal_get_jobexp;
  2692. int skill;
  2693. struct pc_base_job s_class;
  2694. if( dstsd && dstsd->special_state.no_magic_damage )
  2695. heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
  2696. if (sd){
  2697. s_class = pc_calc_base_job(sd->status.class_);
  2698. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
  2699. heal += heal*skill*2/100;
  2700. 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
  2701. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2702. }
  2703. clif_skill_nodamage(src,bl,skillid,heal,1);
  2704. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2705. // JOB??値獲得
  2706. if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){
  2707. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2708. if(heal_get_jobexp <= 0)
  2709. heal_get_jobexp = 1;
  2710. pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp);
  2711. }
  2712. }
  2713. break;
  2714. case ALL_RESURRECTION: /* リザレクション */
  2715. if(bl->type==BL_PC){
  2716. int per=0;
  2717. struct map_session_data *tsd = (struct map_session_data*)bl;
  2718. nullpo_retr(1, tsd);
  2719. if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
  2720. break; /* PVPで復活不可能?態 */
  2721. if(pc_isdead(tsd)){ /* 死亡判定 */
  2722. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2723. switch(skilllv){
  2724. case 1: per=10; break;
  2725. case 2: per=30; break;
  2726. case 3: per=50; break;
  2727. case 4: per=80; break;
  2728. }
  2729. tsd->status.hp=tsd->status.max_hp*per/100;
  2730. if(tsd->status.hp<=0) tsd->status.hp=1;
  2731. if(tsd->special_state.restart_full_recover ){ /* オシリスカ?ド */
  2732. tsd->status.hp=tsd->status.max_hp;
  2733. tsd->status.sp=tsd->status.max_sp;
  2734. }
  2735. pc_setstand(tsd);
  2736. if(battle_config.pc_invincible_time > 0)
  2737. pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
  2738. clif_updatestatus(tsd,SP_HP);
  2739. clif_resurrection(&tsd->bl,1);
  2740. if(src != bl && sd && battle_config.resurrection_exp > 0) {
  2741. int exp = 0,jexp = 0;
  2742. int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
  2743. if(lv > 0) {
  2744. exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2745. if(exp < 1) exp = 1;
  2746. }
  2747. if(jlv > 0) {
  2748. jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2749. if(jexp < 1) jexp = 1;
  2750. }
  2751. if(exp > 0 || jexp > 0)
  2752. pc_gainexp(sd,exp,jexp);
  2753. }
  2754. }
  2755. }
  2756. break;
  2757. case AL_DECAGI: /* 速度減少 */
  2758. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2759. break;
  2760. if( rand()%100 < (50+skilllv*3+(status_get_lv(src)+status_get_int(src)/5)-sc_def_mdef) ) {
  2761. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2762. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  2763. }
  2764. break;
  2765. case AL_CRUCIS:
  2766. if(flag&1) {
  2767. int race = status_get_race(bl),ele = status_get_elem_type(bl);
  2768. if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
  2769. int slv=status_get_lv(src),tlv=status_get_lv(bl),rate;
  2770. rate = 25 + skilllv*2 + slv - tlv;
  2771. if(rand()%100 < rate)
  2772. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
  2773. }
  2774. }
  2775. else {
  2776. int range = 15;
  2777. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2778. map_foreachinarea(skill_area_sub,
  2779. src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
  2780. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2781. skill_castend_nodamage_id);
  2782. }
  2783. break;
  2784. case PR_LEXDIVINA: /* レックスディビ?ナ */
  2785. {
  2786. struct status_change *sc_data = status_get_sc_data(bl);
  2787. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2788. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2789. break;
  2790. if(sc_data && sc_data[SC_DIVINA].timer != -1)
  2791. status_change_end(bl,SC_DIVINA,-1);
  2792. else if( rand()%100 < sc_def_vit ) {
  2793. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  2794. }
  2795. }
  2796. break;
  2797. case SA_ABRACADABRA:
  2798. //require 1 yellow gemstone even with mistress card or Into the Abyss
  2799. if ((i=pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!)
  2800. clif_skill_fail(sd,sd->skillid,0,0);
  2801. break;
  2802. }
  2803. //pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
  2804. pc_delitem(sd, i, 1, 0);
  2805. //
  2806. do{
  2807. abra_skillid=skill_abra_dataset(skilllv);
  2808. }while(abra_skillid == 0);
  2809. abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
  2810. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2811. sd->skillitem=abra_skillid;
  2812. sd->skillitemlv=abra_skilllv;
  2813. clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ");
  2814. break;
  2815. case SA_COMA:
  2816. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2817. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2818. break;
  2819. if(dstsd){
  2820. dstsd->status.hp=1;
  2821. dstsd->status.sp=1;
  2822. clif_updatestatus(dstsd,SP_HP);
  2823. clif_updatestatus(dstsd,SP_SP);
  2824. }
  2825. if(dstmd) dstmd->hp=1;
  2826. break;
  2827. case SA_FULLRECOVERY:
  2828. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2829. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2830. break;
  2831. if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
  2832. if(dstmd) dstmd->hp=status_get_max_hp(&dstmd->bl);
  2833. break;
  2834. case SA_SUMMONMONSTER:
  2835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2836. if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
  2837. break;
  2838. case SA_LEVELUP:
  2839. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2840. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
  2841. break;
  2842. case SA_INSTANTDEATH:
  2843. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2844. if (sd) pc_damage(NULL,sd,sd->status.max_hp);
  2845. break;
  2846. case SA_QUESTION:
  2847. case SA_GRAVITY:
  2848. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2849. break;
  2850. case SA_CLASSCHANGE:
  2851. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2852. if(dstmd) mob_class_change(dstmd,changeclass);
  2853. break;
  2854. case SA_MONOCELL:
  2855. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2856. if(dstmd) mob_class_change(dstmd,poringclass);
  2857. break;
  2858. case SA_DEATH:
  2859. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2860. if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
  2861. if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
  2862. break;
  2863. case SA_REVERSEORCISH:
  2864. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2865. if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
  2866. break;
  2867. case SA_FORTUNE:
  2868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2869. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2870. break;
  2871. case SA_TAMINGMONSTER:
  2872. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2873. if (dstmd){
  2874. for(i=0;i<MAX_PET_DB;i++){
  2875. if(dstmd->class_ == pet_db[i].class_){
  2876. pet_catch_process1(sd,dstmd->class_);
  2877. break;
  2878. }
  2879. }
  2880. }
  2881. break;
  2882. case AL_INCAGI: /* 速度?加 */
  2883. case AL_BLESSING: /* ブレッシング */
  2884. case PR_SLOWPOISON:
  2885. case PR_IMPOSITIO: /* イムポシティオマヌス */
  2886. case PR_LEXAETERNA: /* レックスエ?テルナ */
  2887. case PR_SUFFRAGIUM: /* サフラギウム */
  2888. case PR_BENEDICTIO: /* 聖?降福 */
  2889. case CR_PROVIDENCE: /* プロヴィデンス */
  2890. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
  2891. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2892. }else{
  2893. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2894. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2895. }
  2896. break;
  2897. case CG_MARIONETTE: /* マリオネットコントロ?ル */
  2898. if(sd && dstsd){
  2899. struct status_change *sc_data = status_get_sc_data(src);
  2900. struct status_change *tsc_data = status_get_sc_data(bl);
  2901. int sc = SkillStatusChangeTable[skillid];
  2902. int sc2 = SC_MARIONETTE2;
  2903. if((dstsd->bl.type!=BL_PC)
  2904. || (sd->bl.id == dstsd->bl.id)
  2905. || (!sd->status.party_id)
  2906. || (sd->status.party_id != dstsd->status.party_id)) {
  2907. clif_skill_fail(sd,skillid,0,0);
  2908. map_freeblock_unlock();
  2909. return 1;
  2910. }
  2911. if(sc_data && tsc_data){
  2912. if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
  2913. status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
  2914. status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
  2915. }
  2916. else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
  2917. sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
  2918. status_change_end(src, sc, -1);
  2919. status_change_end(bl, sc2, -1);
  2920. }
  2921. else {
  2922. clif_skill_fail(sd,skillid,0,0);
  2923. map_freeblock_unlock();
  2924. return 1;
  2925. }
  2926. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2927. }
  2928. }
  2929. break;
  2930. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2931. case SA_FROSTWEAPON:
  2932. case SA_LIGHTNINGLOADER:
  2933. case SA_SEISMICWEAPON:
  2934. if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
  2935. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2936. break;
  2937. }
  2938. if(bl->type==BL_PC) {
  2939. struct map_session_data *sd2=(struct map_session_data *)bl;
  2940. if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
  2941. sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
  2942. sd2->sc_data[SC_ENCPOISON].timer!=-1) {
  2943. clif_skill_fail(sd,skillid,0,0);
  2944. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2945. break;
  2946. }
  2947. }
  2948. if(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4
  2949. clif_skill_fail(sd,skillid,0,0);
  2950. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2951. if(bl->type==BL_PC && battle_config.equipment_breaking) {
  2952. struct map_session_data *sd2=(struct map_session_data *)bl;
  2953. if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
  2954. pc_breakweapon(sd2);
  2955. }
  2956. break;
  2957. }
  2958. else {
  2959. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2960. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2961. }
  2962. break;
  2963. case PR_ASPERSIO: /* アスペルシオ */
  2964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2965. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2966. break;
  2967. if(bl->type==BL_MOB)
  2968. break;
  2969. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2970. break;
  2971. case PR_KYRIE: /* キリエエレイソン */
  2972. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  2973. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2974. break;
  2975. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2976. break;
  2977. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  2978. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  2979. case CR_SPEARQUICKEN: /* スピアクイッケン */
  2980. case CR_REFLECTSHIELD:
  2981. case AS_POISONREACT: /* ポイズンリアクト */
  2982. case MC_LOUD: /* ラウドボイス */
  2983. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  2984. // case SM_ENDURE: /* インデュア */
  2985. case MG_SIGHT: /* サイト */
  2986. case AL_RUWACH: /* ルアフ */
  2987. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  2988. case MO_STEELBODY: // 金剛
  2989. case LK_AURABLADE: /* オ?ラブレ?ド */
  2990. case LK_PARRYING: /* パリイング */
  2991. case LK_CONCENTRATION: /* コンセントレ?ション */
  2992. // case LK_BERSERK: /* バ?サ?ク */
  2993. case HP_ASSUMPTIO: /* */
  2994. case WS_CARTBOOST: /* カ?トブ?スト */
  2995. case SN_SIGHT: /* トゥル?サイト */
  2996. case WS_MELTDOWN: /* メルトダウン */
  2997. case ST_REJECTSWORD: /* リジェクトソ?ド */
  2998. case HW_MAGICPOWER: /* 魔法力?幅 */
  2999. case PF_MEMORIZE: /* メモライズ */
  3000. case PA_SACRIFICE:
  3001. case ASC_EDP: // [Celest]
  3002. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3003. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3004. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3005. break;
  3006. case SM_ENDURE: /* インデュア */
  3007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3008. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3009. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
  3010. break;
  3011. case SM_AUTOBERSERK: // Celest
  3012. {
  3013. struct status_change *tsc_data = status_get_sc_data(bl);
  3014. int sc=SkillStatusChangeTable[skillid];
  3015. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3016. if( tsc_data ){
  3017. if( tsc_data[sc].timer==-1 )
  3018. status_change_start(bl,sc,skilllv,0,0,0,0,0);
  3019. else
  3020. status_change_end(bl, sc, -1);
  3021. }
  3022. }
  3023. break;
  3024. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3025. if(bl->type==BL_PC) {
  3026. struct map_session_data *sd2=(struct map_session_data *)bl;
  3027. if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
  3028. sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
  3029. sd2->sc_data[SC_ENCPOISON].timer!=-1) {
  3030. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3031. clif_skill_fail(sd,skillid,0,0);
  3032. break;
  3033. }
  3034. }
  3035. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3036. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3037. break;
  3038. case LK_TENSIONRELAX: /* テンションリラックス */
  3039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3040. pc_setsit(sd);
  3041. clif_sitting(sd);
  3042. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3043. break;
  3044. case LK_BERSERK: /* バ?サ?ク */
  3045. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3046. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3047. //sd->status.hp = sd->status.max_hp * 3;
  3048. break;
  3049. case MC_CHANGECART:
  3050. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3051. break;
  3052. case AC_CONCENTRATION: /* 集中力向上 */
  3053. {
  3054. int range = 1;
  3055. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3056. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3057. map_foreachinarea( status_change_timer_sub,
  3058. src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
  3059. src,SkillStatusChangeTable[skillid],tick);
  3060. }
  3061. break;
  3062. case SM_PROVOKE: /* プロボック */
  3063. {
  3064. struct status_change *sc_data = status_get_sc_data(bl);
  3065. /* MVPmobと不死には?かない */
  3066. 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
  3067. {
  3068. map_freeblock_unlock();
  3069. return 1;
  3070. }
  3071. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3072. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3073. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
  3074. skill_castcancel(bl,0);
  3075. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
  3076. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3077. skill_castcancel(bl,0);
  3078. if(sc_data){
  3079. if(sc_data[SC_FREEZE].timer!=-1)
  3080. status_change_end(bl,SC_FREEZE,-1);
  3081. if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  3082. status_change_end(bl,SC_STONE,-1);
  3083. if(sc_data[SC_SLEEP].timer!=-1)
  3084. status_change_end(bl,SC_SLEEP,-1);
  3085. }
  3086. if(dstmd) {
  3087. int range = skill_get_range(skillid,skilllv);
  3088. if(range < 0)
  3089. range = status_get_range(src) - (range + 1);
  3090. dstmd->state.provoke_flag = src->id;
  3091. mob_target(dstmd,src,range);
  3092. }
  3093. }
  3094. break;
  3095. case CR_DEVOTION: /* ディボ?ション */
  3096. if(sd && dstsd){
  3097. //?生や養子の場合の元の職業を算出する
  3098. struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class_);
  3099. int lv = sd->status.base_level-dstsd->status.base_level;
  3100. lv = (lv<0)?-lv:lv;
  3101. if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ
  3102. ||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
  3103. ||(lv > 10) // レベル差±10まで
  3104. ||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ
  3105. ||((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、
  3106. &&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
  3107. ||(dst_s_class.job==14||dst_s_class.job==21)){ // クルセだめ
  3108. clif_skill_fail(sd,skillid,0,0);
  3109. map_freeblock_unlock();
  3110. return 1;
  3111. }
  3112. for(i=0;i<skilllv;i++){
  3113. if(!sd->dev.val1[i]){ // 空きがあったら入れる
  3114. sd->dev.val1[i] = bl->id;
  3115. sd->dev.val2[i] = bl->id;
  3116. break;
  3117. }else if(i==skilllv-1){ // 空きがなかった
  3118. clif_skill_fail(sd,skillid,0,0);
  3119. map_freeblock_unlock();
  3120. return 1;
  3121. }
  3122. }
  3123. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3124. clif_devotion(sd,bl->id);
  3125. status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
  3126. }
  3127. else clif_skill_fail(sd,skillid,0,0);
  3128. break;
  3129. case MO_CALLSPIRITS: // ?功
  3130. if(sd) {
  3131. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3132. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3133. }
  3134. break;
  3135. case CH_SOULCOLLECT: // 狂?功
  3136. if(sd) {
  3137. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3138. for(i=0;i<5;i++)
  3139. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3140. }
  3141. break;
  3142. case MO_BLADESTOP: // 白刃取り
  3143. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3144. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3145. break;
  3146. case MO_ABSORBSPIRITS: // ?奪
  3147. i=0;
  3148. if(sd && dstsd) {
  3149. if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
  3150. if(dstsd->spiritball > 0) {
  3151. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3152. i = dstsd->spiritball * 7;
  3153. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3154. if(i > 0x7FFF)
  3155. i = 0x7FFF;
  3156. if(sd->status.sp + i > sd->status.max_sp)
  3157. i = sd->status.max_sp - sd->status.sp;
  3158. }
  3159. }
  3160. }else if(sd && dstmd){ //?象がモンスタ?の場合
  3161. //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????!!
  3162. if(rand()%100<20){
  3163. i=2*mob_db[dstmd->class_].lv;
  3164. mob_target(dstmd,src,0);
  3165. }
  3166. }
  3167. if(i){
  3168. sd->status.sp += i;
  3169. clif_heal(sd->fd,SP_SP,i);
  3170. }
  3171. else
  3172. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3173. break;
  3174. case AC_MAKINGARROW: /* 矢作成 */
  3175. if(sd) {
  3176. clif_arrow_create_list(sd);
  3177. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3178. }
  3179. break;
  3180. case AM_PHARMACY: /* ポ?ション作成 */
  3181. if(sd) {
  3182. clif_skill_produce_mix_list(sd,32);
  3183. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3184. }
  3185. break;
  3186. case WS_CREATECOIN: /* クリエイトコイン */
  3187. if(sd) {
  3188. clif_skill_produce_mix_list(sd,64);
  3189. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3190. }
  3191. break;
  3192. case WS_CREATENUGGET: /* 塊製造 */
  3193. if(sd) {
  3194. clif_skill_produce_mix_list(sd,128);
  3195. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3196. }
  3197. break;
  3198. case ASC_CDP: // [DracoRPG]
  3199. // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
  3200. if(sd) {
  3201. clif_skill_produce_mix_list(sd,256);
  3202. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3203. }
  3204. break;
  3205. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3206. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3207. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
  3208. break;
  3209. if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
  3210. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3211. }
  3212. break;
  3213. case RG_RAID: /* サプライズアタック */
  3214. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3215. {
  3216. int x=bl->x,y=bl->y;
  3217. skill_area_temp[1]=bl->id;
  3218. skill_area_temp[2]=x;
  3219. skill_area_temp[3]=y;
  3220. map_foreachinarea(skill_area_sub,
  3221. bl->m,x-1,y-1,x+1,y+1,0,
  3222. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3223. skill_castend_damage_id);
  3224. }
  3225. status_change_end(src, SC_HIDING, -1); // ハイディング解除
  3226. break;
  3227. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3228. {
  3229. int c,n=4,ar;
  3230. int dir = map_calc_dir(src,bl->x,bl->y);
  3231. struct square tc;
  3232. int x=bl->x,y=bl->y;
  3233. ar=skilllv/3;
  3234. skill_brandishspear_first(&tc,dir,x,y);
  3235. skill_brandishspear_dir(&tc,dir,4);
  3236. /* 範?④ */
  3237. if(skilllv == 10){
  3238. for(c=1;c<4;c++){
  3239. map_foreachinarea(skill_area_sub,
  3240. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
  3241. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3242. skill_castend_damage_id);
  3243. }
  3244. }
  3245. /* 範?③② */
  3246. if(skilllv > 6){
  3247. skill_brandishspear_dir(&tc,dir,-1);
  3248. n--;
  3249. }else{
  3250. skill_brandishspear_dir(&tc,dir,-2);
  3251. n-=2;
  3252. }
  3253. if(skilllv > 3){
  3254. for(c=0;c<5;c++){
  3255. map_foreachinarea(skill_area_sub,
  3256. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
  3257. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3258. skill_castend_damage_id);
  3259. if(skilllv > 6 && n==3 && c==4){
  3260. skill_brandishspear_dir(&tc,dir,-1);
  3261. n--;c=-1;
  3262. }
  3263. }
  3264. }
  3265. /* 範?① */
  3266. for(c=0;c<10;c++){
  3267. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3268. map_foreachinarea(skill_area_sub,
  3269. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
  3270. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3271. skill_castend_damage_id);
  3272. }
  3273. }
  3274. break;
  3275. /* パ?ティスキル */
  3276. case AL_ANGELUS: /* エンジェラス */
  3277. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3278. case PR_GLORIA: /* グロリア */
  3279. case SN_WINDWALK: /* ウインドウォ?ク */
  3280. if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
  3281. /* 個別の?理 */
  3282. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  3283. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3284. break;
  3285. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3286. }
  3287. else{
  3288. /* パ?ティ全?への?理 */
  3289. party_foreachsamemap(skill_area_sub,
  3290. sd,1,
  3291. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3292. skill_castend_nodamage_id);
  3293. }
  3294. break;
  3295. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3296. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3297. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3298. if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
  3299. /* 個別の?理 */
  3300. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  3301. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
  3302. }
  3303. else{
  3304. /* パ?ティ全?への?理 */
  3305. party_foreachsamemap(skill_area_sub,
  3306. sd,1,
  3307. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3308. skill_castend_nodamage_id);
  3309. }
  3310. break;
  3311. /*(付加と解除が必要) */
  3312. case BS_MAXIMIZE: /* マキシマイズパワ? */
  3313. case NV_TRICKDEAD: /* 死んだふり */
  3314. case CR_DEFENDER: /* ディフェンダ? */
  3315. case CR_AUTOGUARD: /* オ?トガ?ド */
  3316. {
  3317. struct status_change *tsc_data = status_get_sc_data(bl);
  3318. int sc=SkillStatusChangeTable[skillid];
  3319. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3320. if( tsc_data ){
  3321. if( tsc_data[sc].timer==-1 )
  3322. /* 付加する */
  3323. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3324. else
  3325. /* 解除する */
  3326. status_change_end(bl, sc, -1);
  3327. }
  3328. }
  3329. break;
  3330. case TF_HIDING: /* ハイディング */
  3331. {
  3332. struct status_change *tsc_data = status_get_sc_data(bl);
  3333. int sc=SkillStatusChangeTable[skillid];
  3334. clif_skill_nodamage(src,bl,skillid,-1,1);
  3335. if(tsc_data && tsc_data[sc].timer!=-1 )
  3336. /* 解除する */
  3337. status_change_end(bl, sc, -1);
  3338. else
  3339. /* 付加する */
  3340. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3341. }
  3342. break;
  3343. case AS_CLOAKING: /* クロ?キング */
  3344. {
  3345. struct status_change *tsc_data = status_get_sc_data(bl);
  3346. int sc=SkillStatusChangeTable[skillid];
  3347. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3348. if(tsc_data && tsc_data[sc].timer!=-1 )
  3349. /* 解除する */
  3350. status_change_end(bl, sc, -1);
  3351. else
  3352. /* 付加する */
  3353. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3354. //skill_check_cloaking(bl);
  3355. }
  3356. break;
  3357. case ST_CHASEWALK: /* ハイディング */
  3358. {
  3359. struct status_change *tsc_data = status_get_sc_data(bl);
  3360. int sc=SkillStatusChangeTable[skillid];
  3361. clif_skill_nodamage(src,bl,skillid,-1,1);
  3362. if(tsc_data && tsc_data[sc].timer!=-1 )
  3363. /* 解除する */
  3364. status_change_end(bl, sc, -1);
  3365. else
  3366. /* 付加する */
  3367. status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3368. }
  3369. break;
  3370. /* ?地スキル */
  3371. case BD_LULLABY: /* 子守唄 */
  3372. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3373. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  3374. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3375. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3376. case BD_ROKISWEIL: /* ロキの叫び */
  3377. case BD_INTOABYSS: /* 深淵の中に */
  3378. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  3379. case BA_DISSONANCE: /* 不協和音 */
  3380. case BA_POEMBRAGI: /* ブラギの詩 */
  3381. case BA_WHISTLE: /* 口笛 */
  3382. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  3383. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3384. case DC_UGLYDANCE: /* 自分勝手なダンス */
  3385. case DC_HUMMING: /* ハミング */
  3386. case DC_DONTFORGETME: /* 私を忘れないで… */
  3387. case DC_FORTUNEKISS: /* 幸運のキス */
  3388. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3389. // case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3390. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3391. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3392. break;
  3393. case HP_BASILICA: /* バジリカ */
  3394. {
  3395. // cancel Basilica if already in effect
  3396. struct status_change *sc_data = status_get_sc_data(src);
  3397. if(sc_data && sc_data[SC_BASILICA].timer != -1){
  3398. struct skill_unit *su;
  3399. if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
  3400. struct skill_unit_group *sg;
  3401. if ((sg = su->group) && sg->src_id == sd->bl.id) {
  3402. status_change_end(src,SC_BASILICA,-1);
  3403. skill_delunitgroup (sg);
  3404. break;
  3405. }
  3406. }
  3407. } else {
  3408. // otherwise allow casting
  3409. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3410. skill_clear_unitgroup(src);
  3411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3412. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3413. }
  3414. }
  3415. break;
  3416. case PA_GOSPEL: /* ゴスペル */
  3417. skill_clear_unitgroup(src);
  3418. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3419. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3420. status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0);
  3421. break;
  3422. case BD_ADAPTATION: /* アドリブ */
  3423. {
  3424. struct status_change *sc_data = status_get_sc_data(src);
  3425. if(sc_data && sc_data[SC_DANCING].timer!=-1){
  3426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3427. skill_stop_dancing(src,0);
  3428. }
  3429. }
  3430. break;
  3431. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3432. case DC_SCREAM: /* スクリ?ム */
  3433. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3434. skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
  3435. break;
  3436. case TF_STEAL: // スティ?ル
  3437. if(sd) {
  3438. if(pc_steal_item(sd,bl))
  3439. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3440. else
  3441. clif_skill_fail(sd,skillid,0x0a,0);
  3442. }
  3443. break;
  3444. case RG_STEALCOIN: // スティ?ルコイン
  3445. if(sd) {
  3446. if(pc_steal_coin(sd,bl)) {
  3447. int range = skill_get_range(skillid,skilllv);
  3448. if(range < 0)
  3449. range = status_get_range(src) - (range + 1);
  3450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3451. mob_target((struct mob_data *)bl,src,range);
  3452. }
  3453. else
  3454. clif_skill_fail(sd,skillid,0,0);
  3455. }
  3456. break;
  3457. case MG_STONECURSE: /* スト?ンカ?ス */
  3458. {
  3459. struct status_change *sc_data = status_get_sc_data(bl);
  3460. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3461. int i, gem_flag = 1;
  3462. if (bl->type==BL_MOB && status_get_mode(bl)&0x20) {
  3463. clif_skill_fail(sd,sd->skillid,0,0);
  3464. break;
  3465. }
  3466. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3467. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3468. break;
  3469. if (sc_data && sc_data[SC_STONE].timer != -1) {
  3470. status_change_end(bl,SC_STONE,-1);
  3471. if (sd)
  3472. clif_skill_fail(sd,skillid,0,0);
  3473. }
  3474. else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  3475. status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3476. else if(sd) {
  3477. if (skilllv > 5) gem_flag = 0;
  3478. clif_skill_fail(sd,skillid,0,0);
  3479. }
  3480. if (dstmd)
  3481. mob_target(dstmd,src,skill_get_range(skillid,skilllv));
  3482. if (sd && gem_flag) {
  3483. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) {
  3484. clif_skill_fail(sd,sd->skillid,0,0);
  3485. break;
  3486. }
  3487. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3488. }
  3489. }
  3490. break;
  3491. case NV_FIRSTAID: /* ?急手? */
  3492. clif_skill_nodamage(src,bl,skillid,5,1);
  3493. battle_heal(NULL,bl,5,0,0);
  3494. break;
  3495. case AL_CURE: /* キュア? */
  3496. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3497. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3498. break;
  3499. status_change_end(bl, SC_SILENCE , -1 );
  3500. status_change_end(bl, SC_BLIND , -1 );
  3501. status_change_end(bl, SC_CONFUSION, -1 );
  3502. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3503. status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
  3504. }
  3505. break;
  3506. case TF_DETOXIFY: /* 解毒 */
  3507. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3508. status_change_end(bl, SC_POISON , -1 );
  3509. status_change_end(bl, SC_DPOISON , -1 );
  3510. break;
  3511. case PR_STRECOVERY: /* リカバリ? */
  3512. {
  3513. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3514. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3515. break;
  3516. status_change_end(bl, SC_FREEZE , -1 );
  3517. status_change_end(bl, SC_STONE , -1 );
  3518. status_change_end(bl, SC_SLEEP , -1 );
  3519. status_change_end(bl, SC_STAN , -1 );
  3520. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3521. int blind_time;
  3522. //blind_time=30-status_get_vit(bl)/10-status_get_int/15;
  3523. blind_time=30*(100-(status_get_int(bl)+status_get_vit(bl))/2)/100;
  3524. if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)))
  3525. status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
  3526. }
  3527. if(dstmd){
  3528. dstmd->attacked_id=0;
  3529. dstmd->target_id=0;
  3530. dstmd->state.targettype = NONE_ATTACKABLE;
  3531. dstmd->state.skillstate=MSS_IDLE;
  3532. dstmd->next_walktime=tick+rand()%3000+3000;
  3533. }
  3534. }
  3535. break;
  3536. case WZ_ESTIMATION: /* モンスタ?情報 */
  3537. if(src->type==BL_PC){
  3538. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3539. clif_skill_estimation((struct map_session_data *)src,bl);
  3540. }
  3541. break;
  3542. case MC_IDENTIFY: /* アイテム鑑定 */
  3543. if(sd)
  3544. clif_item_identify_list(sd);
  3545. break;
  3546. case BS_REPAIRWEAPON: /* 武器修理 */
  3547. if(sd) {
  3548. //動作しないのでとりあえずコメントアウト
  3549. /*if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  3550. clif_skill_fail(sd,sd->skillid,0,0);
  3551. map_freeblock_unlock();
  3552. return 1;
  3553. }*/
  3554. clif_item_repair_list(sd);
  3555. }
  3556. break;
  3557. case MC_VENDING: /* 露店開設 */
  3558. if(sd)
  3559. clif_openvendingreq(sd,2+sd->skilllv);
  3560. break;
  3561. case AL_TELEPORT: /* テレポ?ト */
  3562. if( sd ){
  3563. if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */
  3564. clif_skill_teleportmessage(sd,0);
  3565. break;
  3566. }
  3567. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3568. if( sd->skilllv==1 )
  3569. clif_skill_warppoint(sd,sd->skillid,"Random","","","");
  3570. else{
  3571. clif_skill_warppoint(sd,sd->skillid,"Random",
  3572. sd->status.save_point.map,"","");
  3573. }
  3574. }else if( bl->type==BL_MOB )
  3575. mob_warp((struct mob_data *)bl,-1,-1,-1,3);
  3576. break;
  3577. case AL_HOLYWATER: /* アクアベネディクタ */
  3578. if(sd) {
  3579. int eflag;
  3580. struct item item_tmp;
  3581. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3582. memset(&item_tmp,0,sizeof(item_tmp));
  3583. item_tmp.nameid = 523;
  3584. item_tmp.identify = 1;
  3585. if(battle_config.holywater_name_input) {
  3586. item_tmp.card[0] = 0xfe;
  3587. item_tmp.card[1] = 0;
  3588. *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */
  3589. }
  3590. eflag = pc_additem(sd,&item_tmp,1);
  3591. if(eflag) {
  3592. clif_additem(sd,0,0,eflag);
  3593. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3594. }
  3595. }
  3596. break;
  3597. case TF_PICKSTONE:
  3598. if(sd) {
  3599. int eflag;
  3600. struct item item_tmp;
  3601. struct block_list tbl;
  3602. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3603. memset(&item_tmp,0,sizeof(item_tmp));
  3604. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3605. item_tmp.nameid = 7049;
  3606. item_tmp.identify = 1;
  3607. tbl.id = 0;
  3608. clif_takeitem(&sd->bl,&tbl);
  3609. eflag = pc_additem(sd,&item_tmp,1);
  3610. if(eflag) {
  3611. clif_additem(sd,0,0,eflag);
  3612. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3613. }
  3614. }
  3615. break;
  3616. case RG_STRIPWEAPON: /* ストリップウェポン */
  3617. case RG_STRIPSHIELD: /* ストリップシールド */
  3618. case RG_STRIPARMOR: /* ストリップアーマー */
  3619. case RG_STRIPHELM: /* ストリップヘルム */
  3620. case ST_FULLSTRIP: // Celest
  3621. {
  3622. struct status_change *tsc_data = status_get_sc_data(bl);
  3623. int scid, equip, strip_fix, strip_num = 0;
  3624. scid = SkillStatusChangeTable[skillid];
  3625. switch (skillid) {
  3626. case RG_STRIPWEAPON:
  3627. equip = EQP_WEAPON;
  3628. break;
  3629. case RG_STRIPSHIELD:
  3630. equip = EQP_SHIELD;
  3631. break;
  3632. case RG_STRIPARMOR:
  3633. equip = EQP_ARMOR;
  3634. break;
  3635. case RG_STRIPHELM:
  3636. equip = EQP_HELM;
  3637. break;
  3638. case ST_FULLSTRIP:
  3639. equip = EQP_WEAPON | EQP_SHIELD | EQP_ARMOR | EQP_HELM;
  3640. strip_num = 3;
  3641. break;
  3642. default:
  3643. return 1;
  3644. }
  3645. if (tsc_data && tsc_data[scid].timer != -1)
  3646. break;
  3647. strip_fix = status_get_dex(src) - status_get_dex(bl);
  3648. if(strip_fix < 0)
  3649. strip_fix=0;
  3650. strip_per = 5+2*skilllv+strip_fix/5;
  3651. if (rand()%100 >= strip_per)
  3652. break;
  3653. if (dstsd) {
  3654. for (i=0;i<MAX_INVENTORY;i++) {
  3655. if (dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & equip){
  3656. pc_unequipitem(dstsd,i,3);
  3657. if ((--strip_num) <= 0)
  3658. break;
  3659. }
  3660. }
  3661. if (i == MAX_INVENTORY)
  3662. break;
  3663. }
  3664. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3665. strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
  3666. status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
  3667. break;
  3668. }
  3669. /* PotionPitcher */
  3670. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  3671. {
  3672. struct block_list tbl;
  3673. int i,x,hp = 0,sp = 0;
  3674. if(sd) {
  3675. if(sd==dstsd) { // cancel use on oneself
  3676. map_freeblock_unlock();
  3677. return 1;
  3678. }
  3679. x = skilllv%11 - 1;
  3680. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3681. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3682. clif_skill_fail(sd,skillid,0,0);
  3683. map_freeblock_unlock();
  3684. return 1;
  3685. }
  3686. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3687. clif_skill_fail(sd,skillid,0,0);
  3688. map_freeblock_unlock();
  3689. return 1;
  3690. }
  3691. sd->state.potionpitcher_flag = 1;
  3692. sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
  3693. sd->skilltarget = bl->id;
  3694. run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
  3695. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3696. sd->state.potionpitcher_flag = 0;
  3697. if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
  3698. hp = status_get_max_hp(bl) * sd->potion_per_hp / 100;
  3699. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3700. if(dstsd) {
  3701. sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
  3702. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3703. }
  3704. }
  3705. else {
  3706. if(sd->potion_hp > 0) {
  3707. hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3708. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  3709. if(dstsd)
  3710. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3711. }
  3712. if(sd->potion_sp > 0) {
  3713. sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3714. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  3715. if(dstsd)
  3716. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3717. }
  3718. }
  3719. }
  3720. else {
  3721. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3722. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  3723. if(dstsd)
  3724. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3725. }
  3726. tbl.id = 0;
  3727. tbl.m = src->m;
  3728. tbl.x = src->x;
  3729. tbl.y = src->y;
  3730. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3731. if(hp > 0 || (hp <= 0 && sp <= 0))
  3732. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  3733. if(sp > 0)
  3734. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  3735. battle_heal(src,bl,hp,sp,0);
  3736. }
  3737. break;
  3738. case AM_CP_WEAPON:
  3739. case AM_CP_SHIELD:
  3740. case AM_CP_ARMOR:
  3741. case AM_CP_HELM:
  3742. {
  3743. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  3744. struct status_change *tsc_data = status_get_sc_data(bl);
  3745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3746. if(tsc_data && tsc_data[scid].timer != -1)
  3747. status_change_end(bl, SC_STRIPWEAPON, -1 );
  3748. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3749. }
  3750. break;
  3751. case SA_DISPELL: /* ディスペル */
  3752. {
  3753. int i;
  3754. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3755. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3756. break;
  3757. for(i=0;i<136;i++){
  3758. if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
  3759. || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
  3760. || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
  3761. || i==SC_CP_HELM || i==SC_COMBO)
  3762. continue;
  3763. status_change_end(bl,i,-1);
  3764. }
  3765. }
  3766. break;
  3767. case TF_BACKSLIDING: /* バックステップ */
  3768. battle_stopwalking(src,1);
  3769. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  3770. if(src->type == BL_MOB)
  3771. clif_fixmobpos((struct mob_data *)src);
  3772. else if(src->type == BL_PET)
  3773. clif_fixpetpos((struct pet_data *)src);
  3774. else if(src->type == BL_PC)
  3775. clif_fixpos(src);
  3776. skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
  3777. break;
  3778. case SA_CASTCANCEL:
  3779. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3780. skill_castcancel(src,1);
  3781. if(sd) {
  3782. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3783. sp = sp * (90 - (skilllv-1)*20) / 100;
  3784. if(sp < 0) sp = 0;
  3785. pc_heal(sd,0,-sp);
  3786. }
  3787. break;
  3788. case SA_SPELLBREAKER: // スペルブレイカ?
  3789. {
  3790. struct status_change *sc_data = status_get_sc_data(bl);
  3791. int sp;
  3792. if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
  3793. if(dstsd) {
  3794. sp = skill_get_sp(skillid,skilllv);
  3795. sp = sp * sc_data[SC_MAGICROD].val2 / 100;
  3796. if(sp > 0x7fff) sp = 0x7fff;
  3797. else if(sp < 1) sp = 1;
  3798. if(dstsd->status.sp + sp > dstsd->status.max_sp) {
  3799. sp = dstsd->status.max_sp - dstsd->status.sp;
  3800. dstsd->status.sp = dstsd->status.max_sp;
  3801. }
  3802. else
  3803. dstsd->status.sp += sp;
  3804. clif_heal(dstsd->fd,SP_SP,sp);
  3805. }
  3806. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
  3807. if(sd) {
  3808. sp = sd->status.max_sp/5;
  3809. if(sp < 1) sp = 1;
  3810. pc_heal(sd,0,-sp);
  3811. }
  3812. }
  3813. else {
  3814. int bl_skillid=0,bl_skilllv=0;
  3815. if(bl->type == BL_PC) {
  3816. if(dstsd && dstsd->skilltimer != -1) {
  3817. bl_skillid = dstsd->skillid;
  3818. bl_skilllv = dstsd->skilllv;
  3819. }
  3820. }
  3821. else if(bl->type == BL_MOB) {
  3822. if(dstmd && dstmd->skilltimer != -1) {
  3823. bl_skillid = dstmd->skillid;
  3824. bl_skilllv = dstmd->skilllv;
  3825. }
  3826. }
  3827. if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
  3828. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3829. skill_castcancel(bl,0);
  3830. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3831. if(dstsd)
  3832. pc_heal(dstsd,0,-sp);
  3833. if(sd) {
  3834. sp = sp*(25*(skilllv-1))/100;
  3835. if(skilllv > 1 && sp < 1) sp = 1;
  3836. if(sp > 0x7fff) sp = 0x7fff;
  3837. else if(sp < 1) sp = 1;
  3838. if(sd->status.sp + sp > sd->status.max_sp) {
  3839. sp = sd->status.max_sp - sd->status.sp;
  3840. sd->status.sp = sd->status.max_sp;
  3841. }
  3842. else
  3843. sd->status.sp += sp;
  3844. clif_heal(sd->fd,SP_SP,sp);
  3845. }
  3846. }
  3847. else if(sd)
  3848. clif_skill_fail(sd,skillid,0,0);
  3849. }
  3850. }
  3851. break;
  3852. case SA_MAGICROD:
  3853. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3854. break;
  3855. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3856. break;
  3857. case SA_AUTOSPELL: /* オ?トスペル */
  3858. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3859. if(sd)
  3860. clif_autospell(sd,skilllv);
  3861. else {
  3862. int maxlv=1,spellid=0;
  3863. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3864. if(skilllv >= 10) {
  3865. spellid = MG_FROSTDIVER;
  3866. maxlv = skilllv - 9;
  3867. }
  3868. else if(skilllv >=8) {
  3869. spellid = MG_FIREBALL;
  3870. maxlv = skilllv - 7;
  3871. }
  3872. else if(skilllv >=5) {
  3873. spellid = MG_SOULSTRIKE;
  3874. maxlv = skilllv - 4;
  3875. }
  3876. else if(skilllv >=2) {
  3877. int i = rand()%3;
  3878. spellid = spellarray[i];
  3879. maxlv = skilllv - 1;
  3880. }
  3881. else if(skilllv > 0) {
  3882. spellid = MG_NAPALMBEAT;
  3883. maxlv = 3;
  3884. }
  3885. if(spellid > 0)
  3886. status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
  3887. skill_get_time(SA_AUTOSPELL,skilllv),0);
  3888. }
  3889. break;
  3890. /* ランダム?性?化、水?性?化、地、火、風 */
  3891. case NPC_ATTRICHANGE:
  3892. case NPC_CHANGEWATER:
  3893. case NPC_CHANGEGROUND:
  3894. case NPC_CHANGEFIRE:
  3895. case NPC_CHANGEWIND:
  3896. /* 毒、聖、念、闇 */
  3897. case NPC_CHANGEPOISON:
  3898. case NPC_CHANGEHOLY:
  3899. case NPC_CHANGEDARKNESS:
  3900. case NPC_CHANGETELEKINESIS:
  3901. if(md){
  3902. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3903. md->def_ele=skill_get_pl(skillid);
  3904. if(md->def_ele==0) /* ランダム?化、ただし、*/
  3905. md->def_ele=rand()%10; /* 不死?性は除く */
  3906. md->def_ele+=(1+rand()%4)*20; /* ?性レベルはランダム */
  3907. }
  3908. break;
  3909. case NPC_PROVOCATION:
  3910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3911. if(md)
  3912. clif_pet_performance(src,mob_db[md->class_].skill[md->skillidx].val[0]);
  3913. break;
  3914. case NPC_HALLUCINATION:
  3915. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3916. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3917. break;
  3918. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3919. break;
  3920. case NPC_KEEPING:
  3921. case NPC_BARRIER:
  3922. {
  3923. int skill_time = skill_get_time(skillid,skilllv);
  3924. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3925. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
  3926. if (src->type == BL_MOB)
  3927. mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
  3928. else if (src->type == BL_PC)
  3929. sd->attackabletime = sd->canmove_tick = tick + skill_time;
  3930. }
  3931. break;
  3932. case NPC_DARKBLESSING:
  3933. {
  3934. int sc_def = 100 - status_get_mdef(bl);
  3935. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3936. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3937. break;
  3938. if(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6)
  3939. break;
  3940. if(rand()%100 < sc_def*(50+skilllv*5)/100) {
  3941. if(dstsd) {
  3942. int hp = status_get_hp(bl)-1;
  3943. pc_heal(dstsd,-hp,0);
  3944. }
  3945. else if(dstmd)
  3946. dstmd->hp = 1;
  3947. }
  3948. }
  3949. break;
  3950. case NPC_SELFDESTRUCTION: /* 自爆 */
  3951. case NPC_SELFDESTRUCTION2: /* 自爆2 */
  3952. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
  3953. break;
  3954. case NPC_LICK:
  3955. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3956. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
  3957. break;
  3958. if(dstsd)
  3959. pc_heal(dstsd,0,-100);
  3960. if(rand()%100 < (skilllv*5)*sc_def_vit/100)
  3961. status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3962. break;
  3963. case NPC_SUICIDE: /* 自決 */
  3964. if(src && bl){
  3965. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3966. if (md)
  3967. mob_damage(NULL,md,md->hp,0);
  3968. else if (sd)
  3969. pc_damage(NULL,sd,sd->status.hp);
  3970. }
  3971. break;
  3972. case NPC_SUMMONSLAVE: /* 手下召喚 */
  3973. case NPC_SUMMONMONSTER: /* MOB召喚 */
  3974. if(md)
  3975. mob_summonslave(md,mob_db[md->class_].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
  3976. break;
  3977. case NPC_TRANSFORMATION:
  3978. case NPC_METAMORPHOSIS:
  3979. if(md)
  3980. mob_class_change(md,mob_db[md->class_].skill[md->skillidx].val);
  3981. break;
  3982. case NPC_EMOTION: /* エモ?ション */
  3983. if(md)
  3984. clif_emotion(&md->bl,mob_db[md->class_].skill[md->skillidx].val[0]);
  3985. break;
  3986. case NPC_DEFENDER:
  3987. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3988. break;
  3989. // Equipment breaking monster skills [Celest]
  3990. case NPC_BREAKWEAPON:
  3991. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3992. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  3993. pc_breakweapon((struct map_session_data *)bl);
  3994. break;
  3995. case NPC_BREAKARMOR:
  3996. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3997. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  3998. pc_breakarmor((struct map_session_data *)bl);
  3999. break;
  4000. case NPC_BREAKHELM:
  4001. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4002. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  4003. // since we don't have any code for helm breaking yet...
  4004. pc_breakweapon((struct map_session_data *)bl);
  4005. break;
  4006. case NPC_BREAKSHIELD:
  4007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4008. if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
  4009. // since we don't have any code for helm breaking yet...
  4010. pc_breakweapon((struct map_session_data *)bl);
  4011. break;
  4012. case WE_MALE: /* 君だけは護るよ */
  4013. if(sd && dstsd){
  4014. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4015. int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
  4016. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4017. battle_heal(NULL,bl,gain_hp,0,0);
  4018. }
  4019. break;
  4020. case WE_FEMALE: /* あなたの?に?牲になります */
  4021. if(sd && dstsd){
  4022. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4023. int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
  4024. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4025. battle_heal(NULL,bl,0,gain_sp,0);
  4026. }
  4027. break;
  4028. case WE_CALLPARTNER: /* あなたに?いたい */
  4029. if(sd && dstsd){
  4030. if((dstsd = pc_get_partner(sd)) == NULL){
  4031. clif_skill_fail(sd,skillid,0,0);
  4032. return 0;
  4033. }
  4034. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4035. clif_skill_teleportmessage(sd,1);
  4036. return 0;
  4037. }
  4038. skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
  4039. }
  4040. break;
  4041. case PF_HPCONVERSION: /* ライフ置き換え */
  4042. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4043. if(sd){
  4044. int conv_hp=0,conv_sp=0;
  4045. conv_hp=sd->status.hp/10; //基本はHPの10%
  4046. sd->status.hp -= conv_hp; //HPを減らす
  4047. conv_sp=conv_hp*10*skilllv/100;
  4048. conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
  4049. sd->status.sp += conv_sp; //SPを?やす
  4050. pc_heal(sd,-conv_hp,conv_sp);
  4051. clif_heal(sd->fd,SP_SP,conv_sp);
  4052. }
  4053. break;
  4054. case HT_REMOVETRAP: /* リム?ブトラップ */
  4055. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4056. {
  4057. struct skill_unit *su=NULL;
  4058. struct item item_tmp;
  4059. int flag;
  4060. if((bl->type==BL_SKILL) &&
  4061. (su=(struct skill_unit *)bl) &&
  4062. (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
  4063. (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
  4064. (su->group->unit_id != 0x92)){ //?を取り返す
  4065. if(sd){
  4066. if(battle_config.skill_removetrap_type == 1){
  4067. for(i=0;i<10;i++) {
  4068. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4069. memset(&item_tmp,0,sizeof(item_tmp));
  4070. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4071. item_tmp.identify = 1;
  4072. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4073. clif_additem(sd,0,0,flag);
  4074. 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);
  4075. }
  4076. }
  4077. }
  4078. }else{
  4079. memset(&item_tmp,0,sizeof(item_tmp));
  4080. item_tmp.nameid = 1065;
  4081. item_tmp.identify = 1;
  4082. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4083. clif_additem(sd,0,0,flag);
  4084. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4085. }
  4086. }
  4087. }
  4088. if(su->group->unit_id == 0x91 && su->group->val2){
  4089. struct block_list *target=map_id2bl(su->group->val2);
  4090. if(target && (target->type == BL_PC || target->type == BL_MOB))
  4091. status_change_end(target,SC_ANKLE,-1);
  4092. }
  4093. skill_delunit(su);
  4094. }
  4095. }
  4096. break;
  4097. case HT_SPRINGTRAP: /* スプリングトラップ */
  4098. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4099. {
  4100. struct skill_unit *su=NULL;
  4101. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4102. switch(su->group->unit_id){
  4103. case 0x8f: /* ブラストマイン */
  4104. case 0x90: /* スキッドトラップ */
  4105. case 0x93: /* ランドマイン */
  4106. case 0x94: /* ショックウェ?ブトラップ */
  4107. case 0x95: /* サンドマン */
  4108. case 0x96: /* フラッシャ? */
  4109. case 0x97: /* フリ?ジングトラップ */
  4110. case 0x98: /* クレイモア?トラップ */
  4111. case 0x99: /* ト?キ?ボックス */
  4112. su->group->unit_id = 0x8c;
  4113. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4114. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4115. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4116. }
  4117. }
  4118. }
  4119. break;
  4120. case BD_ENCORE: /* アンコ?ル */
  4121. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4122. if(sd)
  4123. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  4124. break;
  4125. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4126. 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
  4127. return 1;
  4128. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4129. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
  4130. break;
  4131. case PF_MINDBREAKER: /* プロボック */
  4132. {
  4133. struct status_change *sc_data = status_get_sc_data(bl);
  4134. /* MVPmobと不死には?かない */
  4135. 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
  4136. {
  4137. map_freeblock_unlock();
  4138. return 1;
  4139. }
  4140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4141. status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4142. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
  4143. skill_castcancel(bl,0);
  4144. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
  4145. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  4146. skill_castcancel(bl,0);
  4147. if(sc_data){
  4148. if(sc_data[SC_FREEZE].timer!=-1)
  4149. status_change_end(bl,SC_FREEZE,-1);
  4150. if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  4151. status_change_end(bl,SC_STONE,-1);
  4152. if(sc_data[SC_SLEEP].timer!=-1)
  4153. status_change_end(bl,SC_SLEEP,-1);
  4154. }
  4155. if(bl->type==BL_MOB) {
  4156. int range = skill_get_range(skillid,skilllv);
  4157. if(range < 0)
  4158. range = status_get_range(src) - (range + 1);
  4159. mob_target((struct mob_data *)bl,src,range);
  4160. }
  4161. }
  4162. break;
  4163. case PF_SOULCHANGE:
  4164. {
  4165. int sp1 = 0, sp2 = 0;
  4166. if (sd) {
  4167. if (dstsd) {
  4168. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4169. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4170. sd->status.sp = sp2;
  4171. dstsd->status.sp = sp1;
  4172. clif_heal(sd->fd,SP_SP,sp2);
  4173. clif_updatestatus(sd,SP_SP);
  4174. clif_heal(dstsd->fd,SP_SP,sp1);
  4175. clif_updatestatus(dstsd,SP_SP);
  4176. } else if (dstmd) {
  4177. if (dstmd->state.soul_change_flag) {
  4178. clif_skill_fail(sd,skillid,0,0);
  4179. map_freeblock_unlock();
  4180. return 0;
  4181. }
  4182. sp2 = sd->status.max_sp * 3 /100;
  4183. if (sd->status.sp + sp2 > sd->status.max_sp)
  4184. sp2 = sd->status.max_sp - sd->status.sp;
  4185. sd->status.sp += sp2;
  4186. clif_heal(sd->fd,SP_SP,sp2);
  4187. clif_updatestatus(sd,SP_SP);
  4188. dstmd->state.soul_change_flag = 1;
  4189. }
  4190. }
  4191. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4192. }
  4193. break;
  4194. // Weapon Refining [Celest]
  4195. case WS_WEAPONREFINE:
  4196. if(sd)
  4197. clif_item_refine_list(sd);
  4198. break;
  4199. // Slim Pitcher
  4200. case CR_SLIMPITCHER:
  4201. {
  4202. if (sd && flag&1) {
  4203. struct block_list tbl;
  4204. 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;
  4205. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4206. if (dstsd) {
  4207. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4208. }
  4209. tbl.id = 0;
  4210. tbl.m = src->m;
  4211. tbl.x = src->x;
  4212. tbl.y = src->y;
  4213. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4214. battle_heal(NULL,bl,hp,0,0);
  4215. }
  4216. }
  4217. break;
  4218. // Full Chemical Protection
  4219. case CR_FULLPROTECTION:
  4220. {
  4221. int i, skilltime;
  4222. struct status_change *tsc_data = status_get_sc_data(bl);
  4223. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4224. skilltime = skill_get_time(skillid,skilllv);
  4225. for (i=0; i<4; i++) {
  4226. if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
  4227. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4228. status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
  4229. }
  4230. }
  4231. break;
  4232. case RG_CLEANER: //AppleGirl
  4233. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4234. {
  4235. struct skill_unit *su=NULL;
  4236. if((bl->type==BL_SKILL) &&
  4237. (su=(struct skill_unit *)bl) &&
  4238. (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
  4239. (su->group->unit_id == 0xb0)){ //?を取り返す
  4240. if(sd)
  4241. skill_delunit(su);
  4242. }
  4243. }
  4244. break;
  4245. case ST_PRESERVE:
  4246. if (sd){
  4247. if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1)
  4248. status_change_end(src, SC_PRESERVE, -1 );
  4249. else
  4250. status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 );
  4251. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4252. }
  4253. break;
  4254. // New guild skills [Celest]
  4255. case GD_BATTLEORDER:
  4256. {
  4257. struct guild *g = NULL;
  4258. // Only usable during WoE
  4259. if (!agit_flag) {
  4260. clif_skill_fail(sd,skillid,0,0);
  4261. map_freeblock_unlock();
  4262. return 0;
  4263. }
  4264. if(flag&1) {
  4265. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  4266. status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
  4267. }
  4268. }
  4269. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4270. strcmp(sd->status.name,g->master)==0) {
  4271. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4272. map_foreachinarea(skill_area_sub,
  4273. src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
  4274. src,skillid,skilllv,tick, flag|BCT_ALL|1,
  4275. skill_castend_nodamage_id);
  4276. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4277. }
  4278. }
  4279. break;
  4280. case GD_REGENERATION:
  4281. {
  4282. struct guild *g = NULL;
  4283. // Only usable during WoE
  4284. if (!agit_flag) {
  4285. clif_skill_fail(sd,skillid,0,0);
  4286. map_freeblock_unlock();
  4287. return 0;
  4288. }
  4289. if(flag&1) {
  4290. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  4291. status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
  4292. }
  4293. }
  4294. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4295. strcmp(sd->status.name,g->master)==0) {
  4296. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4297. map_foreachinarea(skill_area_sub,
  4298. src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
  4299. src,skillid,skilllv,tick, flag|BCT_ALL|1,
  4300. skill_castend_nodamage_id);
  4301. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4302. }
  4303. }
  4304. break;
  4305. case GD_RESTORE:
  4306. {
  4307. struct guild *g = NULL;
  4308. // Only usable during WoE
  4309. if (!agit_flag) {
  4310. clif_skill_fail(sd,skillid,0,0);
  4311. map_freeblock_unlock();
  4312. return 0;
  4313. }
  4314. if(flag&1) {
  4315. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  4316. int hp, sp;
  4317. hp = dstsd->status.max_hp*9/10;
  4318. sp = dstsd->status.max_sp*9/10;
  4319. sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
  4320. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  4321. battle_heal(NULL,bl,hp,sp,0);
  4322. }
  4323. }
  4324. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4325. strcmp(sd->status.name,g->master)==0) {
  4326. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4327. map_foreachinarea(skill_area_sub,
  4328. src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
  4329. src,skillid,skilllv,tick, flag|BCT_ALL|1,
  4330. skill_castend_nodamage_id);
  4331. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4332. }
  4333. }
  4334. break;
  4335. case GD_EMERGENCYCALL:
  4336. {
  4337. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4338. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4339. int j = 0;
  4340. struct guild *g = NULL;
  4341. // Only usable during WoE
  4342. if (!agit_flag) {
  4343. clif_skill_fail(sd,skillid,0,0);
  4344. map_freeblock_unlock();
  4345. return 0;
  4346. }
  4347. // i don't know if it actually summons in a circle, but oh well. ;P
  4348. if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  4349. strcmp(sd->status.name,g->master)==0) {
  4350. for(i = 0; i < g->max_member; i++, j++) {
  4351. if (j>8) j=0;
  4352. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd &&
  4353. !map[sd->bl.m].flag.nowarpto && !map[dstsd->bl.m].flag.nowarp) {
  4354. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4355. if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
  4356. dx[j] = dy[j] = 0;
  4357. pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
  4358. }
  4359. }
  4360. status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
  4361. }
  4362. }
  4363. break;
  4364. default:
  4365. printf("Unknown skill used:%d\n",skillid);
  4366. map_freeblock_unlock();
  4367. return 1;
  4368. }
  4369. map_freeblock_unlock();
  4370. return 0;
  4371. }
  4372. /*==========================================
  4373. * スキル使用(詠唱完了、ID指定)
  4374. *------------------------------------------
  4375. */
  4376. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  4377. {
  4378. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  4379. struct block_list *bl;
  4380. int range,inf2;
  4381. nullpo_retr(0, sd);
  4382. if( sd->bl.prev == NULL ) //prevが無いのはありなの?
  4383. return 0;
  4384. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */
  4385. return 0;
  4386. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
  4387. sd->speed = sd->prev_speed;
  4388. clif_updatestatus(sd,SP_SPEED);
  4389. }
  4390. if(sd->skillid != SA_CASTCANCEL)
  4391. sd->skilltimer=-1;
  4392. if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
  4393. sd->canact_tick = tick;
  4394. sd->canmove_tick = tick;
  4395. sd->skillitem = sd->skillitemlv = -1;
  4396. return 0;
  4397. }
  4398. if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる
  4399. sd->canact_tick = tick;
  4400. sd->canmove_tick = tick;
  4401. sd->skillitem = sd->skillitemlv = -1;
  4402. return 0;
  4403. }
  4404. if(sd->skillid == PR_LEXAETERNA) {
  4405. struct status_change *sc_data = status_get_sc_data(bl);
  4406. if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
  4407. clif_skill_fail(sd,sd->skillid,0,0);
  4408. sd->canact_tick = tick;
  4409. sd->canmove_tick = tick;
  4410. sd->skillitem = sd->skillitemlv = -1;
  4411. return 0;
  4412. }
  4413. }
  4414. else if(sd->skillid == RG_BACKSTAP) {
  4415. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
  4416. int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
  4417. if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
  4418. clif_skill_fail(sd,sd->skillid,0,0);
  4419. sd->canact_tick = tick;
  4420. sd->canmove_tick = tick;
  4421. sd->skillitem = sd->skillitemlv = -1;
  4422. return 0;
  4423. }
  4424. }
  4425. inf2 = skill_get_inf2(sd->skillid);
  4426. if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵??係チェック
  4427. battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
  4428. sd->canact_tick = tick;
  4429. sd->canmove_tick = tick;
  4430. sd->skillitem = sd->skillitemlv = -1;
  4431. return 0;
  4432. }
  4433. if(inf2 & 0xC00 && sd->bl.id != bl->id) {
  4434. int fail_flag = 1;
  4435. if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  4436. fail_flag = 0;
  4437. if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == status_get_guild_id(bl))
  4438. fail_flag = 0;
  4439. if(fail_flag) {
  4440. clif_skill_fail(sd,sd->skillid,0,0);
  4441. sd->canact_tick = tick;
  4442. sd->canmove_tick = tick;
  4443. sd->skillitem = sd->skillitemlv = -1;
  4444. return 0;
  4445. }
  4446. }
  4447. range = skill_get_range(sd->skillid,sd->skilllv);
  4448. if(range < 0)
  4449. range = status_get_range(&sd->bl) - (range + 1);
  4450. range += battle_config.pc_skill_add_range;
  4451. if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4452. (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4453. (sd->skillid == CH_CHAINCRUSH && 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 == CH_TIGERFIST))
  4455. range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
  4456. if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
  4457. if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
  4458. clif_skill_fail(sd,sd->skillid,0,0);
  4459. sd->canact_tick = tick;
  4460. sd->canmove_tick = tick;
  4461. sd->skillitem = sd->skillitemlv = -1;
  4462. return 0;
  4463. }
  4464. }
  4465. if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
  4466. sd->canact_tick = tick;
  4467. sd->canmove_tick = tick;
  4468. sd->skillitem = sd->skillitemlv = -1;
  4469. return 0;
  4470. }
  4471. sd->skillitem = sd->skillitemlv = -1;
  4472. if(battle_config.skill_out_range_consume) {
  4473. if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
  4474. clif_skill_fail(sd,sd->skillid,0,0);
  4475. sd->canact_tick = tick;
  4476. sd->canmove_tick = tick;
  4477. return 0;
  4478. }
  4479. }
  4480. if(battle_config.pc_skill_log)
  4481. printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  4482. pc_stop_walking(sd,0);
  4483. switch( skill_get_nk(sd->skillid) )
  4484. {
  4485. /* 攻?系/吹き飛ばし系 */
  4486. case 0: case 2:
  4487. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4488. break;
  4489. case 1:/* 支援系 */
  4490. 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)))
  4491. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4492. else
  4493. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4494. break;
  4495. }
  4496. return 0;
  4497. }
  4498. /*==========================================
  4499. * スキル使用(詠唱完了、場所指定の?際の?理)
  4500. *------------------------------------------
  4501. */
  4502. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  4503. {
  4504. struct map_session_data *sd=NULL;
  4505. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  4506. //if(skilllv <= 0) return 0;
  4507. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4508. nullpo_retr(0, src);
  4509. if(src->type==BL_PC){
  4510. nullpo_retr(0, sd=(struct map_session_data *)src);
  4511. }
  4512. if( skillid != WZ_METEOR &&
  4513. skillid != WZ_SIGHTRASHER &&
  4514. skillid != AM_CANNIBALIZE &&
  4515. skillid != AM_SPHEREMINE)
  4516. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4517. if (skillnotok(skillid, sd)) // [MouseJstr]
  4518. return 0;
  4519. switch(skillid)
  4520. {
  4521. case PR_BENEDICTIO: /* 聖?降福 */
  4522. skill_area_temp[1]=src->id;
  4523. map_foreachinarea(skill_area_sub,
  4524. src->m,x-1,y-1,x+1,y+1,0,
  4525. src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
  4526. skill_castend_nodamage_id);
  4527. map_foreachinarea(skill_area_sub,
  4528. src->m,x-1,y-1,x+1,y+1,0,
  4529. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4530. skill_castend_damage_id);
  4531. break;
  4532. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  4533. skill_area_temp[1]=src->id;
  4534. skill_area_temp[2]=x;
  4535. skill_area_temp[3]=y;
  4536. map_foreachinarea(skill_area_sub,
  4537. src->m,x-2,y-2,x+2,y+2,0,
  4538. src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
  4539. skill_castend_nodamage_id);
  4540. break;
  4541. case HT_DETECTING: /* ディテクティング */
  4542. {
  4543. const int range=7;
  4544. if(src->x!=x)
  4545. x+=(src->x-x>0)?-range:range;
  4546. if(src->y!=y)
  4547. y+=(src->y-y>0)?-range:range;
  4548. map_foreachinarea( status_change_timer_sub,
  4549. src->m, x-range, y-range, x+range,y+range,0,
  4550. src,SC_SIGHT,tick);
  4551. }
  4552. break;
  4553. case MG_SAFETYWALL: /* セイフティウォ?ル */
  4554. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  4555. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  4556. case AL_PNEUMA: /* ニュ?マ */
  4557. case WZ_ICEWALL: /* アイスウォ?ル */
  4558. case WZ_FIREPILLAR: /* ファイアピラ? */
  4559. case WZ_SIGHTRASHER:
  4560. case WZ_QUAGMIRE: /* クァグマイア */
  4561. case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
  4562. case WZ_FROSTNOVA: /* フロストノヴァ */
  4563. case WZ_STORMGUST: /* スト?ムガスト */
  4564. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  4565. case PR_SANCTUARY: /* サンクチュアリ */
  4566. case PR_MAGNUS: /* マグヌスエクソシズム */
  4567. case CR_GRANDCROSS: /* グランドクロス */
  4568. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  4569. case HT_SKIDTRAP: /* スキッドトラップ */
  4570. case HT_LANDMINE: /* ランドマイン */
  4571. case HT_ANKLESNARE: /* アンクルスネア */
  4572. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  4573. case HT_SANDMAN: /* サンドマン */
  4574. case HT_FLASHER: /* フラッシャ? */
  4575. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  4576. case HT_BLASTMINE: /* ブラストマイン */
  4577. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  4578. case AS_VENOMDUST: /* ベノムダスト */
  4579. case AM_DEMONSTRATION: /* デモンストレ?ション */
  4580. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  4581. case PF_FOGWALL: /* フォグウォ?ル */
  4582. case HT_TALKIEBOX: /* ト?キ?ボックス */
  4583. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4584. break;
  4585. case RG_GRAFFITI: /* Graffiti [Valaris] */
  4586. skill_clear_unitgroup(src);
  4587. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4588. break;
  4589. case SA_VOLCANO: /* ボルケ?ノ */
  4590. case SA_DELUGE: /* デリュ?ジ */
  4591. case SA_VIOLENTGALE: /* バイオレントゲイル */
  4592. case SA_LANDPROTECTOR: /* ランドプロテクタ? */
  4593. skill_clear_element_field(src);//?に自分が?動している?性場をクリア
  4594. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4595. break;
  4596. case WZ_METEOR: //メテオスト?ム
  4597. {
  4598. int flag=0;
  4599. for(i=0;i<2+(skilllv>>1);i++) {
  4600. int j=0;
  4601. do {
  4602. tmpx = x + (rand()%7 - 3);
  4603. tmpy = y + (rand()%7 - 3);
  4604. if(tmpx < 0)
  4605. tmpx = 0;
  4606. else if(tmpx >= map[src->m].xs)
  4607. tmpx = map[src->m].xs - 1;
  4608. if(tmpy < 0)
  4609. tmpy = 0;
  4610. else if(tmpy >= map[src->m].ys)
  4611. tmpy = map[src->m].ys - 1;
  4612. j++;
  4613. } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
  4614. if(j >= 100)
  4615. continue;
  4616. if(flag==0){
  4617. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  4618. flag=1;
  4619. }
  4620. if(i > 0)
  4621. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
  4622. x1 = tmpx;
  4623. y1 = tmpy;
  4624. }
  4625. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
  4626. }
  4627. break;
  4628. case AL_WARP: /* ワ?プポ?タル */
  4629. if(sd) {
  4630. if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
  4631. break;
  4632. clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
  4633. (sd->skilllv>1)?sd->status.memo_point[0].map:"",
  4634. (sd->skilllv>2)?sd->status.memo_point[1].map:"",
  4635. (sd->skilllv>3)?sd->status.memo_point[2].map:"");
  4636. }
  4637. break;
  4638. case MO_BODYRELOCATION:
  4639. if(sd){
  4640. pc_movepos(sd,x,y);
  4641. }else if( src->type==BL_MOB )
  4642. mob_warp((struct mob_data *)src,-1,x,y,0);
  4643. status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 );
  4644. break;
  4645. case AM_CANNIBALIZE: // バイオプラント
  4646. if(sd){
  4647. int mx,my,id=0;
  4648. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  4649. struct mob_data *md;
  4650. mx = x;// + (rand()%10 - 5);
  4651. my = y;// + (rand()%10 - 5);
  4652. id=mob_once_spawn(sd,"this",mx,my,"--ja--", summons[skilllv-1] ,1,"");
  4653. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  4654. md->master_id=sd->bl.id;
  4655. md->hp=2210+skilllv*200;
  4656. md->state.special_mob_ai=1;
  4657. md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
  4658. }
  4659. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4660. }
  4661. break;
  4662. case AM_SPHEREMINE: // スフィア?マイン
  4663. if(sd){
  4664. int mx,my,id=0;
  4665. struct mob_data *md;
  4666. mx = x;// + (rand()%10 - 5);
  4667. my = y;// + (rand()%10 - 5);
  4668. id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
  4669. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  4670. md->master_id=sd->bl.id;
  4671. md->hp=2000+skilllv*400;
  4672. md->state.special_mob_ai=2;
  4673. md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
  4674. }
  4675. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4676. }
  4677. break;
  4678. // Slim Pitcher [Celest]
  4679. case CR_SLIMPITCHER:
  4680. {
  4681. if (sd) {
  4682. int i = skilllv%11 - 1;
  4683. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  4684. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  4685. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  4686. clif_skill_fail(sd,skillid,0,0);
  4687. return 1;
  4688. }
  4689. sd->state.potionpitcher_flag = 1;
  4690. sd->potion_hp = 0;
  4691. run_script(sd->inventory_data[j]->use_script,0,sd->bl.id,0);
  4692. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  4693. sd->state.potionpitcher_flag = 0;
  4694. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4695. if(sd->potion_hp > 0) {
  4696. map_foreachinarea(skill_area_sub,
  4697. src->m,x-3,y-3,x+3,y+3,0,
  4698. src,skillid,skilllv,tick,flag|BCT_PARTY|1,
  4699. skill_castend_nodamage_id);
  4700. }
  4701. }
  4702. }
  4703. break;
  4704. }
  4705. return 0;
  4706. }
  4707. /*==========================================
  4708. * スキル使用(詠唱完了、map指定)
  4709. *------------------------------------------
  4710. */
  4711. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  4712. {
  4713. int x=0,y=0;
  4714. nullpo_retr(0, sd);
  4715. if( sd->bl.prev == NULL || pc_isdead(sd) )
  4716. return 0;
  4717. if(skillnotok(skill_num, sd))
  4718. return 0;
  4719. if( sd->opt1>0 || sd->status.option&2 )
  4720. return 0;
  4721. //スキルが使えない?態異常中
  4722. if(sd->sc_count){
  4723. if( sd->sc_data[SC_DIVINA].timer!=-1 ||
  4724. sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
  4725. sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
  4726. sd->sc_data[SC_STEELBODY].timer != -1 ||
  4727. sd->sc_data[SC_DANCING].timer!=-1 ||
  4728. sd->sc_data[SC_BERSERK].timer != -1 ||
  4729. sd->sc_data[SC_MARIONETTE].timer != -1)
  4730. return 0;
  4731. if (sd->sc_data[SC_BLOCKSKILL].timer!=-1)
  4732. if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
  4733. return 0;
  4734. }
  4735. if( skill_num != sd->skillid) /* 不正パケットらしい */
  4736. return 0;
  4737. pc_stopattack(sd);
  4738. if(battle_config.pc_skill_log)
  4739. printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  4740. pc_stop_walking(sd,0);
  4741. if(strcmp(map,"cancel")==0)
  4742. return 0;
  4743. switch(skill_num){
  4744. case AL_TELEPORT: /* テレポ?ト */
  4745. if(strcmp(map,"Random")==0)
  4746. pc_randomwarp(sd,3);
  4747. else
  4748. pc_setpos(sd,sd->status.save_point.map,
  4749. sd->status.save_point.x,sd->status.save_point.y,3);
  4750. break;
  4751. case AL_WARP: /* ワ?プポ?タル */
  4752. {
  4753. const struct point *p[4];
  4754. struct skill_unit_group *group;
  4755. int i;
  4756. int maxcount=0;
  4757. p[0] = &sd->status.save_point;
  4758. p[1] = &sd->status.memo_point[0];
  4759. p[2] = &sd->status.memo_point[1];
  4760. p[3] = &sd->status.memo_point[2];
  4761. if((maxcount = skill_get_maxcount(sd->skillid)) > 0) {
  4762. int c;
  4763. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  4764. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  4765. c++;
  4766. }
  4767. if(c >= maxcount) {
  4768. clif_skill_fail(sd,sd->skillid,0,0);
  4769. sd->canact_tick = gettick();
  4770. sd->canmove_tick = gettick();
  4771. sd->skillitem = sd->skillitemlv = -1;
  4772. return 0;
  4773. }
  4774. }
  4775. if(sd->skilllv <= 0) return 0;
  4776. for(i=0;i<sd->skilllv;i++){
  4777. if(strcmp(map,p[i]->map)==0){
  4778. x=p[i]->x;
  4779. y=p[i]->y;
  4780. break;
  4781. }
  4782. }
  4783. if(x==0 || y==0) /* 不正パケット? */
  4784. return 0;
  4785. if(!skill_check_condition(sd,3))
  4786. return 0;
  4787. if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
  4788. return 0;
  4789. group->valstr=(char *)aCallocA(24,sizeof(char));
  4790. memcpy(group->valstr,map,24);
  4791. group->val2=(x<<16)|y;
  4792. }
  4793. break;
  4794. }
  4795. return 0;
  4796. }
  4797. /*==========================================
  4798. * スキルユニット設定?理
  4799. *------------------------------------------
  4800. */
  4801. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  4802. {
  4803. struct skill_unit_group *group;
  4804. int i,count=1,limit=10000,val1=0,val2=0;
  4805. int target=BCT_ENEMY,interval=1000,range=0;
  4806. int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  4807. struct status_change *sc_data;
  4808. nullpo_retr(0, src);
  4809. sc_data = status_get_sc_data(src); // for firewall and fogwall - celest
  4810. switch(skillid){ /* 設定 */
  4811. case MG_SAFETYWALL: /* セイフティウォ?ル */
  4812. limit=skill_get_time(skillid,skilllv);
  4813. val2=skilllv+1;
  4814. interval = -1;
  4815. target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
  4816. break;
  4817. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  4818. if(src->x == x && src->y == y)
  4819. dir = 2;
  4820. else
  4821. dir=map_calc_dir(src,x,y);
  4822. if(dir&1) count=5;
  4823. else count=3;
  4824. limit=skill_get_time(skillid,skilllv);
  4825. if(sc_data) {
  4826. if (sc_data[SC_VIOLENTGALE].timer!=-1) limit = limit*3/2;
  4827. }
  4828. // check for sc_data first - Celest
  4829. // if (((struct map_session_data *)src)->sc_data[SC_VIOLENTGALE].timer!=-1)
  4830. // limit *= 1.5;
  4831. val2=4+skilllv;
  4832. interval=1;
  4833. break;
  4834. case AL_PNEUMA: /* ニュ?マ */
  4835. limit=skill_get_time(skillid,skilllv);
  4836. interval = -1;
  4837. target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
  4838. count = 9;
  4839. break;
  4840. case AL_WARP: /* ワ?プポ?タル */
  4841. target=BCT_ALL;
  4842. val1=skilllv+6;
  4843. if(flag==0)
  4844. limit=2000;
  4845. else
  4846. limit=skill_get_time(skillid,skilllv);
  4847. break;
  4848. case PR_SANCTUARY: /* サンクチュアリ */
  4849. count=21;
  4850. limit=skill_get_time(skillid,skilllv);
  4851. val1=(skilllv+3)*2;
  4852. val2=(skilllv>6)?777:skilllv*100;
  4853. target=BCT_ALL;
  4854. range=1;
  4855. break;
  4856. case PR_MAGNUS: /* マグヌスエクソシズム */
  4857. count=33;
  4858. limit=skill_get_time(skillid,skilllv);
  4859. interval=3000;
  4860. break;
  4861. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  4862. if(flag==0)
  4863. limit=skill_get_time(skillid,skilllv);
  4864. else
  4865. limit=1000;
  4866. interval=2000;
  4867. val1=skilllv+2;
  4868. if(skilllv < 6)
  4869. range=1;
  4870. else
  4871. range=2;
  4872. break;
  4873. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  4874. limit=500;
  4875. range=1;
  4876. break;
  4877. case WZ_FROSTNOVA: /* フロストノヴァ */
  4878. limit=500;
  4879. range=5;
  4880. break;
  4881. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  4882. limit=500;
  4883. range=2;
  4884. break;
  4885. case WZ_METEOR: /* メテオスト?ム */
  4886. limit=500;
  4887. range=3;
  4888. break;
  4889. case WZ_SIGHTRASHER:
  4890. limit=500;
  4891. count=41;
  4892. break;
  4893. case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
  4894. limit=4100;
  4895. interval=1000;
  4896. range=6;
  4897. break;
  4898. case WZ_ICEWALL: /* アイスウォ?ル */
  4899. limit=skill_get_time(skillid,skilllv);
  4900. count=5;
  4901. break;
  4902. case WZ_STORMGUST: /* スト?ムガスト */
  4903. limit=4600;
  4904. interval=450;
  4905. range=5;
  4906. break;
  4907. case WZ_QUAGMIRE: /* クァグマイア */
  4908. limit=skill_get_time(skillid,skilllv);
  4909. interval=200;
  4910. count=25;
  4911. break;
  4912. case HT_SANDMAN: /* サンドマン */
  4913. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  4914. limit=skill_get_time(skillid,skilllv);
  4915. // longer trap times in WOE [celest]
  4916. if (map[src->m].flag.gvg) limit *= 4;
  4917. range=2;
  4918. break;
  4919. case HT_SKIDTRAP: /* スキッドトラップ */
  4920. case HT_LANDMINE: /* ランドマイン */
  4921. case HT_ANKLESNARE: /* アンクルスネア */
  4922. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  4923. case HT_FLASHER: /* フラッシャ? */
  4924. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  4925. case HT_BLASTMINE: /* ブラストマイン */
  4926. limit=skill_get_time(skillid,skilllv);
  4927. // longer trap times in WOE [celest]
  4928. if (skillid != PF_SPIDERWEB && map[src->m].flag.gvg)
  4929. limit *= 4;
  4930. range=1;
  4931. break;
  4932. case HT_TALKIEBOX: /* ト?キ?ボックス */
  4933. limit=skill_get_time(skillid,skilllv);
  4934. range=1;
  4935. target=BCT_ALL;
  4936. break;
  4937. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  4938. limit=skill_get_time(skillid,skilllv);
  4939. range=1;
  4940. val1=skilllv*15+10;
  4941. break;
  4942. case AS_VENOMDUST: /* ベノムダスト */
  4943. limit=skill_get_time(skillid,skilllv);
  4944. interval=1000;
  4945. count=5;
  4946. break;
  4947. case CR_GRANDCROSS: /* グランドクロス */
  4948. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  4949. count=29;
  4950. limit=1000;
  4951. interval=300;
  4952. break;
  4953. case SA_VOLCANO: /* ボルケ?ノ */
  4954. case SA_DELUGE: /* デリュ?ジ */
  4955. case SA_VIOLENTGALE: /* バイオレントゲイル */
  4956. limit=skill_get_time(skillid,skilllv);
  4957. //count=skilllv<=2?25:(skilllv<=4?49:81);
  4958. count=49;
  4959. target=BCT_ALL;
  4960. break;
  4961. case SA_LANDPROTECTOR: /* グランドクロス */
  4962. limit=skill_get_time(skillid,skilllv); // changed to get duration from cast_db (moonsoul)
  4963. val1=skilllv*15+10;
  4964. aoe_diameter=skilllv+skilllv%2+5;
  4965. target=BCT_ALL;
  4966. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  4967. break;
  4968. case BD_LULLABY: /* 子守唄 */
  4969. case BD_ETERNALCHAOS: /* エタ?ナルカオス */
  4970. case BD_ROKISWEIL: /* ロキの叫び */
  4971. count=81;
  4972. limit=skill_get_time(skillid,skilllv);
  4973. range=5;
  4974. target=(skillid==BD_ETERNALCHAOS ? BCT_ENEMY : BCT_ALL);
  4975. break;
  4976. case BD_RICHMANKIM:
  4977. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  4978. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  4979. case BD_INTOABYSS: /* 深淵の中に */
  4980. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  4981. count=81;
  4982. limit=skill_get_time(skillid,skilllv);
  4983. range=5;
  4984. target=BCT_PARTY;
  4985. break;
  4986. case BA_WHISTLE: /* 口笛 */
  4987. count=49;
  4988. limit=skill_get_time(skillid,skilllv);
  4989. range=3;
  4990. target=BCT_NOENEMY;
  4991. if(src->type == BL_PC)
  4992. val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
  4993. val2 = ((status_get_agi(src)/10)&0xffff)<<16;
  4994. val2 |= (status_get_luk(src)/10)&0xffff;
  4995. break;
  4996. case DC_HUMMING: /* ハミング */
  4997. count=49;
  4998. limit=skill_get_time(skillid,skilllv);
  4999. range=3;
  5000. target=BCT_NOENEMY;
  5001. if(src->type == BL_PC)
  5002. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5003. val2 = status_get_dex(src)/10;
  5004. break;
  5005. case BA_DISSONANCE: /* 不協和音 */
  5006. case DC_UGLYDANCE: /* 自分勝手なダンス */
  5007. count=49;
  5008. limit=skill_get_time(skillid,skilllv);
  5009. range=3;
  5010. target=BCT_ENEMY;
  5011. break;
  5012. case DC_DONTFORGETME: /* 私を忘れないで… */
  5013. count=49;
  5014. limit=skill_get_time(skillid,skilllv);
  5015. range=3;
  5016. target=BCT_ENEMY;
  5017. if(src->type == BL_PC)
  5018. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5019. val2 = ((status_get_str(src)/20)&0xffff)<<16;
  5020. val2 |= (status_get_agi(src)/10)&0xffff;
  5021. break;
  5022. case BA_POEMBRAGI: /* ブラギの詩 */
  5023. count=49;
  5024. limit=skill_get_time(skillid,skilllv);
  5025. range=3;
  5026. target=BCT_NOENEMY;
  5027. if(src->type == BL_PC)
  5028. val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5029. val2 = ((status_get_dex(src)/10)&0xffff)<<16;
  5030. val2 |= (status_get_int(src)/5)&0xffff;
  5031. break;
  5032. case BA_APPLEIDUN: /* イドゥンの林檎 */
  5033. count=49;
  5034. limit=skill_get_time(skillid,skilllv);
  5035. range=3;
  5036. target=BCT_NOENEMY;
  5037. if(src->type == BL_PC)
  5038. val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
  5039. else
  5040. val1 = 0;
  5041. val1 |= (status_get_vit(src))&0xffff;
  5042. val2 = 0;//回復用タイムカウンタ(6秒?に1?加)
  5043. break;
  5044. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  5045. count=49;
  5046. limit=skill_get_time(skillid,skilllv);
  5047. range=3;
  5048. target=BCT_PARTY;
  5049. if(src->type == BL_PC)
  5050. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5051. val2 = status_get_int(src)/10;
  5052. break;
  5053. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  5054. count=49;
  5055. limit=skill_get_time(skillid,skilllv);
  5056. range=3;
  5057. target=BCT_NOENEMY;
  5058. if(src->type == BL_PC)
  5059. val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
  5060. val2 = status_get_agi(src)/20;
  5061. break;
  5062. case DC_FORTUNEKISS: /* 幸運のキス */
  5063. count=49;
  5064. limit=skill_get_time(skillid,skilllv);
  5065. range=3;
  5066. target=BCT_NOENEMY;
  5067. if(src->type == BL_PC)
  5068. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  5069. val2 = status_get_luk(src)/10;
  5070. break;
  5071. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5072. limit=skill_get_time(skillid,skilllv);
  5073. interval=1000;
  5074. range=1;
  5075. target=BCT_ENEMY;
  5076. break;
  5077. case WE_CALLPARTNER: /* あなたに逢いたい */
  5078. limit=skill_get_time(skillid,skilllv);
  5079. range=-1;
  5080. break;
  5081. case HP_BASILICA: /* バジリカ */
  5082. limit=skill_get_time(skillid,skilllv);
  5083. target=BCT_ALL;
  5084. range=3;
  5085. //Fix to prevent the priest from walking while Basilica is up.
  5086. battle_stopwalking(src,1);
  5087. //status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
  5088. //sd->canmove_tick = gettick() + limit; // added later [celest]
  5089. break;
  5090. case PA_GOSPEL: /* ゴスペル */
  5091. count=49;
  5092. target=BCT_PARTY;
  5093. limit=skill_get_time(skillid,skilllv);
  5094. break;
  5095. /* case CG_MOONLIT:
  5096. range=1;
  5097. target=BCT_ALL;
  5098. limit=skill_get_time(skillid,skilllv);
  5099. break;*/
  5100. case PF_FOGWALL: /* フォグウォ?ル */
  5101. count=15;
  5102. limit=skill_get_time(skillid,skilllv);
  5103. if(sc_data) {
  5104. if (sc_data[SC_DELUGE].timer!=-1) limit *= 2;
  5105. }
  5106. break;
  5107. case RG_GRAFFITI: /* Graffiti */
  5108. count=1; // Leave this at 1 [Valaris]
  5109. limit=600000; // Time length [Valaris]
  5110. break;
  5111. case GD_LEADERSHIP:
  5112. case GD_GLORYWOUNDS:
  5113. case GD_SOULCOLD:
  5114. case GD_HAWKEYES:
  5115. range=2;
  5116. target=BCT_ALL;
  5117. limit=300000;
  5118. break;
  5119. default:
  5120. if(battle_config.error_log)
  5121. printf ("skill_unitsetting: Unknown skill id = %d\n",skillid);
  5122. return 0;
  5123. }
  5124. nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
  5125. group->limit=limit;
  5126. group->val1=val1;
  5127. group->val2=val2;
  5128. group->target_flag=target;
  5129. group->interval=interval;
  5130. group->range=range;
  5131. if(skillid==HT_TALKIEBOX ||
  5132. skillid==RG_GRAFFITI){
  5133. group->valstr=aCallocA(80, 1);
  5134. if(group->valstr==NULL){
  5135. printf("skill_castend_map: out of memory !\n");
  5136. exit(1);
  5137. }
  5138. memcpy(group->valstr,talkie_mes,80);
  5139. }
  5140. for(i=0;i<count;i++){
  5141. struct skill_unit *unit;
  5142. int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
  5143. int range=group->range;
  5144. switch(skillid){ /* 設定 */
  5145. case AL_PNEUMA: /* ニュ?マ */
  5146. {
  5147. static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
  5148. static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
  5149. ux+=dx[i];
  5150. uy+=dy[i];
  5151. }
  5152. break;
  5153. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5154. {
  5155. if(dir&1){ /* 斜め配置 */
  5156. static const int dx[][5]={
  5157. { 1,1,0,0,-1 }, { -1,-1,0,0,1 },
  5158. },dy[][5]={
  5159. { 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
  5160. };
  5161. ux+=dx[(dir>>1)&1][i];
  5162. uy+=dy[(dir>>1)&1][i];
  5163. }else{ /* 上下配置 */
  5164. if(dir%4==0) /* 上下 */
  5165. ux+=i-1;
  5166. else /* 左右 */
  5167. uy+=i-1;
  5168. }
  5169. val2=group->val2;
  5170. }
  5171. break;
  5172. case PR_SANCTUARY: /* サンクチュアリ */
  5173. {
  5174. static const int dx[]={
  5175. -1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 };
  5176. static const int dy[]={
  5177. -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, };
  5178. ux+=dx[i];
  5179. uy+=dy[i];
  5180. }
  5181. break;
  5182. case PR_MAGNUS: /* マグヌスエクソシズム */
  5183. {
  5184. static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3,
  5185. -3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, };
  5186. static const int dy[]={
  5187. -3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1,
  5188. 0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 };
  5189. ux+=dx[i];
  5190. uy+=dy[i];
  5191. }
  5192. break;
  5193. case WZ_SIGHTRASHER:
  5194. {
  5195. static const int dx[]={
  5196. -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 };
  5197. static const int dy[]={
  5198. -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 };
  5199. ux+=dx[i];
  5200. uy+=dy[i];
  5201. }
  5202. break;
  5203. case WZ_ICEWALL: /* アイスウォ?ル */
  5204. {
  5205. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  5206. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  5207. if(skilllv <= 1)
  5208. val1 = 500;
  5209. else
  5210. val1 = 200 + 200*skilllv;
  5211. if(src->x == x && src->y == y)
  5212. dir = 2;
  5213. else
  5214. dir=map_calc_dir(src,x,y);
  5215. ux+=(2-i)*diry[dir];
  5216. uy+=(i-2)*dirx[dir];
  5217. }
  5218. break;
  5219. case WZ_QUAGMIRE: /* クァグマイア */
  5220. ux+=(i%5-2);
  5221. uy+=(i/5-2);
  5222. if(i==12)
  5223. range=2;
  5224. else
  5225. range=-1;
  5226. break;
  5227. case AS_VENOMDUST: /* ベノムダスト */
  5228. {
  5229. static const int dx[]={-1,0,0,0,1};
  5230. static const int dy[]={0,-1,0,1,0};
  5231. ux+=dx[i];
  5232. uy+=dy[i];
  5233. }
  5234. break;
  5235. case CR_GRANDCROSS: /* グランドクロス */
  5236. case NPC_DARKGRANDCROSS: /*闇グランドクロス*/
  5237. {
  5238. static const int dx[]={
  5239. 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, };
  5240. static const int dy[]={
  5241. -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, };
  5242. ux+=dx[i];
  5243. uy+=dy[i];
  5244. }
  5245. break;
  5246. case SA_VOLCANO: /* ボルケ?ノ */
  5247. case SA_DELUGE: /* デリュ?ジ */
  5248. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5249. {
  5250. int u_range=0,central=0;
  5251. if(skilllv<=2){
  5252. u_range=2;
  5253. central=12;
  5254. }else if(skilllv<=4){
  5255. u_range=3;
  5256. central=24;
  5257. }else if(skilllv>=5){
  5258. u_range=4;
  5259. central=40;
  5260. }
  5261. ux+=(i%(u_range*2+1)-u_range);
  5262. uy+=(i/(u_range*2+1)-u_range);
  5263. if(i==central)
  5264. range=u_range;//中央のユニットの?果範?は全範?
  5265. else
  5266. range=-1;//中央以外のユニットは飾り
  5267. }
  5268. break;
  5269. case SA_LANDPROTECTOR: /* ランドプロテクタ? */
  5270. {
  5271. int u_range=0;
  5272. if(skilllv<=2) u_range=3;
  5273. else if(skilllv<=4) u_range=4;
  5274. else if(skilllv>=5) u_range=5;
  5275. ux+=(i%(u_range*2+1)-u_range);
  5276. uy+=(i/(u_range*2+1)-u_range);
  5277. range=0;
  5278. }
  5279. break;
  5280. /* ダンスなど */
  5281. case BD_LULLABY: /* 子守歌 */
  5282. case BD_RICHMANKIM: /* ニヨルドの宴 */
  5283. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  5284. case BD_DRUMBATTLEFIELD:/* ?太鼓の響き */
  5285. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  5286. case BD_ROKISWEIL: /* ロキの叫び */
  5287. case BD_INTOABYSS: /* 深淵の中に */
  5288. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  5289. ux+=(i%9-4);
  5290. uy+=(i/9-4);
  5291. if(i==40)
  5292. range=4; /* 中心の場合は範?を4にオ?バ?ライド */
  5293. else
  5294. range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
  5295. break;
  5296. case BA_DISSONANCE: /* 不協和音 */
  5297. case BA_WHISTLE: /* 口笛 */
  5298. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  5299. case BA_POEMBRAGI: /* ブラギの詩 */
  5300. case BA_APPLEIDUN: /* イドゥンの林檎 */
  5301. case DC_UGLYDANCE: /* 自分勝手なダンス */
  5302. case DC_HUMMING: /* ハミング */
  5303. case DC_DONTFORGETME: /* 私を忘れないで… */
  5304. case DC_FORTUNEKISS: /* 幸運のキス */
  5305. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  5306. // case CG_MOONLIT:
  5307. ux+=(i%7-3);
  5308. uy+=(i/7-3);
  5309. if(i==40)
  5310. range=4; /* 中心の場合は範?を4にオ?バ?ライド */
  5311. else
  5312. range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
  5313. break;
  5314. case PA_GOSPEL: /* ゴスペル */
  5315. ux+=(i%7-3);
  5316. uy+=(i/7-3);
  5317. break;
  5318. case PF_FOGWALL: /* フォグウォ?ル */
  5319. ux+=(i%5-2);
  5320. uy+=(i/5-1);
  5321. break;
  5322. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5323. ux+=(i%5-2);
  5324. uy+=(i/5-2);
  5325. break;
  5326. }
  5327. //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
  5328. if(range<=0)
  5329. map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);
  5330. if(skillid==WZ_ICEWALL && alive){
  5331. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  5332. if(val2==5 || val2==1)
  5333. alive=0;
  5334. else {
  5335. map_setcell(src->m,ux,uy,5);
  5336. clif_changemapcell(src->m,ux,uy,5,0);
  5337. }
  5338. }
  5339. if(alive){
  5340. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  5341. unit->val1=val1;
  5342. unit->val2=val2;
  5343. unit->limit=limit;
  5344. unit->range=range;
  5345. // [celest]
  5346. if (sc_data) {
  5347. // attach the unit's id to the caster
  5348. switch (skillid) {
  5349. case HP_BASILICA:
  5350. if (sc_data[SC_BASILICA].timer!=-1)
  5351. sc_data[SC_BASILICA].val4 = (int)unit;
  5352. break;
  5353. case GD_LEADERSHIP:
  5354. {
  5355. struct map_session_data *sd = (struct map_session_data *)src;
  5356. if (sd)
  5357. sd->state.leadership_flag = (int)unit;
  5358. }
  5359. break;
  5360. case GD_GLORYWOUNDS:
  5361. {
  5362. struct map_session_data *sd = (struct map_session_data *)src;
  5363. if (sd)
  5364. sd->state.glorywounds_flag = (int)unit;
  5365. }
  5366. break;
  5367. case GD_SOULCOLD:
  5368. {
  5369. struct map_session_data *sd = (struct map_session_data *)src;
  5370. if (sd)
  5371. sd->state.soulcold_flag = (int)unit;
  5372. }
  5373. break;
  5374. case GD_HAWKEYES:
  5375. {
  5376. struct map_session_data *sd = (struct map_session_data *)src;
  5377. if (sd)
  5378. sd->state.hawkeyes_flag = (int)unit;
  5379. }
  5380. break;
  5381. }
  5382. }
  5383. }
  5384. }
  5385. return group;
  5386. }
  5387. /*==========================================
  5388. * スキルユニットの?動イベント
  5389. *------------------------------------------
  5390. */
  5391. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5392. {
  5393. struct skill_unit_group *sg;
  5394. struct block_list *ss;
  5395. struct skill_unit_group_tickset *ts;
  5396. struct map_session_data *srcsd=NULL;
  5397. int diff,goflag,splash_count=0;
  5398. struct status_change *sc_data;
  5399. nullpo_retr(0, src);
  5400. nullpo_retr(0, bl);
  5401. sc_data = status_get_sc_data(bl);
  5402. if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
  5403. return 0;
  5404. nullpo_retr(0, sg=src->group);
  5405. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5406. if(ss->type == BL_PC)
  5407. nullpo_retr(0, srcsd=(struct map_session_data *)ss);
  5408. if(srcsd && srcsd->chatID)
  5409. return 0;
  5410. if( bl->type != BL_PC && bl->type != BL_MOB )
  5411. return 0;
  5412. nullpo_retr(0, ts = skill_unitgrouptickset_search(bl, sg));
  5413. diff=DIFF_TICK(tick,ts->tick);
  5414. goflag=(diff>sg->interval || diff<0);
  5415. if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
  5416. goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);
  5417. //?象がLP上に居る場合は無?
  5418. map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);
  5419. if(!goflag)
  5420. return 0;
  5421. ts->tick=tick;
  5422. switch(sg->unit_id){
  5423. case 0x83: /* サンクチュアリ */
  5424. {
  5425. int race=status_get_race(bl);
  5426. int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0;
  5427. if( status_get_hp(bl)>=status_get_max_hp(bl) && !damage_flag)
  5428. break;
  5429. if((sg->val1--)<=0){
  5430. skill_delunitgroup(sg);
  5431. return 0;
  5432. }
  5433. if(!damage_flag) {
  5434. int heal=sg->val2;
  5435. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
  5436. heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
  5437. clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
  5438. battle_heal(NULL,bl,heal,0,0);
  5439. }
  5440. else {
  5441. // reduce healing count if this was meant for damaging [celest]
  5442. sg->val1 /= 2;
  5443. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5444. }
  5445. }
  5446. break;
  5447. case 0x84: /* マグヌスエクソシズム */
  5448. {
  5449. int race=status_get_race(bl);
  5450. int damage_flag = (battle_check_undead(race,status_get_elem_type(bl)) || race == 6)? 1:0;
  5451. if(!damage_flag)
  5452. return 0;
  5453. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5454. }
  5455. break;
  5456. case 0x85: /* ニュ?マ */
  5457. {
  5458. struct skill_unit *unit2;
  5459. int type=SC_PNEUMA;
  5460. if(sc_data) {
  5461. if (sc_data[type].timer==-1)
  5462. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  5463. else if((unit2 = (struct skill_unit *)sc_data[type].val2) && unit2 != src){
  5464. if(unit2->group && DIFF_TICK(sg->tick,unit2->group->tick) > 0)
  5465. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  5466. ts->tick-=sg->interval;
  5467. }
  5468. }
  5469. }
  5470. break;
  5471. case 0x7e: /* セイフティウォ?ル */
  5472. if (sc_data) {
  5473. status_change_start(bl,SC_SAFETYWALL,sg->skill_lv,(int)src,0,0,0,0);
  5474. ts->tick-=sg->interval;
  5475. }
  5476. break;
  5477. 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) */
  5478. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5479. break;
  5480. case 0x7f: /* ファイヤ?ウォ?ル */
  5481. if( (src->val2--)>0)
  5482. skill_attack(BF_MAGIC,ss,&src->bl,bl,
  5483. sg->skill_id,sg->skill_lv,tick,0);
  5484. if( src->val2<=0 )
  5485. skill_delunit(src);
  5486. break;
  5487. case 0x87: /* ファイア?ピラ?(?動前) */
  5488. skill_delunit(src);
  5489. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  5490. break;
  5491. case 0x88: /* ファイア?ピラ?(?動後) */
  5492. if(DIFF_TICK(tick,sg->tick) < 150)
  5493. //skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5494. 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]
  5495. break;
  5496. case 0x90: /* スキッドトラップ */
  5497. {
  5498. int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
  5499. if(map[bl->m].flag.gvg) c = 0;
  5500. for(i=0;i<c;i++)
  5501. skill_blown(&src->bl,bl,1|0x30000);
  5502. sg->unit_id = 0x8c;
  5503. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5504. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5505. }
  5506. break;
  5507. case 0x93: /* ランドマイン */
  5508. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5509. sg->unit_id = 0x8c;
  5510. clif_changelook(&src->bl,LOOK_BASE,0x88);
  5511. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5512. break;
  5513. case 0x8f: /* ブラストマイン */
  5514. case 0x94: /* ショックウェ?ブトラップ */
  5515. case 0x95: /* サンドマン */
  5516. case 0x96: /* フラッシャ? */
  5517. case 0x97: /* フリ?ジングトラップ */
  5518. case 0x98: /* クレイモア?トラップ */
  5519. map_foreachinarea(skill_count_target,src->bl.m
  5520. ,src->bl.x-src->range,src->bl.y-src->range
  5521. ,src->bl.x+src->range,src->bl.y+src->range
  5522. ,0,&src->bl,&splash_count);
  5523. map_foreachinarea(skill_trap_splash,src->bl.m
  5524. ,src->bl.x-src->range,src->bl.y-src->range
  5525. ,src->bl.x+src->range,src->bl.y+src->range
  5526. ,0,&src->bl,tick,splash_count);
  5527. sg->unit_id = 0x8c;
  5528. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5529. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5530. break;
  5531. case 0x91: /* アンクルスネア */
  5532. {
  5533. struct status_change *sc_data=status_get_sc_data(bl);
  5534. if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
  5535. int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
  5536. int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)/10;
  5537. if(status_get_mode(bl)&0x20)
  5538. sec = sec/5;
  5539. battle_stopwalking(bl,1);
  5540. status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
  5541. if(moveblock) map_delblock(bl);
  5542. bl->x = src->bl.x;
  5543. bl->y = src->bl.y;
  5544. if(moveblock) map_addblock(bl);
  5545. if(bl->type == BL_MOB)
  5546. clif_fixmobpos((struct mob_data *)bl);
  5547. else if(bl->type == BL_PET)
  5548. clif_fixpetpos((struct pet_data *)bl);
  5549. else
  5550. clif_fixpos(bl);
  5551. clif_01ac(&src->bl);
  5552. sg->limit=DIFF_TICK(tick,sg->tick) + sec;
  5553. sg->val2=bl->id;
  5554. }
  5555. }
  5556. break;
  5557. case 0x80: /* ワ?プポ?タル(?動後) */
  5558. if(bl->type==BL_PC){
  5559. struct map_session_data *sd = (struct map_session_data *)bl;
  5560. 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) {
  5561. if( battle_config.chat_warpportal || !sd->chatID ){
  5562. if((sg->val1--)>0){
  5563. pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
  5564. 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) ))
  5565. skill_delunitgroup(sg);
  5566. }else
  5567. skill_delunitgroup(sg);
  5568. }
  5569. }
  5570. }else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  5571. int m=map_mapname2mapid(sg->valstr);
  5572. struct mob_data *md;
  5573. md=(struct mob_data *)bl;
  5574. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5575. }
  5576. break;
  5577. case 0x8e: /* クァグマイア */
  5578. {
  5579. struct status_change *sc_data=status_get_sc_data(bl);
  5580. int type=SkillStatusChangeTable[sg->skill_id];
  5581. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  5582. break;
  5583. if(sc_data && sc_data[type].timer==-1)
  5584. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5585. }
  5586. break;
  5587. case 0x92: /* ベノムダスト */
  5588. {
  5589. struct status_change *sc_data=status_get_sc_data(bl);
  5590. int type=SkillStatusChangeTable[sg->skill_id];
  5591. if(sc_data && sc_data[type].timer==-1 )
  5592. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5593. }
  5594. break;
  5595. case 0x9a: /* ボルケ?ノ */
  5596. case 0x9b: /* デリュ?ジ */
  5597. case 0x9c: /* バイオレントゲイル */
  5598. {
  5599. struct skill_unit *unit2;
  5600. struct status_change *sc_data=status_get_sc_data(bl);
  5601. int type=SkillStatusChangeTable[sg->skill_id];
  5602. if(sc_data) {
  5603. if (sc_data[type].timer==-1)
  5604. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5605. else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
  5606. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5607. status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5608. ts->tick-=sg->interval;
  5609. }
  5610. }
  5611. } break;
  5612. case 0x9e: /* 子守唄 */
  5613. case 0x9f: /* ニヨルドの宴 */
  5614. case 0xa0: /* 永遠の混沌 */
  5615. case 0xa1: /* ?太鼓の響き */
  5616. case 0xa2: /* ニ?ベルングの指輪 */
  5617. case 0xa3: /* ロキの叫び */
  5618. case 0xa4: /* 深淵の中に */
  5619. case 0xa5: /* 不死身のジ?クフリ?ド */
  5620. case 0xa6: /* 不協和音 */
  5621. case 0xa7: /* 口笛 */
  5622. case 0xa8: /* 夕陽のアサシンクロス */
  5623. case 0xa9: /* ブラギの詩 */
  5624. case 0xab: /* 自分勝手なダンス */
  5625. case 0xac: /* ハミング */
  5626. case 0xad: /* 私を忘れないで… */
  5627. case 0xae: /* 幸運のキス */
  5628. case 0xaf: /* サ?ビスフォ?ユ? */
  5629. case 0xb4:
  5630. // case 0xb6: /* フォグウォ?ル */
  5631. {
  5632. struct skill_unit *unit2;
  5633. struct status_change *sc_data=status_get_sc_data(bl);
  5634. int type=SkillStatusChangeTable[sg->skill_id];
  5635. if(sg->src_id == bl->id)
  5636. break;
  5637. if(sc_data) {
  5638. if (sc_data[type].timer==-1)
  5639. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5640. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5641. else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5642. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5643. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5644. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5645. ts->tick-=sg->interval;
  5646. }
  5647. }
  5648. } break;
  5649. case 0xaa: /* イドゥンの林檎 */
  5650. {
  5651. struct skill_unit *unit2;
  5652. struct status_change *sc_data=status_get_sc_data(bl);
  5653. int type=SkillStatusChangeTable[sg->skill_id];
  5654. if(sg->src_id == bl->id)
  5655. break;
  5656. if(sc_data) {
  5657. if (sc_data[type].timer==-1)
  5658. status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
  5659. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5660. else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5661. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5662. status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
  5663. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5664. ts->tick-=sg->interval;
  5665. }
  5666. }
  5667. } break;
  5668. case 0xb6: /* フォグウォ?ル */
  5669. {
  5670. struct skill_unit *unit2;
  5671. struct status_change *sc_data=status_get_sc_data(bl);
  5672. int type=SkillStatusChangeTable[sg->skill_id];
  5673. if(sc_data) {
  5674. if (sc_data[type].timer==-1) {
  5675. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5676. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5677. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  5678. }
  5679. else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5680. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) {
  5681. status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5682. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5683. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  5684. }
  5685. // ts->tick-=sg->interval;
  5686. }
  5687. }
  5688. } break;
  5689. case 0xb1: /* デモンストレ?ション */
  5690. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5691. if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
  5692. pc_breakweapon((struct map_session_data *)bl);
  5693. break;
  5694. case 0x99: /* ト?キ?ボックス */
  5695. if(sg->src_id == bl->id) //自分が踏んでも?動しない
  5696. break;
  5697. if(sg->val2==0){
  5698. clif_talkiebox(&src->bl,sg->valstr);
  5699. sg->unit_id = 0x8c;
  5700. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5701. sg->limit=DIFF_TICK(tick,sg->tick)+5000;
  5702. sg->val2=-1; //踏んだ
  5703. }
  5704. break;
  5705. case 0xb2: /* あなたを_?いたいです */
  5706. case 0xb3: /* ゴスペル */
  5707. //case 0xb6: /* フォグウォ?ル */ - moved [celest]
  5708. //とりあえず何もしない
  5709. break;
  5710. case 0xb7: /* スパイダ?ウェッブ */
  5711. if(sg->val2==0){
  5712. int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
  5713. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  5714. if(moveblock) map_delblock(bl);
  5715. bl->x = (&src->bl)->x;
  5716. bl->y = (&src->bl)->y;
  5717. if(moveblock) map_addblock(bl);
  5718. if(bl->type == BL_MOB)
  5719. clif_fixmobpos((struct mob_data *)bl);
  5720. else if(bl->type == BL_PET)
  5721. clif_fixpetpos((struct pet_data *)bl);
  5722. else
  5723. clif_fixpos(bl);
  5724. clif_01ac(&src->bl);
  5725. sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
  5726. sg->val2=bl->id;
  5727. }
  5728. break;
  5729. // New guild skills [Celest]
  5730. case 0xc1: // GD_LEADERSHIP
  5731. {
  5732. struct map_session_data *sd;
  5733. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5734. sd->status.guild_id == srcsd->status.guild_id &&
  5735. sd != srcsd) {
  5736. sd->state.leadership_flag = (int)src;
  5737. status_calc_pc (sd, 0);
  5738. }
  5739. }
  5740. break;
  5741. case 0xc2: // GD_GLORYWOUNDS
  5742. {
  5743. struct map_session_data *sd;
  5744. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5745. sd->status.guild_id == srcsd->status.guild_id &&
  5746. sd != srcsd) {
  5747. sd->state.glorywounds_flag = (int)src;
  5748. status_calc_pc (sd, 0);
  5749. }
  5750. }
  5751. break;
  5752. case 0xc3: // GD_SOULCOLD
  5753. {
  5754. struct map_session_data *sd;
  5755. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5756. sd->status.guild_id == srcsd->status.guild_id &&
  5757. sd != srcsd) {
  5758. sd->state.soulcold_flag = (int)src;
  5759. status_calc_pc (sd, 0);
  5760. }
  5761. }
  5762. break;
  5763. case 0xc4: // GD_HAWKEYES
  5764. {
  5765. struct map_session_data *sd;
  5766. if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
  5767. sd->status.guild_id == srcsd->status.guild_id &&
  5768. sd != srcsd) {
  5769. sd->state.hawkeyes_flag = (int)src;
  5770. status_calc_pc (sd, 0);
  5771. }
  5772. }
  5773. break;
  5774. /* default:
  5775. if(battle_config.error_log)
  5776. printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5777. break;*/
  5778. }
  5779. if(bl->type==BL_MOB && ss!=bl) /* スキル使用?件のMOBスキル */
  5780. {
  5781. if(battle_config.mob_changetarget_byskill == 1)
  5782. {
  5783. int target=((struct mob_data *)bl)->target_id;
  5784. if(ss->type == BL_PC)
  5785. ((struct mob_data *)bl)->target_id=ss->id;
  5786. mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
  5787. ((struct mob_data *)bl)->target_id=target;
  5788. }
  5789. else
  5790. mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
  5791. }
  5792. return 0;
  5793. }
  5794. /*==========================================
  5795. * スキルユニットから離?する(もしくはしている)場合
  5796. *------------------------------------------
  5797. */
  5798. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5799. {
  5800. struct skill_unit_group *sg;
  5801. nullpo_retr(0, src);
  5802. nullpo_retr(0, bl);
  5803. nullpo_retr(0, sg=src->group);
  5804. if( bl->prev==NULL || !src->alive )
  5805. return 0;
  5806. if( bl->type!=BL_PC && bl->type!=BL_MOB )
  5807. return 0;
  5808. switch(sg->unit_id){
  5809. case 0x7e: /* セイフティウォ?ル */
  5810. case 0x85: /* ニュ?マ */
  5811. case 0x8e: /* クァグマイア */
  5812. {
  5813. struct status_change *sc_data=status_get_sc_data(bl);
  5814. int type=
  5815. (sg->unit_id==0x85)?SC_PNEUMA:
  5816. ((sg->unit_id==0x7e)?SC_SAFETYWALL:
  5817. SC_QUAGMIRE);
  5818. if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
  5819. sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
  5820. status_change_end(bl,type,-1);
  5821. }
  5822. } break;
  5823. case 0x91: /* アンクルスネア */
  5824. {
  5825. struct block_list *target=map_id2bl(sg->val2);
  5826. if( target && target==bl ){
  5827. status_change_end(bl,SC_ANKLE,-1);
  5828. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5829. }
  5830. }
  5831. break;
  5832. // case 0xb5:
  5833. case 0xb8:
  5834. {
  5835. struct block_list *target=map_id2bl(sg->val2);
  5836. if( target==bl )
  5837. status_change_end(bl,SC_SPIDERWEB,-1);
  5838. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5839. }
  5840. break;
  5841. case 0xb6:
  5842. {
  5843. struct block_list *target=map_id2bl(sg->val2);
  5844. struct status_change *sc_data=status_get_sc_data(bl);
  5845. if( target==bl ) {
  5846. status_change_end(bl,SC_FOGWALL,-1);
  5847. if (sc_data && sc_data[SC_BLIND].timer!=-1)
  5848. sc_data[SC_BLIND].timer = add_timer(
  5849. gettick() + 30000, status_change_timer, bl->id, 0);
  5850. }
  5851. //sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5852. }
  5853. break;
  5854. case 0x9a: /* ボルケ?ノ */
  5855. case 0x9b: /* デリュ?ジ */
  5856. case 0x9c: /* バイオレントゲイル */
  5857. {
  5858. struct status_change *sc_data=status_get_sc_data(bl);
  5859. struct skill_unit *su;
  5860. int type=SkillStatusChangeTable[sg->skill_id];
  5861. if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
  5862. status_change_end(bl,type,-1);
  5863. }
  5864. }
  5865. break;
  5866. case 0x9e: /* 子守唄 */
  5867. case 0x9f: /* ニヨルドの宴 */
  5868. case 0xa0: /* 永遠の混沌 */
  5869. case 0xa1: /* ?太鼓の響き */
  5870. case 0xa2: /* ニ?ベルングの指輪 */
  5871. case 0xa3: /* ロキの叫び */
  5872. case 0xa4: /* 深淵の中に */
  5873. case 0xa5: /* 不死身のジ?クフリ?ド */
  5874. case 0xa6: /* 不協和音 */
  5875. case 0xa7: /* 口笛 */
  5876. case 0xa8: /* 夕陽のアサシンクロス */
  5877. case 0xa9: /* ブラギの詩 */
  5878. case 0xaa: /* イドゥンの林檎 */
  5879. case 0xab: /* 自分勝手なダンス */
  5880. case 0xac: /* ハミング */
  5881. case 0xad: /* 私を忘れないで… */
  5882. case 0xae: /* 幸運のキス */
  5883. case 0xaf: /* サ?ビスフォ?ユ? */
  5884. case 0xb4:
  5885. {
  5886. struct status_change *sc_data=status_get_sc_data(bl);
  5887. struct skill_unit *su;
  5888. int type=SkillStatusChangeTable[sg->skill_id];
  5889. if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
  5890. status_change_end(bl,type,-1);
  5891. }
  5892. }
  5893. break;
  5894. case 0xb7: /* スパイダ?ウェッブ */
  5895. {
  5896. struct block_list *target=map_id2bl(sg->val2);
  5897. if( target && target==bl )
  5898. status_change_end(bl,SC_SPIDERWEB,-1);
  5899. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5900. }
  5901. break;
  5902. // New guild skills [Celest]
  5903. case 0xc1: // GD_LEADERSHIP
  5904. {
  5905. struct map_session_data *sd;
  5906. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.leadership_flag > 0)
  5907. sd->state.leadership_flag = 0;
  5908. }
  5909. break;
  5910. case 0xc2: // GD_GLORYWOUNDS
  5911. {
  5912. struct map_session_data *sd;
  5913. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.glorywounds_flag > 0)
  5914. sd->state.glorywounds_flag = 0;
  5915. }
  5916. break;
  5917. case 0xc3: // GD_SOULCOLD
  5918. {
  5919. struct map_session_data *sd;
  5920. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.soulcold_flag > 0)
  5921. sd->state.soulcold_flag = 0;
  5922. }
  5923. break;
  5924. case 0xc4: // GD_HAWKEYES
  5925. {
  5926. struct map_session_data *sd;
  5927. if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.hawkeyes_flag > 0)
  5928. sd->state.hawkeyes_flag = 0;
  5929. }
  5930. break;
  5931. /* default:
  5932. if(battle_config.error_log)
  5933. printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5934. break;*/
  5935. }
  5936. skill_unitgrouptickset_delete(bl,sg);
  5937. return 0;
  5938. }
  5939. /*==========================================
  5940. * スキルユニットの削除イベント
  5941. *------------------------------------------
  5942. */
  5943. int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5944. {
  5945. struct skill_unit_group *sg;
  5946. nullpo_retr(0, src);
  5947. nullpo_retr(0, bl);
  5948. nullpo_retr(0, sg = src->group);
  5949. if( bl->prev==NULL || !src->alive )
  5950. return 0;
  5951. if( bl->type!=BL_PC && bl->type!=BL_MOB )
  5952. return 0;
  5953. switch(sg->unit_id){
  5954. case 0x85: /* ニュ?マ */
  5955. case 0x7e: /* セイフティウォ?ル */
  5956. case 0x8e: /* クァグマイヤ */
  5957. case 0x9a: /* ボルケ?ノ */
  5958. case 0x9b: /* デリュ?ジ */
  5959. case 0x9c: /* バイオレントゲイル */
  5960. case 0x9e: /* 子守唄 */
  5961. case 0x9f: /* ニヨルドの宴 */
  5962. case 0xa0: /* 永遠の混沌 */
  5963. case 0xa1: /* ?太鼓の響き */
  5964. case 0xa2: /* ニ?ベルングの指輪 */
  5965. case 0xa3: /* ロキの叫び */
  5966. case 0xa4: /* 深淵の中に */
  5967. case 0xa5: /* 不死身のジ?クフリ?ド */
  5968. case 0xa6: /* 不協和音 */
  5969. case 0xa7: /* 口笛 */
  5970. case 0xa8: /* 夕陽のアサシンクロス */
  5971. case 0xa9: /* ブラギの詩 */
  5972. case 0xaa: /* イドゥンの林檎 */
  5973. case 0xab: /* 自分勝手なダンス */
  5974. case 0xac: /* ハミング */
  5975. case 0xad: /* 私を忘れないで… */
  5976. case 0xae: /* 幸運のキス */
  5977. case 0xaf: /* サ?ビスフォ?ユ? */
  5978. case 0xb4:
  5979. case 0xc1:
  5980. case 0xc2:
  5981. case 0xc3:
  5982. case 0xc4:
  5983. return skill_unit_onout(src,bl,tick);
  5984. /* default:
  5985. if(battle_config.error_log)
  5986. printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5987. break;*/
  5988. }
  5989. skill_unitgrouptickset_delete(bl,sg);
  5990. return 0;
  5991. }
  5992. /*==========================================
  5993. * スキルユニットの限界イベント
  5994. *------------------------------------------
  5995. */
  5996. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  5997. {
  5998. struct skill_unit_group *sg;
  5999. nullpo_retr(0, src);
  6000. nullpo_retr(0, sg=src->group);
  6001. switch(sg->unit_id){
  6002. case 0x81: /* ワ?プポ?タル(?動前) */
  6003. {
  6004. struct skill_unit_group *group=
  6005. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6006. src->bl.x,src->bl.y,1);
  6007. if(group == NULL)
  6008. return 0;
  6009. group->valstr=aCallocA(24, 1);
  6010. if(group->valstr==NULL){
  6011. printf("skill_unit_onlimit: out of memory !\n");
  6012. exit(1);
  6013. }
  6014. memcpy(group->valstr,sg->valstr,24);
  6015. group->val2=sg->val2;
  6016. }
  6017. break;
  6018. case 0x8d: /* アイスウォ?ル */
  6019. map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
  6020. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6021. break;
  6022. case 0xb2: /* あなたに?いたい */
  6023. {
  6024. struct map_session_data *sd = NULL;
  6025. struct map_session_data *p_sd = NULL;
  6026. if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
  6027. return 0;
  6028. if((p_sd = pc_get_partner(sd)) == NULL)
  6029. return 0;
  6030. pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
  6031. }
  6032. break;
  6033. case 0xc1: // GD_LEADERSHIP
  6034. {
  6035. struct map_session_data *sd;
  6036. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6037. sd->state.leadership_flag = 0;
  6038. }
  6039. }
  6040. break;
  6041. case 0xc2: // GD_GLORYWOUNDS
  6042. {
  6043. struct map_session_data *sd;
  6044. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6045. sd->state.glorywounds_flag = 0;
  6046. }
  6047. }
  6048. break;
  6049. case 0xc3: // GD_SOULCOLD
  6050. {
  6051. struct map_session_data *sd;
  6052. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6053. sd->state.soulcold_flag = 0;
  6054. }
  6055. }
  6056. break;
  6057. case 0xc4: // GD_HAWKEYES
  6058. {
  6059. struct map_session_data *sd;
  6060. if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
  6061. sd->state.hawkeyes_flag = 0;
  6062. }
  6063. }
  6064. break;
  6065. }
  6066. return 0;
  6067. }
  6068. /*==========================================
  6069. * スキルユニットのダメ?ジイベント
  6070. *------------------------------------------
  6071. */
  6072. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6073. int damage,unsigned int tick)
  6074. {
  6075. struct skill_unit_group *sg;
  6076. nullpo_retr(0, src);
  6077. nullpo_retr(0, sg=src->group);
  6078. switch(sg->unit_id){
  6079. case 0x8d: /* アイスウォ?ル */
  6080. src->val1-=damage;
  6081. break;
  6082. case 0x8f: /* ブラストマイン */
  6083. case 0x98: /* クレイモア?トラップ */
  6084. skill_blown(bl,&src->bl,2); //吹き飛ばしてみる
  6085. break;
  6086. default:
  6087. damage = 0;
  6088. break;
  6089. }
  6090. return damage;
  6091. }
  6092. /*---------------------------------------------------------------------------- */
  6093. /*==========================================
  6094. * スキル使用(詠唱完了、場所指定)
  6095. *------------------------------------------
  6096. */
  6097. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  6098. {
  6099. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  6100. int range,maxcount;
  6101. nullpo_retr(0, sd);
  6102. if( sd->bl.prev == NULL )
  6103. return 0;
  6104. if( sd->skilltimer != tid ) /* タイマIDの確認 */
  6105. return 0;
  6106. if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
  6107. sd->speed = sd->prev_speed;
  6108. clif_updatestatus(sd,SP_SPEED);
  6109. }
  6110. sd->skilltimer=-1;
  6111. if(pc_isdead(sd)) {
  6112. sd->canact_tick = tick;
  6113. sd->canmove_tick = tick;
  6114. sd->skillitem = sd->skillitemlv = -1;
  6115. return 0;
  6116. }
  6117. if(battle_config.pc_skill_reiteration == 0) {
  6118. range = -1;
  6119. switch(sd->skillid) {
  6120. case MG_SAFETYWALL:
  6121. case WZ_FIREPILLAR:
  6122. case HT_SKIDTRAP:
  6123. case HT_LANDMINE:
  6124. case HT_ANKLESNARE:
  6125. case HT_SHOCKWAVE:
  6126. case HT_SANDMAN:
  6127. case HT_FLASHER:
  6128. case HT_FREEZINGTRAP:
  6129. case HT_BLASTMINE:
  6130. case HT_CLAYMORETRAP:
  6131. case HT_TALKIEBOX:
  6132. case AL_WARP:
  6133. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  6134. case RG_GRAFFITI: /* グラフィティ */
  6135. range = 0;
  6136. break;
  6137. case AL_PNEUMA:
  6138. range = 1;
  6139. break;
  6140. }
  6141. if(range >= 0) {
  6142. if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
  6143. clif_skill_fail(sd,sd->skillid,0,0);
  6144. sd->canact_tick = tick;
  6145. sd->canmove_tick = tick;
  6146. sd->skillitem = sd->skillitemlv = -1;
  6147. return 0;
  6148. }
  6149. }
  6150. }
  6151. if(battle_config.pc_skill_nofootset) {
  6152. range = -1;
  6153. switch(sd->skillid) {
  6154. case WZ_FIREPILLAR:
  6155. case HT_SKIDTRAP:
  6156. case HT_LANDMINE:
  6157. case HT_ANKLESNARE:
  6158. case HT_SHOCKWAVE:
  6159. case HT_SANDMAN:
  6160. case HT_FLASHER:
  6161. case HT_FREEZINGTRAP:
  6162. case HT_BLASTMINE:
  6163. case HT_CLAYMORETRAP:
  6164. case HT_TALKIEBOX:
  6165. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  6166. case WZ_ICEWALL:
  6167. range = 2;
  6168. break;
  6169. case AL_WARP:
  6170. range = 0;
  6171. break;
  6172. }
  6173. if(range >= 0) {
  6174. if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
  6175. clif_skill_fail(sd,sd->skillid,0,0);
  6176. sd->canact_tick = tick;
  6177. sd->canmove_tick = tick;
  6178. sd->skillitem = sd->skillitemlv = -1;
  6179. return 0;
  6180. }
  6181. }
  6182. }
  6183. if(battle_config.pc_land_skill_limit) {
  6184. maxcount = skill_get_maxcount(sd->skillid);
  6185. if(maxcount > 0) {
  6186. int i,c;
  6187. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  6188. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  6189. c++;
  6190. }
  6191. if(c >= maxcount) {
  6192. clif_skill_fail(sd,sd->skillid,0,0);
  6193. sd->canact_tick = tick;
  6194. sd->canmove_tick = tick;
  6195. sd->skillitem = sd->skillitemlv = -1;
  6196. return 0;
  6197. }
  6198. }
  6199. }
  6200. if(sd->skilllv <= 0) return 0;
  6201. range = skill_get_range(sd->skillid,sd->skilllv);
  6202. if(range < 0)
  6203. range = status_get_range(&sd->bl) - (range + 1);
  6204. range += battle_config.pc_skill_add_range;
  6205. if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
  6206. if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
  6207. clif_skill_fail(sd,sd->skillid,0,0);
  6208. sd->canact_tick = tick;
  6209. sd->canmove_tick = tick;
  6210. sd->skillitem = sd->skillitemlv = -1;
  6211. return 0;
  6212. }
  6213. }
  6214. if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
  6215. sd->canact_tick = tick;
  6216. sd->canmove_tick = tick;
  6217. sd->skillitem = sd->skillitemlv = -1;
  6218. return 0;
  6219. }
  6220. sd->skillitem = sd->skillitemlv = -1;
  6221. if(battle_config.skill_out_range_consume) {
  6222. if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
  6223. clif_skill_fail(sd,sd->skillid,0,0);
  6224. sd->canact_tick = tick;
  6225. sd->canmove_tick = tick;
  6226. return 0;
  6227. }
  6228. }
  6229. if(battle_config.pc_skill_log)
  6230. printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  6231. pc_stop_walking(sd,0);
  6232. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  6233. return 0;
  6234. }
  6235. /*==========================================
  6236. * 範??キャラ存在確認判定?理(foreachinarea)
  6237. *------------------------------------------
  6238. */
  6239. static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
  6240. {
  6241. int *c;
  6242. struct block_list *src;
  6243. struct map_session_data *sd;
  6244. struct map_session_data *ssd;
  6245. struct pc_base_job s_class;
  6246. struct pc_base_job ss_class;
  6247. nullpo_retr(0, bl);
  6248. nullpo_retr(0, ap);
  6249. nullpo_retr(0, sd=(struct map_session_data*)bl);
  6250. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6251. nullpo_retr(0, c=va_arg(ap,int *));
  6252. nullpo_retr(0, ssd=(struct map_session_data*)src);
  6253. s_class = pc_calc_base_job(sd->status.class_);
  6254. //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
  6255. 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
  6256. (*c)=99;
  6257. return 0;
  6258. }
  6259. ss_class = pc_calc_base_job(ssd->status.class_);
  6260. switch(ssd->skillid){
  6261. case PR_BENEDICTIO: /* 聖?降福 */
  6262. if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
  6263. (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
  6264. (*c)++;
  6265. break;
  6266. case BD_LULLABY: /* 子守歌 */
  6267. case BD_RICHMANKIM: /* ニヨルドの宴 */
  6268. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  6269. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  6270. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  6271. case BD_ROKISWEIL: /* ロキの叫び */
  6272. case BD_INTOABYSS: /* 深淵の中に */
  6273. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  6274. case BD_RAGNAROK: /* 神?の?昏 */
  6275. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  6276. if(sd != ssd &&
  6277. ((ss_class.job==19 && s_class.job==20) ||
  6278. (ss_class.job==20 && s_class.job==19)) &&
  6279. pc_checkskill(sd,ssd->skillid) > 0 &&
  6280. (*c)==0 &&
  6281. sd->status.party_id == ssd->status.party_id &&
  6282. !pc_issit(sd) &&
  6283. sd->sc_data[SC_DANCING].timer==-1
  6284. )
  6285. (*c)=pc_checkskill(sd,ssd->skillid);
  6286. break;
  6287. }
  6288. return 0;
  6289. }
  6290. /*==========================================
  6291. * 範??キャラ存在確認判定後スキル使用?理(foreachinarea)
  6292. *------------------------------------------
  6293. */
  6294. static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
  6295. {
  6296. int *c;
  6297. struct block_list *src;
  6298. struct map_session_data *sd;
  6299. struct map_session_data *ssd;
  6300. struct pc_base_job s_class;
  6301. struct pc_base_job ss_class;
  6302. int skillid,skilllv;
  6303. nullpo_retr(0, bl);
  6304. nullpo_retr(0, ap);
  6305. nullpo_retr(0, sd=(struct map_session_data*)bl);
  6306. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6307. nullpo_retr(0, c=va_arg(ap,int *));
  6308. nullpo_retr(0, ssd=(struct map_session_data*)src);
  6309. s_class = pc_calc_base_job(sd->status.class_);
  6310. //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
  6311. 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
  6312. (*c)=99;
  6313. return 0;
  6314. }
  6315. ss_class = pc_calc_base_job(ssd->status.class_);
  6316. skillid=ssd->skillid;
  6317. skilllv=ssd->skilllv;
  6318. //if(skilllv <= 0) return 0;
  6319. if(skillid > 0 && skilllv <= 0) return 0; // celest
  6320. switch(skillid){
  6321. case PR_BENEDICTIO: /* 聖?降福 */
  6322. if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
  6323. (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
  6324. sd->status.sp -= 10;
  6325. status_calc_pc(sd,0);
  6326. (*c)++;
  6327. }
  6328. break;
  6329. case BD_LULLABY: /* 子守歌 */
  6330. case BD_RICHMANKIM: /* ニヨルドの宴 */
  6331. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  6332. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  6333. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  6334. case BD_ROKISWEIL: /* ロキの叫び */
  6335. case BD_INTOABYSS: /* 深淵の中に */
  6336. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  6337. case BD_RAGNAROK: /* 神?の?昏 */
  6338. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  6339. if(sd != ssd && //本人以外で
  6340. ((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?で
  6341. (ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで
  6342. pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
  6343. (*c)==0 && //最初の一人で
  6344. sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
  6345. !pc_issit(sd) && //座ってない
  6346. sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない
  6347. ){
  6348. ssd->sc_data[SC_DANCING].val4=bl->id;
  6349. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  6350. status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
  6351. sd->skillid_dance=sd->skillid=skillid;
  6352. sd->skilllv_dance=sd->skilllv=skilllv;
  6353. (*c)++;
  6354. }
  6355. break;
  6356. }
  6357. return 0;
  6358. }
  6359. /*==========================================
  6360. * 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)
  6361. *------------------------------------------
  6362. */
  6363. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6364. {
  6365. int *c,src_id=0,mob_class=0;
  6366. struct mob_data *md;
  6367. nullpo_retr(0, bl);
  6368. nullpo_retr(0, ap);
  6369. nullpo_retr(0, md=(struct mob_data*)bl);
  6370. nullpo_retr(0, src_id=va_arg(ap,int));
  6371. nullpo_retr(0, mob_class=va_arg(ap,int));
  6372. nullpo_retr(0, c=va_arg(ap,int *));
  6373. if(md->class_==mob_class && md->master_id==src_id)
  6374. (*c)++;
  6375. return 0;
  6376. }
  6377. /*==========================================
  6378. * スキル使用?件(?で使用失敗)
  6379. *------------------------------------------
  6380. */
  6381. int skill_check_condition(struct map_session_data *sd,int type)
  6382. {
  6383. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  6384. int index[10],itemid[10],amount[10];
  6385. int arrow_flag = 0;
  6386. nullpo_retr(0, sd);
  6387. if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
  6388. sd->skillitem = sd->skillitemlv = -1;
  6389. return 1;
  6390. }
  6391. if( sd->opt1>0) {
  6392. clif_skill_fail(sd,sd->skillid,0,0);
  6393. sd->skillitem = sd->skillitemlv = -1;
  6394. return 0;
  6395. }
  6396. if(pc_is90overweight(sd)) {
  6397. clif_skill_fail(sd,sd->skillid,9,0);
  6398. sd->skillitem = sd->skillitemlv = -1;
  6399. return 0;
  6400. }
  6401. if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) {
  6402. sd->skillitem = sd->skillitemlv = -1;
  6403. return 0;
  6404. }
  6405. if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP)
  6406. && sd->state.produce_flag == 1) {
  6407. sd->skillitem = sd->skillitemlv = -1;
  6408. return 0;
  6409. }
  6410. if(sd->skillitem == sd->skillid) { /* アイテムの場合無?件成功 */
  6411. if(type&1)
  6412. sd->skillitem = sd->skillitemlv = -1;
  6413. return 1;
  6414. }
  6415. if( sd->opt1>0 ){
  6416. clif_skill_fail(sd,sd->skillid,0,0);
  6417. return 0;
  6418. }
  6419. if(sd->sc_count){
  6420. if( sd->sc_data[SC_DIVINA].timer!=-1 ||
  6421. sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
  6422. (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  6423. sd->sc_data[SC_STEELBODY].timer != -1 ||
  6424. sd->sc_data[SC_BERSERK].timer != -1 ||
  6425. (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  6426. clif_skill_fail(sd,sd->skillid,0,0);
  6427. return 0; /* ?態異常や沈?など */
  6428. }
  6429. }
  6430. skill = sd->skillid;
  6431. lv = sd->skilllv;
  6432. if(lv <= 0) return 0;
  6433. // for the guild skills [celest]
  6434. if (skill >= 10000 && skill < 10015) skill-= 9500;
  6435. hp=skill_get_hp(skill, lv); /* 消費HP */
  6436. sp=skill_get_sp(skill, lv); /* 消費SP */
  6437. if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
  6438. sp=sp/2; //アンコ?ル時はSP消費が半分
  6439. hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
  6440. sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
  6441. zeny = skill_get_zeny(skill,lv);
  6442. weapon = skill_db[skill].weapon;
  6443. state = skill_db[skill].state;
  6444. spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
  6445. mhp=skill_get_mhp(skill, lv); /* 消費HP */
  6446. for(i=0;i<10;i++) {
  6447. itemid[i] = skill_db[skill].itemid[i];
  6448. amount[i] = skill_db[skill].amount[i];
  6449. }
  6450. if(mhp > 0)
  6451. hp += (sd->status.max_hp * mhp)/100;
  6452. if(hp_rate > 0)
  6453. hp += (sd->status.hp * hp_rate)/100;
  6454. else
  6455. hp += (sd->status.max_hp * abs(hp_rate))/100;
  6456. if(sp_rate > 0)
  6457. sp += (sd->status.sp * sp_rate)/100;
  6458. else
  6459. sp += (sd->status.max_sp * abs(sp_rate))/100;
  6460. if(sd->dsprate!=100)
  6461. sp=sp*sd->dsprate/100; /* 消費SP修正 */
  6462. switch(skill) {
  6463. case SA_CASTCANCEL:
  6464. if(sd->skilltimer == -1) {
  6465. clif_skill_fail(sd,skill,0,0);
  6466. return 0;
  6467. }
  6468. break;
  6469. case BS_MAXIMIZE: /* マキシマイズパワ? */
  6470. case NV_TRICKDEAD: /* 死んだふり */
  6471. case TF_HIDING: /* ハイディング */
  6472. case AS_CLOAKING: /* クロ?キング */
  6473. case CR_AUTOGUARD: /* オ?トガ?ド */
  6474. case CR_DEFENDER: /* ディフェンダ? */
  6475. case ST_CHASEWALK:
  6476. if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
  6477. return 1; /* 解除する場合はSP消費しない */
  6478. break;
  6479. case AL_TELEPORT:
  6480. case AL_WARP:
  6481. if(map[sd->bl.m].flag.noteleport) {
  6482. clif_skill_teleportmessage(sd,0);
  6483. return 0;
  6484. }
  6485. break;
  6486. case MO_CALLSPIRITS: /* ?功 */
  6487. if(sd->spiritball >= lv) {
  6488. clif_skill_fail(sd,skill,0,0);
  6489. return 0;
  6490. }
  6491. break;
  6492. case CH_SOULCOLLECT: /* 狂?功 */
  6493. if(sd->spiritball >= 5) {
  6494. clif_skill_fail(sd,skill,0,0);
  6495. return 0;
  6496. }
  6497. break;
  6498. case MO_FINGEROFFENSIVE: //指?
  6499. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6500. spiritball = sd->spiritball;
  6501. sd->spiritball_old = sd->spiritball;
  6502. }
  6503. else sd->spiritball_old = lv;
  6504. break;
  6505. case MO_BODYRELOCATION:
  6506. if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
  6507. spiritball = 0;
  6508. break;
  6509. case MO_CHAINCOMBO: //連打掌
  6510. if(sd->sc_data[SC_BLADESTOP].timer==-1){
  6511. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  6512. return 0;
  6513. }
  6514. break;
  6515. case MO_COMBOFINISH: //猛龍拳
  6516. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
  6517. return 0;
  6518. break;
  6519. case CH_TIGERFIST: //伏虎拳
  6520. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
  6521. return 0;
  6522. break;
  6523. case CH_CHAINCRUSH: //連柱崩?
  6524. if(sd->sc_data[SC_COMBO].timer == -1)
  6525. return 0;
  6526. if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
  6527. return 0;
  6528. break;
  6529. case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
  6530. 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)
  6531. spiritball--;
  6532. break;
  6533. case BD_ADAPTATION: /* アドリブ */
  6534. {
  6535. struct skill_unit_group *group=NULL;
  6536. 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?
  6537. clif_skill_fail(sd,skill,0,0);
  6538. return 0;
  6539. }
  6540. }
  6541. break;
  6542. case PR_BENEDICTIO: /* 聖?降福 */
  6543. {
  6544. int range=1;
  6545. int c=0;
  6546. if(!(type&1)){
  6547. map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
  6548. sd->bl.x-range,sd->bl.y-range,
  6549. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  6550. if(c<2){
  6551. clif_skill_fail(sd,skill,0,0);
  6552. return 0;
  6553. }
  6554. }else{
  6555. map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
  6556. sd->bl.x-range,sd->bl.y-range,
  6557. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  6558. }
  6559. }
  6560. break;
  6561. case WE_CALLPARTNER: /* あなたに逢いたい */
  6562. if(!sd->status.partner_id){
  6563. clif_skill_fail(sd,skill,0,0);
  6564. return 0;
  6565. }
  6566. break;
  6567. case AM_CANNIBALIZE: /* バイオプラント */
  6568. case AM_SPHEREMINE: /* スフィア?マイン */
  6569. if(type&1){
  6570. int c=0;
  6571. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  6572. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  6573. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  6574. if(battle_config.pc_land_skill_limit && maxcount>0) {
  6575. 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 );
  6576. if(c >= maxcount){
  6577. clif_skill_fail(sd,skill,0,0);
  6578. return 0;
  6579. }
  6580. }
  6581. }
  6582. break;
  6583. case MG_FIREWALL: /* ファイア?ウォ?ル */
  6584. case WZ_QUAGMIRE:
  6585. case WZ_FIREPILLAR: // celest
  6586. case PF_FOGWALL:
  6587. /* ?制限 */
  6588. if(battle_config.pc_land_skill_limit) {
  6589. int maxcount = skill_get_maxcount(skill);
  6590. if(maxcount > 0) {
  6591. int i,c;
  6592. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  6593. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  6594. c++;
  6595. }
  6596. if(c >= maxcount) {
  6597. clif_skill_fail(sd,skill,0,0);
  6598. return 0;
  6599. }
  6600. }
  6601. }
  6602. break;
  6603. // skills require arrows as of 12/07 [celest]
  6604. case AC_DOUBLE:
  6605. case AC_SHOWER:
  6606. case AC_CHARGEARROW:
  6607. case BA_MUSICALSTRIKE:
  6608. case DC_THROWARROW:
  6609. case SN_SHARPSHOOTING:
  6610. case CG_ARROWVULCAN:
  6611. if(sd->equip_index[10] < 0) {
  6612. clif_arrow_fail(sd,0);
  6613. return 0;
  6614. }
  6615. arrow_flag = 1;
  6616. break;
  6617. }
  6618. if(!(type&2)){
  6619. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  6620. clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
  6621. return 0;
  6622. }
  6623. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  6624. clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
  6625. return 0;
  6626. }
  6627. if( zeny>0 && sd->status.zeny < zeny) {
  6628. clif_skill_fail(sd,skill,5,0);
  6629. return 0;
  6630. }
  6631. if(!(weapon & (1<<sd->status.weapon) ) ) {
  6632. clif_skill_fail(sd,skill,6,0);
  6633. return 0;
  6634. }
  6635. if( spiritball > 0 && sd->spiritball < spiritball) {
  6636. clif_skill_fail(sd,skill,0,0); // 氣球不足
  6637. return 0;
  6638. }
  6639. }
  6640. switch(state) {
  6641. case ST_HIDING:
  6642. if(!(sd->status.option&2)) {
  6643. clif_skill_fail(sd,skill,0,0);
  6644. return 0;
  6645. }
  6646. break;
  6647. case ST_CLOAKING:
  6648. if(!(sd->status.option&4)) {
  6649. clif_skill_fail(sd,skill,0,0);
  6650. return 0;
  6651. }
  6652. break;
  6653. case ST_HIDDEN:
  6654. if(!pc_ishiding(sd)) {
  6655. clif_skill_fail(sd,skill,0,0);
  6656. return 0;
  6657. }
  6658. break;
  6659. case ST_RIDING:
  6660. if(!pc_isriding(sd)) {
  6661. clif_skill_fail(sd,skill,0,0);
  6662. return 0;
  6663. }
  6664. break;
  6665. case ST_FALCON:
  6666. if(!pc_isfalcon(sd)) {
  6667. clif_skill_fail(sd,skill,0,0);
  6668. return 0;
  6669. }
  6670. break;
  6671. case ST_CART:
  6672. if(!pc_iscarton(sd)) {
  6673. clif_skill_fail(sd,skill,0,0);
  6674. return 0;
  6675. }
  6676. break;
  6677. case ST_SHIELD:
  6678. if(sd->status.shield <= 0) {
  6679. clif_skill_fail(sd,skill,0,0);
  6680. return 0;
  6681. }
  6682. break;
  6683. case ST_SIGHT:
  6684. if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
  6685. clif_skill_fail(sd,skill,0,0);
  6686. return 0;
  6687. }
  6688. break;
  6689. case ST_EXPLOSIONSPIRITS:
  6690. 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)) {
  6691. break;
  6692. }
  6693. if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
  6694. clif_skill_fail(sd,skill,0,0);
  6695. return 0;
  6696. }
  6697. break;
  6698. case ST_RECOV_WEIGHT_RATE:
  6699. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  6700. clif_skill_fail(sd,skill,0,0);
  6701. return 0;
  6702. }
  6703. break;
  6704. case ST_MOVE_ENABLE:
  6705. {
  6706. struct walkpath_data wpd;
  6707. if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
  6708. clif_skill_fail(sd,skill,0,0);
  6709. return 0;
  6710. }
  6711. }
  6712. break;
  6713. case ST_WATER:
  6714. 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
  6715. clif_skill_fail(sd,skill,0,0);
  6716. return 0;
  6717. }
  6718. break;
  6719. }
  6720. for(i=0;i<10;i++) {
  6721. int x = lv%11 - 1;
  6722. index[i] = -1;
  6723. if(itemid[i] <= 0)
  6724. continue;
  6725. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
  6726. continue;
  6727. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
  6728. continue;
  6729. if(skill == WZ_FIREPILLAR && lv<=5)
  6730. continue; // no gemstones for 1-5 [Celest]
  6731. if((skill == AM_POTIONPITCHER ||
  6732. skill == CR_SLIMPITCHER) && i != x)
  6733. continue;
  6734. index[i] = pc_search_inventory(sd,itemid[i]);
  6735. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  6736. if(itemid[i] == 716 || itemid[i] == 717)
  6737. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  6738. else
  6739. clif_skill_fail(sd,skill,0,0);
  6740. return 0;
  6741. }
  6742. }
  6743. if(!(type&1))
  6744. return 1;
  6745. if(skill != AM_POTIONPITCHER &&
  6746. skill != CR_SLIMPITCHER &&
  6747. skill != MG_STONECURSE) {
  6748. if(skill == AL_WARP && !(type&2))
  6749. return 1;
  6750. for(i=0;i<10;i++) {
  6751. if(index[i] >= 0)
  6752. pc_delitem(sd,index[i],amount[i],0); // アイテム消費
  6753. }
  6754. if (arrow_flag && battle_config.arrow_decrement)
  6755. pc_delitem(sd,sd->equip_index[10],1,0);
  6756. }
  6757. if(type&2)
  6758. return 1;
  6759. if(sp > 0) { // SP消費
  6760. sd->status.sp-=sp;
  6761. clif_updatestatus(sd,SP_SP);
  6762. }
  6763. if(hp > 0) { // HP消費
  6764. sd->status.hp-=hp;
  6765. clif_updatestatus(sd,SP_HP);
  6766. }
  6767. if(zeny > 0) // Zeny消費
  6768. pc_payzeny(sd,zeny);
  6769. if(spiritball > 0) // 氣球消費
  6770. pc_delspiritball(sd,spiritball,0);
  6771. return 1;
  6772. }
  6773. /*==========================================
  6774. * 詠唱時間計算
  6775. *------------------------------------------
  6776. */
  6777. int skill_castfix( struct block_list *bl, int time )
  6778. {
  6779. struct map_session_data *sd = NULL;
  6780. struct mob_data *md; // [Valaris]
  6781. struct status_change *sc_data;
  6782. int castrate=100;
  6783. int skill,lv;
  6784. nullpo_retr(0, bl);
  6785. if(bl->type==BL_MOB){ // Crash fix [Valaris]
  6786. nullpo_retr(0, md=(struct mob_data*)bl);
  6787. skill = md->skillid;
  6788. lv = md->skilllv;
  6789. } else {
  6790. nullpo_retr(0, sd=(struct map_session_data*)bl);
  6791. skill = sd->skillid;
  6792. lv = sd->skilllv;
  6793. }
  6794. if(lv <= 0) return 0;
  6795. sc_data = status_get_sc_data(bl);
  6796. if (skill > MAX_SKILL_DB || skill < 0)
  6797. return 0;
  6798. /* サフラギウム */
  6799. if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 )
  6800. time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
  6801. status_change_end( bl, SC_SUFFRAGIUM, -1);
  6802. if(time==0)
  6803. return 0;
  6804. if (sd) {
  6805. if(!skill_get_castnodex(skill, lv) > 0) {
  6806. castrate=((struct map_session_data *)bl)->castrate;
  6807. time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100);
  6808. time=time*battle_config.cast_rate/100;
  6809. }
  6810. }
  6811. /* ブラギの詩 */
  6812. if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1)
  6813. time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
  6814. +(sc_data[SC_POEMBRAGI].val3>>16)))/100;
  6815. return (time>0)?time:0;
  6816. }
  6817. /*==========================================
  6818. * ディレイ計算
  6819. *------------------------------------------
  6820. */
  6821. int skill_delayfix( struct block_list *bl, int time )
  6822. {
  6823. struct status_change *sc_data;
  6824. struct map_session_data *sd = NULL;
  6825. int skill = 0,lv = 0;
  6826. int delayrate = 100;
  6827. nullpo_retr(0, bl);
  6828. if(bl->type == BL_PC){
  6829. nullpo_retr(0, sd = (struct map_session_data*)bl);
  6830. skill = sd->skillid;
  6831. lv = sd->skilllv;
  6832. }
  6833. if(lv <= 0) return 0;
  6834. sc_data = status_get_sc_data(bl);
  6835. if(sd) {
  6836. delayrate=((struct map_session_data *)bl)->delayrate;
  6837. // instant cast attack skills depend on aspd as delay [celest]
  6838. if (time == 0) {
  6839. if (skill_db[skill].skill_type == BF_WEAPON)
  6840. time = status_get_adelay (bl)/2;
  6841. else
  6842. time = 300; // default delay, according to official servers
  6843. } else if (time < 0)
  6844. time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added
  6845. if(battle_config.delay_dependon_dex && /* dexの影響を計算する */
  6846. !skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex
  6847. time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale);
  6848. time = time * delayrate * battle_config.delay_rate / 10000;
  6849. if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
  6850. time = battle_config.min_skill_delay_limit;
  6851. }
  6852. /* ブラギの詩 */
  6853. if(sc_data && sc_data[SC_POEMBRAGI].timer != -1 )
  6854. time = time * (100 - (sc_data[SC_POEMBRAGI].val1 * 3 + sc_data[SC_POEMBRAGI].val2
  6855. + (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100;
  6856. return (time>0)?time:0;
  6857. }
  6858. /*==========================================
  6859. * スキル使用(ID指定)
  6860. *------------------------------------------
  6861. */
  6862. int skill_use_id( struct map_session_data *sd, int target_id,
  6863. int skill_num, int skill_lv)
  6864. {
  6865. unsigned int tick;
  6866. int casttime=0,delay=0,skill,range;
  6867. struct map_session_data* target_sd=NULL;
  6868. int forcecast=0;
  6869. struct block_list *bl;
  6870. struct status_change *sc_data;
  6871. tick=gettick();
  6872. nullpo_retr(0, sd);
  6873. if( (bl=map_id2bl(target_id)) == NULL ){
  6874. /* if(battle_config.error_log)
  6875. printf("skill target not found %d\n",target_id); */
  6876. return 0;
  6877. }
  6878. if(sd->bl.m != bl->m || pc_isdead(sd))
  6879. return 0;
  6880. if(skillnotok(skill_num, sd)) // [MouseJstr]
  6881. return 0;
  6882. sc_data=sd->sc_data;
  6883. /* 沈?や異常(ただし、グリムなどの判定をする) */
  6884. if( sd->opt1>0 )
  6885. return 0;
  6886. if(sc_data){
  6887. // allow to use only Chasewalk [celest]
  6888. if(sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK)
  6889. return 0;
  6890. if(sc_data[SC_VOLCANO].timer != -1){
  6891. if(skill_num==WZ_ICEWALL) return 0;
  6892. }
  6893. if(sc_data[SC_ROKISWEIL].timer!=-1){
  6894. if(skill_num==BD_ADAPTATION) return 0;
  6895. }
  6896. if(sc_data[SC_DIVINA].timer!=-1 ||
  6897. sc_data[SC_ROKISWEIL].timer!=-1 ||
  6898. (sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  6899. sc_data[SC_STEELBODY].timer != -1 ||
  6900. sc_data[SC_BERSERK].timer != -1 ||
  6901. (sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  6902. return 0; /* ?態異常や沈?など */
  6903. }
  6904. if(sc_data[SC_BLADESTOP].timer != -1){
  6905. int lv = sc_data[SC_BLADESTOP].val1;
  6906. if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ
  6907. if(lv==1) return 0;
  6908. if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
  6909. if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
  6910. if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
  6911. if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
  6912. }
  6913. if (sc_data[SC_BLOCKSKILL].timer!=-1)
  6914. if (skill_num == sc_data[SC_BLOCKSKILL].val3)
  6915. return 0;
  6916. if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
  6917. struct skill_unit *su;
  6918. if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
  6919. struct skill_unit_group *sg;
  6920. // if caster is the owner of basilica
  6921. if ((sg = su->group) && sg->src_id == sd->bl.id) {
  6922. // status_change_end(&sd->bl,SC_BASILICA,-1);
  6923. // skill_delunitgroup (sg);
  6924. if (skill_num != HP_BASILICA) return 0;
  6925. } // otherwise...
  6926. else
  6927. return 0;
  6928. }
  6929. }
  6930. /* 演奏/ダンス中 */
  6931. if(sc_data[SC_DANCING].timer!=-1 ){
  6932. // if(battle_config.pc_skill_log)
  6933. // printf("dancing! %d\n",skill_num);
  6934. if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可
  6935. return 0;
  6936. if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
  6937. return 0;
  6938. }
  6939. }
  6940. }
  6941. if(sd->status.option&4 && skill_num==TF_HIDING)
  6942. return 0;
  6943. if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
  6944. return 0;
  6945. /*if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル
  6946. switch(skill_num){
  6947. case SM_ENDURE:
  6948. case AL_TELEPORT:
  6949. case AL_WARP:
  6950. case WZ_ICEWALL:
  6951. case TF_BACKSLIDING:
  6952. //case LK_BERSERK: // now usable in WoE - celest
  6953. case HP_BASILICA:
  6954. case HP_ASSUMPTIO:
  6955. case ST_CHASEWALK:
  6956. return 0;
  6957. }
  6958. }*/
  6959. if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
  6960. return 0;
  6961. //直前のスキルが何か?える必要のあるスキル
  6962. switch(skill_num){
  6963. case SA_CASTCANCEL:
  6964. if(sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  6965. sd->skillid_old = sd->skillid;
  6966. sd->skilllv_old = sd->skilllv;
  6967. break;
  6968. }
  6969. case BD_ENCORE: /* アンコ?ル */
  6970. if(!sd->skillid_dance){ //前回使用した踊りがないとだめ
  6971. clif_skill_fail(sd,skill_num,0,0);
  6972. return 0;
  6973. }else{
  6974. sd->skillid_old = skill_num;
  6975. }
  6976. break;
  6977. case GD_BATTLEORDER:
  6978. case GD_REGENERATION:
  6979. case GD_RESTORE:
  6980. case GD_EMERGENCYCALL:
  6981. {
  6982. struct guild *g;
  6983. if (!sd->status.guild_id)
  6984. return 0;
  6985. if ((g = guild_search(sd->status.guild_id)) == NULL)
  6986. return 0;
  6987. if (strcmp(sd->status.name,g->master))
  6988. return 0;
  6989. skill_lv = guild_checkskill(g, skill_num);
  6990. if (skill_lv <= 0) return 0;
  6991. }
  6992. break;
  6993. }
  6994. sd->skillid = skill_num;
  6995. sd->skilllv = skill_lv;
  6996. switch(skill_num){ //事前にレベルが?わったりするスキル
  6997. case BD_LULLABY: /* 子守歌 */
  6998. case BD_RICHMANKIM: /* ニヨルドの宴 */
  6999. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  7000. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  7001. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  7002. case BD_ROKISWEIL: /* ロキの叫び */
  7003. case BD_INTOABYSS: /* 深淵の中に */
  7004. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  7005. case BD_RAGNAROK: /* 神?の?昏 */
  7006. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  7007. {
  7008. int range=1;
  7009. int c=0;
  7010. map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
  7011. sd->bl.x-range,sd->bl.y-range,
  7012. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  7013. if(c<1){
  7014. clif_skill_fail(sd,skill_num,0,0);
  7015. return 0;
  7016. }else if(c==99){ //相方不要設定だった
  7017. ;
  7018. }else{
  7019. sd->skilllv=(c + skill_lv)/2;
  7020. }
  7021. }
  7022. break;
  7023. }
  7024. if(!skill_check_condition(sd,0)) return 0;
  7025. {
  7026. int check_range_flag = 0;
  7027. /* 射程と障害物チェック */
  7028. range = skill_get_range(skill_num,skill_lv);
  7029. if(range < 0)
  7030. range = status_get_range(&sd->bl) - (range + 1);
  7031. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  7032. if (sd->walktimer != -1)
  7033. range += battle_config.skill_range_leniency;
  7034. else check_range_flag = 1;
  7035. if(!battle_check_range(&sd->bl,bl,range)) {
  7036. if (check_range_flag && battle_check_range(&sd->bl,bl,range + battle_config.skill_range_leniency)) {
  7037. int dir, mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  7038. dir = map_calc_dir(&sd->bl,bl->x,bl->y);
  7039. pc_walktoxy (sd, sd->bl.x + mask[dir][0] * battle_config.skill_range_leniency,
  7040. sd->bl.y + mask[dir][1] * battle_config.skill_range_leniency);
  7041. } else
  7042. return 0;
  7043. }
  7044. }
  7045. if(bl->type==BL_PC) {
  7046. target_sd=(struct map_session_data*)bl;
  7047. if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
  7048. return 0;
  7049. }
  7050. if((skill_num != MO_CHAINCOMBO &&
  7051. skill_num != MO_COMBOFINISH &&
  7052. skill_num != MO_EXTREMITYFIST &&
  7053. skill_num != CH_TIGERFIST &&
  7054. skill_num != CH_CHAINCRUSH) ||
  7055. (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
  7056. pc_stopattack(sd);
  7057. casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
  7058. if(skill_num != SA_MAGICROD)
  7059. delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
  7060. //sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  7061. sd->state.skillcastcancel = skill_get_castcancel(skill_num);
  7062. switch(skill_num){ /* 何か特殊な?理が必要 */
  7063. // case AL_HEAL: /* ヒ?ル */
  7064. // if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  7065. // forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */
  7066. // break;
  7067. case ALL_RESURRECTION: /* リザレクション */
  7068. 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 */
  7069. forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */
  7070. casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
  7071. }
  7072. break;
  7073. case MO_FINGEROFFENSIVE: /* 指? */
  7074. casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
  7075. break;
  7076. case MO_CHAINCOMBO: /*連打掌*/
  7077. target_id = sd->attacktarget;
  7078. if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
  7079. struct block_list *tbl;
  7080. if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  7081. return 0;
  7082. target_id = tbl->id;
  7083. }
  7084. break;
  7085. case MO_COMBOFINISH: /*猛龍拳*/
  7086. case CH_TIGERFIST: /* 伏虎拳 */
  7087. case CH_CHAINCRUSH: /* 連柱崩? */
  7088. target_id = sd->attacktarget;
  7089. break;
  7090. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  7091. //
  7092. case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
  7093. if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
  7094. casttime = 0;
  7095. target_id = sd->attacktarget;
  7096. }
  7097. forcecast=1;
  7098. break;
  7099. case SA_MAGICROD:
  7100. case SA_SPELLBREAKER:
  7101. forcecast=1;
  7102. break;
  7103. case WE_MALE:
  7104. case WE_FEMALE:
  7105. {
  7106. struct map_session_data *p_sd = pc_get_partner(sd);
  7107. nullpo_retr (0, p_sd)
  7108. if(skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100)) // Requires more than 15% of Max HP for WE_MALE
  7109. return 0;
  7110. if(skill_num == WE_FEMALE && sd->status.sp <= ((15*sd->status.max_sp)/100)) // Requires more than 15% of Max SP for WE_FEMALE
  7111. return 0;
  7112. target_id = p_sd->bl.id;
  7113. //rangeをもう1回?査
  7114. range = skill_get_range(skill_num,skill_lv);
  7115. if(range < 0)
  7116. range = status_get_range(&sd->bl) - (range + 1);
  7117. if(!battle_check_range(&sd->bl,&p_sd->bl,range))
  7118. return 0;
  7119. }
  7120. break;
  7121. // removed on 12/14's patch [celest]
  7122. //case AS_SPLASHER: /* ベナムスプラッシャ? */
  7123. /* {
  7124. struct status_change *t_sc_data = status_get_sc_data(bl);
  7125. if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
  7126. clif_skill_fail(sd,skill_num,0,10);
  7127. return 0;
  7128. }
  7129. }
  7130. break;*/
  7131. case PF_MEMORIZE: /* メモライズ */
  7132. casttime = 12000;
  7133. break;
  7134. case HW_MAGICPOWER:
  7135. casttime = 700;
  7136. break;
  7137. case GD_BATTLEORDER:
  7138. case GD_REGENERATION:
  7139. case GD_RESTORE:
  7140. case GD_EMERGENCYCALL:
  7141. casttime = 1000; // temporary [Celest]
  7142. break;
  7143. }
  7144. //メモライズ?態ならキャストタイムが1/3
  7145. if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
  7146. casttime = casttime/2;
  7147. if((--sc_data[SC_MEMORIZE].val2)<=0)
  7148. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  7149. }
  7150. if(battle_config.pc_skill_log)
  7151. 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);
  7152. // if(sd->skillitem == skill_num)
  7153. // casttime = delay = 0;
  7154. if( casttime>0 || forcecast ){ /* 詠唱が必要 */
  7155. struct mob_data *md;
  7156. clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime);
  7157. /* 詠唱反?モンスタ? */
  7158. if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class_].mode&0x10 &&
  7159. md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
  7160. md->target_id=sd->bl.id;
  7161. md->state.targettype = ATTACKABLE;
  7162. md->min_chase=13;
  7163. }
  7164. }
  7165. if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
  7166. sd->state.skillcastcancel=0;
  7167. sd->skilltarget = target_id;
  7168. /* sd->cast_target_bl = bl; */
  7169. sd->skillx = 0;
  7170. sd->skilly = 0;
  7171. sd->canact_tick = tick + casttime + delay;
  7172. sd->canmove_tick = tick;
  7173. if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
  7174. status_change_end(&sd->bl,SC_CLOAKING,-1);
  7175. if(casttime > 0) {
  7176. sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
  7177. if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  7178. sd->prev_speed = sd->speed;
  7179. sd->speed = sd->speed*(175 - skill*5)/100;
  7180. clif_updatestatus(sd,SP_SPEED);
  7181. }
  7182. else
  7183. pc_stop_walking(sd,0);
  7184. }
  7185. else {
  7186. if(skill_num != SA_CASTCANCEL)
  7187. sd->skilltimer = -1;
  7188. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  7189. }
  7190. return 0;
  7191. }
  7192. /*==========================================
  7193. * スキル使用(場所指定)
  7194. *------------------------------------------
  7195. */
  7196. int skill_use_pos( struct map_session_data *sd,
  7197. int skill_x, int skill_y, int skill_num, int skill_lv)
  7198. {
  7199. struct block_list bl;
  7200. struct status_change *sc_data;
  7201. unsigned int tick;
  7202. int casttime=0,delay=0,skill,range;
  7203. nullpo_retr(0, sd);
  7204. if(pc_isdead(sd))
  7205. return 0;
  7206. if (skillnotok(skill_num, sd)) // [MoueJstr]
  7207. return 0;
  7208. if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris]
  7209. clif_skill_fail(sd,sd->skillid,0,0);
  7210. return 0;
  7211. }
  7212. sc_data=sd->sc_data;
  7213. if( sd->opt1>0 )
  7214. return 0;
  7215. if(sc_data){
  7216. if( sc_data[SC_DIVINA].timer!=-1 ||
  7217. sc_data[SC_ROKISWEIL].timer!=-1 ||
  7218. sc_data[SC_AUTOCOUNTER].timer != -1 ||
  7219. sc_data[SC_STEELBODY].timer != -1 ||
  7220. sc_data[SC_DANCING].timer!=-1 ||
  7221. sc_data[SC_BERSERK].timer != -1 ||
  7222. sc_data[SC_MARIONETTE].timer != -1)
  7223. return 0; /* ?態異常や沈?など */
  7224. if (sc_data[SC_BLOCKSKILL].timer!=-1)
  7225. if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
  7226. return 0;
  7227. if (sc_data[SC_BASILICA].timer != -1) { // Basilica cancels if caster moves [celest]
  7228. struct skill_unit *su;
  7229. if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
  7230. struct skill_unit_group *sg;
  7231. // if caster is the owner of basilica
  7232. if ((sg = su->group) && sg->src_id == sd->bl.id) {
  7233. // status_change_end(&sd->bl,SC_BASILICA,-1);
  7234. // skill_delunitgroup (sg);
  7235. if (skill_num != HP_BASILICA) return 0;
  7236. } // otherwise...
  7237. else
  7238. return 0;
  7239. }
  7240. }
  7241. }
  7242. if(sd->status.option&2)
  7243. return 0;
  7244. /* if(map[sd->bl.m].flag.gvg &&
  7245. (skill_num == SM_ENDURE || skill_num == AL_TELEPORT ||
  7246. skill_num == AL_WARP || skill_num == WZ_ICEWALL ||
  7247. skill_num == TF_BACKSLIDING))
  7248. return 0;*/
  7249. sd->skillid = skill_num;
  7250. sd->skilllv = skill_lv;
  7251. if(skill_lv <= 0) return 0;
  7252. sd->skillx = skill_x;
  7253. sd->skilly = skill_y;
  7254. if(!skill_check_condition(sd,0)) return 0;
  7255. /* 射程と障害物チェック */
  7256. bl.type = BL_NUL;
  7257. bl.m = sd->bl.m;
  7258. bl.x = skill_x;
  7259. bl.y = skill_y;
  7260. {
  7261. int check_range_flag = 0;
  7262. /* 射程と障害物チェック */
  7263. range = skill_get_range(skill_num,skill_lv);
  7264. if(range < 0)
  7265. range = status_get_range(&sd->bl) - (range + 1);
  7266. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  7267. if (sd->walktimer != -1)
  7268. range += battle_config.skill_range_leniency;
  7269. else check_range_flag = 1;
  7270. if(!battle_check_range(&sd->bl,&bl,range)) {
  7271. if (check_range_flag && battle_check_range(&sd->bl,&bl,range + battle_config.skill_range_leniency)) {
  7272. int dir, mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  7273. dir = map_calc_dir(&sd->bl,bl.x,bl.y);
  7274. pc_walktoxy (sd, sd->bl.x + mask[dir][0] * battle_config.skill_range_leniency,
  7275. sd->bl.y + mask[dir][1] * battle_config.skill_range_leniency);
  7276. } else
  7277. return 0;
  7278. }
  7279. }
  7280. pc_stopattack(sd);
  7281. casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
  7282. delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
  7283. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  7284. if(battle_config.pc_skill_log)
  7285. 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);
  7286. // if(sd->skillitem == skill_num)
  7287. // casttime = delay = 0;
  7288. //メモライズ?態ならキャストタイムが1/3
  7289. if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
  7290. casttime = casttime/3;
  7291. if((--sc_data[SC_MEMORIZE].val2)<=0)
  7292. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  7293. }
  7294. if( casttime>0 ) /* 詠唱が必要 */
  7295. clif_skillcasting( &sd->bl,
  7296. sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  7297. if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
  7298. sd->state.skillcastcancel=0;
  7299. sd->skilltarget = 0;
  7300. /* sd->cast_target_bl = NULL; */
  7301. tick=gettick();
  7302. sd->canact_tick = tick + casttime + delay;
  7303. sd->canmove_tick = tick;
  7304. if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
  7305. status_change_end(&sd->bl,SC_CLOAKING,-1);
  7306. if(casttime > 0) {
  7307. sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
  7308. if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  7309. sd->prev_speed = sd->speed;
  7310. sd->speed = sd->speed*(175 - skill*5)/100;
  7311. clif_updatestatus(sd,SP_SPEED);
  7312. }
  7313. else
  7314. pc_stop_walking(sd,0);
  7315. }
  7316. else {
  7317. sd->skilltimer = -1;
  7318. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  7319. }
  7320. //マジックパワ?の?果終了
  7321. if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
  7322. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  7323. return 0;
  7324. }
  7325. /*==========================================
  7326. * スキル詠唱キャンセル
  7327. *------------------------------------------
  7328. */
  7329. int skill_castcancel(struct block_list *bl,int type)
  7330. {
  7331. int inf;
  7332. int ret=0;
  7333. nullpo_retr(0, bl);
  7334. if(bl->type==BL_PC){
  7335. struct map_session_data *sd=(struct map_session_data *)bl;
  7336. unsigned long tick=gettick();
  7337. nullpo_retr(0, sd);
  7338. sd->canact_tick=tick;
  7339. sd->canmove_tick = tick;
  7340. if( sd->skilltimer!=-1){
  7341. if(pc_checkskill(sd,SA_FREECAST) > 0) {
  7342. sd->speed = sd->prev_speed;
  7343. clif_updatestatus(sd,SP_SPEED);
  7344. }
  7345. if(!type) {
  7346. if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
  7347. ret=delete_timer( sd->skilltimer, skill_castend_pos );
  7348. else
  7349. ret=delete_timer( sd->skilltimer, skill_castend_id );
  7350. if(ret<0)
  7351. printf("delete timer error : skillid : %d\n",sd->skillid);
  7352. }
  7353. else {
  7354. if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
  7355. ret=delete_timer( sd->skilltimer, skill_castend_pos );
  7356. else
  7357. ret=delete_timer( sd->skilltimer, skill_castend_id );
  7358. if(ret<0)
  7359. printf("delete timer error : skillid : %d\n",sd->skillid_old);
  7360. }
  7361. sd->skilltimer=-1;
  7362. clif_skillcastcancel(bl);
  7363. }
  7364. return 0;
  7365. }else if(bl->type==BL_MOB){
  7366. struct mob_data *md=(struct mob_data *)bl;
  7367. nullpo_retr(0, md);
  7368. if( md->skilltimer!=-1 ){
  7369. if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
  7370. ret=delete_timer( md->skilltimer, mobskill_castend_pos );
  7371. else
  7372. ret=delete_timer( md->skilltimer, mobskill_castend_id );
  7373. md->skilltimer=-1;
  7374. clif_skillcastcancel(bl);
  7375. }
  7376. if(ret<0)
  7377. printf("delete timer error : skillid : %d\n",md->skillid);
  7378. return 0;
  7379. }
  7380. return 1;
  7381. }
  7382. /*=========================================
  7383. * ブランディッシュスピア 初期範?決定
  7384. *----------------------------------------
  7385. */
  7386. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  7387. nullpo_retv(tc);
  7388. if(dir == 0){
  7389. tc->val1[0]=x-2;
  7390. tc->val1[1]=x-1;
  7391. tc->val1[2]=x;
  7392. tc->val1[3]=x+1;
  7393. tc->val1[4]=x+2;
  7394. tc->val2[0]=
  7395. tc->val2[1]=
  7396. tc->val2[2]=
  7397. tc->val2[3]=
  7398. tc->val2[4]=y-1;
  7399. }
  7400. else if(dir==2){
  7401. tc->val1[0]=
  7402. tc->val1[1]=
  7403. tc->val1[2]=
  7404. tc->val1[3]=
  7405. tc->val1[4]=x+1;
  7406. tc->val2[0]=y+2;
  7407. tc->val2[1]=y+1;
  7408. tc->val2[2]=y;
  7409. tc->val2[3]=y-1;
  7410. tc->val2[4]=y-2;
  7411. }
  7412. else if(dir==4){
  7413. tc->val1[0]=x-2;
  7414. tc->val1[1]=x-1;
  7415. tc->val1[2]=x;
  7416. tc->val1[3]=x+1;
  7417. tc->val1[4]=x+2;
  7418. tc->val2[0]=
  7419. tc->val2[1]=
  7420. tc->val2[2]=
  7421. tc->val2[3]=
  7422. tc->val2[4]=y+1;
  7423. }
  7424. else if(dir==6){
  7425. tc->val1[0]=
  7426. tc->val1[1]=
  7427. tc->val1[2]=
  7428. tc->val1[3]=
  7429. tc->val1[4]=x-1;
  7430. tc->val2[0]=y+2;
  7431. tc->val2[1]=y+1;
  7432. tc->val2[2]=y;
  7433. tc->val2[3]=y-1;
  7434. tc->val2[4]=y-2;
  7435. }
  7436. else if(dir==1){
  7437. tc->val1[0]=x-1;
  7438. tc->val1[1]=x;
  7439. tc->val1[2]=x+1;
  7440. tc->val1[3]=x+2;
  7441. tc->val1[4]=x+3;
  7442. tc->val2[0]=y-4;
  7443. tc->val2[1]=y-3;
  7444. tc->val2[2]=y-1;
  7445. tc->val2[3]=y;
  7446. tc->val2[4]=y+1;
  7447. }
  7448. else if(dir==3){
  7449. tc->val1[0]=x+3;
  7450. tc->val1[1]=x+2;
  7451. tc->val1[2]=x+1;
  7452. tc->val1[3]=x;
  7453. tc->val1[4]=x-1;
  7454. tc->val2[0]=y-1;
  7455. tc->val2[1]=y;
  7456. tc->val2[2]=y+1;
  7457. tc->val2[3]=y+2;
  7458. tc->val2[4]=y+3;
  7459. }
  7460. else if(dir==5){
  7461. tc->val1[0]=x+1;
  7462. tc->val1[1]=x;
  7463. tc->val1[2]=x-1;
  7464. tc->val1[3]=x-2;
  7465. tc->val1[4]=x-3;
  7466. tc->val2[0]=y+3;
  7467. tc->val2[1]=y+2;
  7468. tc->val2[2]=y+1;
  7469. tc->val2[3]=y;
  7470. tc->val2[4]=y-1;
  7471. }
  7472. else if(dir==7){
  7473. tc->val1[0]=x-3;
  7474. tc->val1[1]=x-2;
  7475. tc->val1[2]=x-1;
  7476. tc->val1[3]=x;
  7477. tc->val1[4]=x+1;
  7478. tc->val2[1]=y;
  7479. tc->val2[0]=y+1;
  7480. tc->val2[2]=y-1;
  7481. tc->val2[3]=y-2;
  7482. tc->val2[4]=y-3;
  7483. }
  7484. }
  7485. /*=========================================
  7486. * ブランディッシュスピア 方向判定 範??張
  7487. *-----------------------------------------
  7488. */
  7489. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  7490. int c;
  7491. nullpo_retv(tc);
  7492. for(c=0;c<5;c++){
  7493. if(dir==0){
  7494. tc->val2[c]+=are;
  7495. }else if(dir==1){
  7496. tc->val1[c]-=are; tc->val2[c]+=are;
  7497. }else if(dir==2){
  7498. tc->val1[c]-=are;
  7499. }else if(dir==3){
  7500. tc->val1[c]-=are; tc->val2[c]-=are;
  7501. }else if(dir==4){
  7502. tc->val2[c]-=are;
  7503. }else if(dir==5){
  7504. tc->val1[c]+=are; tc->val2[c]-=are;
  7505. }else if(dir==6){
  7506. tc->val1[c]+=are;
  7507. }else if(dir==7){
  7508. tc->val1[c]+=are; tc->val2[c]+=are;
  7509. }
  7510. }
  7511. }
  7512. /*==========================================
  7513. * ディボ?ション 有?確認
  7514. *------------------------------------------
  7515. */
  7516. void skill_devotion(struct map_session_data *md,int target)
  7517. {
  7518. // ?確認
  7519. int n;
  7520. nullpo_retv(md);
  7521. for(n=0;n<5;n++){
  7522. if(md->dev.val1[n]){
  7523. struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
  7524. // 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
  7525. if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
  7526. skill_devotion_end(md,sd,n);
  7527. }
  7528. }
  7529. }
  7530. }
  7531. void skill_devotion2(struct block_list *bl,int crusader)
  7532. {
  7533. // 被ディボ?ションが?いた時の距離チェック
  7534. struct map_session_data *sd = map_id2sd(crusader);
  7535. nullpo_retv(bl);
  7536. if(sd) skill_devotion3(&sd->bl,bl->id);
  7537. }
  7538. int skill_devotion3(struct block_list *bl,int target)
  7539. {
  7540. // クルセが?いた時の距離チェック
  7541. struct map_session_data *md;
  7542. struct map_session_data *sd;
  7543. int n,r=0;
  7544. nullpo_retr(1, bl);
  7545. if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL )
  7546. return 1;
  7547. else
  7548. r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);
  7549. if(pc_checkskill(sd,CR_DEVOTION)+6 < r){ // 許容範?を超えてた
  7550. for(n=0;n<5;n++)
  7551. if(md->dev.val1[n]==target)
  7552. md->dev.val2[n]=0; // 離れた時は、?を切るだけ
  7553. clif_devotion(md,sd->bl.id);
  7554. return 1;
  7555. }
  7556. return 0;
  7557. }
  7558. void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
  7559. {
  7560. // クルセと被ディボキャラのリセット
  7561. nullpo_retv(md);
  7562. nullpo_retv(sd);
  7563. md->dev.val1[target]=md->dev.val2[target]=0;
  7564. if(sd && sd->sc_data){
  7565. // status_change_end(sd->bl,SC_DEVOTION,-1);
  7566. sd->sc_data[SC_DEVOTION].val1=0;
  7567. sd->sc_data[SC_DEVOTION].val2=0;
  7568. clif_status_change(&sd->bl,SC_DEVOTION,0);
  7569. clif_devotion(md,sd->bl.id);
  7570. }
  7571. }
  7572. /*==========================================
  7573. * オ?トスペル
  7574. *------------------------------------------
  7575. */
  7576. int skill_autospell(struct map_session_data *sd,int skillid)
  7577. {
  7578. int skilllv;
  7579. int maxlv=1,lv;
  7580. nullpo_retr(0, sd);
  7581. skilllv = pc_checkskill(sd,SA_AUTOSPELL);
  7582. if(skilllv <= 0) return 0;
  7583. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7584. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7585. if(skilllv==2) maxlv=1;
  7586. else if(skilllv==3) maxlv=2;
  7587. else if(skilllv>=4) maxlv=3;
  7588. }
  7589. else if(skillid==MG_SOULSTRIKE){
  7590. if(skilllv==5) maxlv=1;
  7591. else if(skilllv==6) maxlv=2;
  7592. else if(skilllv>=7) maxlv=3;
  7593. }
  7594. else if(skillid==MG_FIREBALL){
  7595. if(skilllv==8) maxlv=1;
  7596. else if(skilllv>=9) maxlv=2;
  7597. }
  7598. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7599. else return 0;
  7600. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  7601. maxlv = lv;
  7602. status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
  7603. skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い????
  7604. return 0;
  7605. }
  7606. /*==========================================
  7607. * ギャングスタ?パラダイス判定?理(foreachinarea)
  7608. *------------------------------------------
  7609. */
  7610. static int skill_gangster_count(struct block_list *bl,va_list ap)
  7611. {
  7612. int *c;
  7613. struct map_session_data *sd;
  7614. nullpo_retr(0, bl);
  7615. nullpo_retr(0, ap);
  7616. sd=(struct map_session_data*)bl;
  7617. c=va_arg(ap,int *);
  7618. if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7619. (*c)++;
  7620. return 0;
  7621. }
  7622. static int skill_gangster_in(struct block_list *bl,va_list ap)
  7623. {
  7624. struct map_session_data *sd;
  7625. nullpo_retr(0, bl);
  7626. nullpo_retr(0, ap);
  7627. sd=(struct map_session_data*)bl;
  7628. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  7629. sd->state.gangsterparadise=1;
  7630. return 0;
  7631. }
  7632. static int skill_gangster_out(struct block_list *bl,va_list ap)
  7633. {
  7634. struct map_session_data *sd;
  7635. nullpo_retr(0, bl);
  7636. nullpo_retr(0, ap);
  7637. sd=(struct map_session_data*)bl;
  7638. if(sd && sd->state.gangsterparadise)
  7639. sd->state.gangsterparadise=0;
  7640. return 0;
  7641. }
  7642. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  7643. {
  7644. int range=1;
  7645. int c=0;
  7646. nullpo_retr(0, sd);
  7647. if(pc_checkskill(sd,RG_GANGSTER) <= 0)
  7648. return 0;
  7649. if(type==1) {/* 座った時の?理 */
  7650. map_foreachinarea(skill_gangster_count,sd->bl.m,
  7651. sd->bl.x-range,sd->bl.y-range,
  7652. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  7653. 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?*/
  7654. map_foreachinarea(skill_gangster_in,sd->bl.m,
  7655. sd->bl.x-range,sd->bl.y-range,
  7656. sd->bl.x+range,sd->bl.y+range,BL_PC);
  7657. sd->state.gangsterparadise = 1;
  7658. }
  7659. return 0;
  7660. }
  7661. else if(type==0) {/* 立ち上がったときの?理 */
  7662. map_foreachinarea(skill_gangster_count,sd->bl.m,
  7663. sd->bl.x-range,sd->bl.y-range,
  7664. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  7665. if(c < 2)
  7666. map_foreachinarea(skill_gangster_out,sd->bl.m,
  7667. sd->bl.x-range,sd->bl.y-range,
  7668. sd->bl.x+range,sd->bl.y+range,BL_PC);
  7669. sd->state.gangsterparadise = 0;
  7670. return 0;
  7671. }
  7672. return 0;
  7673. }
  7674. /*==========================================
  7675. * 寒いジョ?ク?スクリ?ム判定?理(foreachinarea)
  7676. *------------------------------------------
  7677. */
  7678. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  7679. {
  7680. struct block_list *src;
  7681. int skillnum,skilllv;
  7682. unsigned int tick;
  7683. nullpo_retr(0, bl);
  7684. nullpo_retr(0, ap);
  7685. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7686. skillnum=va_arg(ap,int);
  7687. skilllv=va_arg(ap,int);
  7688. if(skilllv <= 0) return 0;
  7689. tick=va_arg(ap,unsigned int);
  7690. if(src == bl)//自分には?かない
  7691. return 0;
  7692. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7693. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7694. else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
  7695. if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
  7696. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7697. }
  7698. return 0;
  7699. }
  7700. /*==========================================
  7701. * Basilica creates a 'safe zone' [celest]
  7702. *------------------------------------------
  7703. */
  7704. static int skill_basilica_count(struct block_list *bl,va_list ap)
  7705. {
  7706. int *c;
  7707. struct skill_unit *unit;
  7708. nullpo_retr(0, bl);
  7709. nullpo_retr(0, ap);
  7710. nullpo_retr(0, (unit=(struct skill_unit *)bl));
  7711. nullpo_retr(0, unit->group);
  7712. c=va_arg(ap,int *);
  7713. if(unit && unit->group->unit_id == 0xb4 && c)
  7714. (*c)++;
  7715. return 0;
  7716. }
  7717. int skill_check_basilica (struct block_list *bl, int dx, int dy)
  7718. {
  7719. int c=0;
  7720. nullpo_retr(0, bl);
  7721. map_foreachinarea(skill_basilica_count,bl->m,
  7722. dx-1,dy-1,dx+1,dy+1,BL_SKILL,&c);
  7723. return (c>0);
  7724. }
  7725. /*==========================================
  7726. * Moonlit creates a 'safe zone' [celest]
  7727. *------------------------------------------
  7728. */
  7729. static int skill_moonlit_count(struct block_list *bl,va_list ap)
  7730. {
  7731. int *c, id;
  7732. struct map_session_data *sd;
  7733. nullpo_retr(0, bl);
  7734. nullpo_retr(0, ap);
  7735. nullpo_retr(0, (sd=(struct map_session_data *)bl));
  7736. id=va_arg(ap,int);
  7737. c=va_arg(ap,int *);
  7738. if (sd->bl.id != id && sd->sc_count && sd->sc_data[SC_MOONLIT].timer != -1 && c)
  7739. (*c)++;
  7740. return 0;
  7741. }
  7742. int skill_check_moonlit (struct block_list *bl, int dx, int dy)
  7743. {
  7744. int c=0;
  7745. nullpo_retr(0, bl);
  7746. map_foreachinarea(skill_moonlit_count,bl->m,
  7747. dx-1,dy-1,dx+1,dy+1,BL_PC,bl->id,&c);
  7748. return (c>0);
  7749. }
  7750. /*==========================================
  7751. *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)
  7752. *------------------------------------------
  7753. */
  7754. int skill_abra_dataset(int skilllv)
  7755. {
  7756. int skill = rand()%331;
  7757. if(skilllv <= 0) return 0;
  7758. //dbに基づくレベル?確率判定
  7759. if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
  7760. //NPCスキルはダメ
  7761. if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
  7762. //演奏スキルはダメ
  7763. if(skill_is_danceskill(skill)) return 0;
  7764. return skill;
  7765. }
  7766. /*==========================================
  7767. *
  7768. *------------------------------------------
  7769. */
  7770. int skill_attack_area(struct block_list *bl,va_list ap)
  7771. {
  7772. struct block_list *src,*dsrc;
  7773. int atk_type,skillid,skilllv,flag,type;
  7774. unsigned int tick;
  7775. nullpo_retr(0, bl);
  7776. nullpo_retr(0, ap);
  7777. atk_type = va_arg(ap,int);
  7778. if((src=va_arg(ap,struct block_list*)) == NULL)
  7779. return 0;
  7780. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  7781. return 0;
  7782. skillid=va_arg(ap,int);
  7783. skilllv=va_arg(ap,int);
  7784. //if(skilllv <= 0) return 0;
  7785. if(skillid > 0 && skilllv <= 0) return 0; // celest
  7786. tick=va_arg(ap,unsigned int);
  7787. flag=va_arg(ap,int);
  7788. type=va_arg(ap,int);
  7789. if(battle_check_target(dsrc,bl,type) > 0)
  7790. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7791. return 0;
  7792. }
  7793. /*==========================================
  7794. *
  7795. *------------------------------------------
  7796. */
  7797. int skill_clear_element_field(struct block_list *bl)
  7798. {
  7799. struct mob_data *md=NULL;
  7800. struct map_session_data *sd=NULL;
  7801. int i,skillid;
  7802. nullpo_retr(0, bl);
  7803. if(bl->type==BL_MOB)
  7804. md=(struct mob_data *)bl;
  7805. if(bl->type==BL_PC)
  7806. sd=(struct map_session_data *)bl;
  7807. for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){
  7808. if(sd){
  7809. skillid=sd->skillunit[i].skill_id;
  7810. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  7811. skill_delunitgroup(&sd->skillunit[i]);
  7812. }else if(md){
  7813. skillid=md->skillunit[i].skill_id;
  7814. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  7815. skill_delunitgroup(&md->skillunit[i]);
  7816. }
  7817. }
  7818. return 0;
  7819. }
  7820. /*==========================================
  7821. * ランドプロテクタ?チェック(foreachinarea)
  7822. *------------------------------------------
  7823. */
  7824. int skill_landprotector(struct block_list *bl, va_list ap )
  7825. {
  7826. int skillid;
  7827. int *alive;
  7828. struct skill_unit *unit;
  7829. nullpo_retr(0, bl);
  7830. nullpo_retr(0, ap);
  7831. skillid=va_arg(ap,int);
  7832. alive=va_arg(ap,int *);
  7833. if((unit=(struct skill_unit *)bl) == NULL)
  7834. return 0;
  7835. if(skillid==SA_LANDPROTECTOR){
  7836. skill_delunit(unit);
  7837. }else{
  7838. if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
  7839. (*alive)=0;
  7840. }
  7841. return 0;
  7842. }
  7843. /*==========================================
  7844. * イドゥンの林檎の回復?理(foreachinarea)
  7845. *------------------------------------------
  7846. */
  7847. int skill_idun_heal(struct block_list *bl, va_list ap )
  7848. {
  7849. struct skill_unit *unit;
  7850. struct skill_unit_group *sg;
  7851. int heal;
  7852. nullpo_retr(0, bl);
  7853. nullpo_retr(0, ap);
  7854. nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
  7855. nullpo_retr(0, sg = unit->group);
  7856. heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;
  7857. if(bl->type == BL_SKILL || bl->id == sg->src_id)
  7858. return 0;
  7859. if(bl->type == BL_PC || bl->type == BL_MOB){
  7860. clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
  7861. battle_heal(NULL,bl,heal,0,0);
  7862. }
  7863. return 0;
  7864. }
  7865. /*==========================================
  7866. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  7867. *------------------------------------------
  7868. */
  7869. int skill_count_target(struct block_list *bl, va_list ap ){
  7870. struct block_list *src;
  7871. int *c;
  7872. nullpo_retr(0, bl);
  7873. nullpo_retr(0, ap);
  7874. if((src = va_arg(ap,struct block_list *)) == NULL)
  7875. return 0;
  7876. if((c = va_arg(ap,int *)) == NULL)
  7877. return 0;
  7878. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7879. (*c)++;
  7880. return 0;
  7881. }
  7882. /*==========================================
  7883. * トラップ範??理(foreachinarea)
  7884. *------------------------------------------
  7885. */
  7886. int skill_trap_splash(struct block_list *bl, va_list ap )
  7887. {
  7888. struct block_list *src;
  7889. int tick;
  7890. int splash_count;
  7891. struct skill_unit *unit;
  7892. struct skill_unit_group *sg;
  7893. struct block_list *ss;
  7894. int i;
  7895. nullpo_retr(0, bl);
  7896. nullpo_retr(0, ap);
  7897. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  7898. nullpo_retr(0, unit = (struct skill_unit *)src);
  7899. nullpo_retr(0, sg = unit->group);
  7900. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  7901. tick = va_arg(ap,int);
  7902. splash_count = va_arg(ap,int);
  7903. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  7904. switch(sg->unit_id){
  7905. case 0x95: /* サンドマン */
  7906. case 0x96: /* フラッシャ? */
  7907. case 0x94: /* ショックウェ?ブトラップ */
  7908. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  7909. break;
  7910. case 0x8f: /* ブラストマイン */
  7911. case 0x98: /* クレイモア?トラップ */
  7912. for(i=0;i<splash_count;i++){
  7913. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  7914. }
  7915. case 0x97: /* フリ?ジングトラップ */
  7916. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  7917. break;
  7918. default:
  7919. break;
  7920. }
  7921. }
  7922. return 0;
  7923. }
  7924. /*==========================================
  7925. * ステ?タス異常終了
  7926. *------------------------------------------
  7927. */
  7928. int skill_encchant_eremental_end(struct block_list *bl,int type)
  7929. {
  7930. struct status_change *sc_data;
  7931. nullpo_retr(0, bl);
  7932. nullpo_retr(0, sc_data=status_get_sc_data(bl));
  7933. if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */
  7934. status_change_end(bl,SC_ENCPOISON,-1);
  7935. if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */
  7936. status_change_end(bl,SC_ASPERSIO,-1);
  7937. if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */
  7938. status_change_end(bl,SC_FLAMELAUNCHER,-1);
  7939. if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */
  7940. status_change_end(bl,SC_FROSTWEAPON,-1);
  7941. if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */
  7942. status_change_end(bl,SC_LIGHTNINGLOADER,-1);
  7943. if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */
  7944. status_change_end(bl,SC_SEISMICWEAPON,-1);
  7945. return 0;
  7946. }
  7947. /* クロ?キング?査(周りに移動不可能地?があるか) */
  7948. int skill_check_cloaking(struct block_list *bl)
  7949. {
  7950. static int dx[]={ 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  7951. static int dy[]={-1, 0, 1, 0, -1, -1, 1, 1};
  7952. int end=1,i;
  7953. //missing sd [Found by Celest, commited by Aria]
  7954. struct map_session_data *sd=(struct map_session_data *)bl;
  7955. nullpo_retr(0, bl);
  7956. if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
  7957. return 0;
  7958. else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
  7959. return 0;
  7960. for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
  7961. if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS)) {
  7962. end=0;
  7963. break;
  7964. }
  7965. }
  7966. if(end){
  7967. if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
  7968. status_change_end(bl, SC_CLOAKING, -1);
  7969. *status_get_option(bl)&=~4; /* 念のための?理 */
  7970. }
  7971. else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
  7972. sd->sc_data[SC_CLOAKING].val3 = 130;
  7973. status_calc_speed (sd);
  7974. }
  7975. }
  7976. else {
  7977. if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
  7978. sd->sc_data[SC_CLOAKING].val3 = 103;
  7979. status_calc_speed (sd);
  7980. }
  7981. }
  7982. return end;
  7983. }
  7984. int skill_type_cloaking(struct block_list *bl)
  7985. {
  7986. static int dx[]={ 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  7987. static int dy[]={-1, 0, 1, 0, -1, -1, 1, 1};
  7988. int i;
  7989. nullpo_retr(0, bl);
  7990. if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  7991. return 0;
  7992. else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
  7993. return 0;
  7994. for(i=0; i<sizeof(dx)/sizeof(dx[0]); i++)
  7995. {
  7996. if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS))
  7997. return 0;
  7998. }
  7999. return 1;
  8000. }
  8001. /*
  8002. *----------------------------------------------------------------------------
  8003. * スキルユニット
  8004. *----------------------------------------------------------------------------
  8005. */
  8006. /*==========================================
  8007. * 演奏/ダンススキルかどうか判定
  8008. * 引? スキルID
  8009. * ?り ダンスじゃない=0 合奏=2 それ以外のダンス=1
  8010. *------------------------------------------
  8011. */
  8012. int skill_is_danceskill(int id)
  8013. {
  8014. int i;
  8015. switch(id){
  8016. case BD_LULLABY: /* 子守歌 */
  8017. case BD_RICHMANKIM: /* ニヨルドの宴 */
  8018. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  8019. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  8020. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  8021. case BD_ROKISWEIL: /* ロキの叫び */
  8022. case BD_INTOABYSS: /* 深淵の中に */
  8023. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  8024. case BD_RAGNAROK: /* 神?の?昏 */
  8025. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  8026. i=2;
  8027. break;
  8028. case BA_DISSONANCE: /* 不協和音 */
  8029. case BA_FROSTJOKE: /* 寒いジョ?ク */
  8030. case BA_WHISTLE: /* 口笛 */
  8031. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  8032. case BA_POEMBRAGI: /* ブラギの詩 */
  8033. case BA_APPLEIDUN: /* イドゥンの林檎 */
  8034. case DC_UGLYDANCE: /* 自分勝手なダンス */
  8035. case DC_SCREAM: /* スクリ?ム */
  8036. case DC_HUMMING: /* ハミング */
  8037. case DC_DONTFORGETME: /* 私を忘れないで… */
  8038. case DC_FORTUNEKISS: /* 幸運のキス */
  8039. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  8040. i=1;
  8041. break;
  8042. default:
  8043. i=0;
  8044. }
  8045. return i;
  8046. }
  8047. /*==========================================
  8048. * 演奏/ダンスをやめる
  8049. * flag 1で合奏中なら相方にユニットを任せる
  8050. *
  8051. *------------------------------------------
  8052. */
  8053. void skill_stop_dancing(struct block_list *src, int flag)
  8054. {
  8055. struct status_change* sc_data;
  8056. struct skill_unit_group* group;
  8057. short* sc_count;
  8058. nullpo_retv(src);
  8059. nullpo_retv(sc_data = status_get_sc_data(src));
  8060. nullpo_retv(sc_count = status_get_sc_count(src));
  8061. if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) {
  8062. 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
  8063. if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中?
  8064. struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
  8065. if(flag){ //ログアウトなど片方が落ちても演奏が??される
  8066. if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが落ちる
  8067. group->src_id=sc_data[SC_DANCING].val4; //相方にグル?プを任せる
  8068. if(flag&1) //ログアウト
  8069. 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
  8070. if(flag&2) //ハエ飛びなど
  8071. 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
  8072. }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)
  8073. if(flag&1) //ログアウト
  8074. 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
  8075. if(flag&2) //ハエ飛びなど
  8076. 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
  8077. }
  8078. status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
  8079. //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?
  8080. return;
  8081. }else{
  8082. if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める
  8083. status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる
  8084. }
  8085. 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)
  8086. status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
  8087. }
  8088. }
  8089. }
  8090. 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
  8091. struct map_session_data *sd = (struct map_session_data *)src;
  8092. skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
  8093. return;
  8094. }
  8095. skill_delunitgroup(group);
  8096. if(src->type==BL_PC)
  8097. status_calc_pc((struct map_session_data *)src,0);
  8098. }
  8099. }
  8100. /*==========================================
  8101. * スキルユニット初期化
  8102. *------------------------------------------
  8103. */
  8104. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8105. {
  8106. struct skill_unit *unit;
  8107. nullpo_retr(NULL, group);
  8108. nullpo_retr(NULL, unit=&group->unit[idx]);
  8109. if(!unit->alive)
  8110. group->alive_count++;
  8111. unit->bl.id=map_addobject(&unit->bl);
  8112. unit->bl.type=BL_SKILL;
  8113. unit->bl.m=group->map;
  8114. unit->bl.x=x;
  8115. unit->bl.y=y;
  8116. unit->group=group;
  8117. unit->val1=unit->val2=0;
  8118. unit->alive=1;
  8119. map_addblock(&unit->bl);
  8120. clif_skill_setunit(unit);
  8121. return unit;
  8122. }
  8123. int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
  8124. /*==========================================
  8125. * スキルユニット削除
  8126. *------------------------------------------
  8127. */
  8128. int skill_delunit(struct skill_unit *unit)
  8129. {
  8130. struct skill_unit_group *group;
  8131. int range;
  8132. nullpo_retr(0, unit);
  8133. if(!unit->alive)
  8134. return 0;
  8135. nullpo_retr(0, group=unit->group);
  8136. /* onlimitイベント呼び出し */
  8137. skill_unit_onlimit( unit,gettick() );
  8138. /* ondeleteイベント呼び出し */
  8139. range=group->range;
  8140. map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
  8141. unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
  8142. &unit->bl,gettick() );
  8143. clif_skill_delunit(unit);
  8144. unit->group=NULL;
  8145. unit->alive=0;
  8146. map_delobjectnofree(unit->bl.id);
  8147. if(group->alive_count>0 && (--group->alive_count)<=0)
  8148. skill_delunitgroup(group);
  8149. return 0;
  8150. }
  8151. /*==========================================
  8152. * スキルユニットグル?プ初期化
  8153. *------------------------------------------
  8154. */
  8155. static int skill_unit_group_newid=10;
  8156. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8157. int count,int skillid,int skilllv,int unit_id)
  8158. {
  8159. int i;
  8160. struct skill_unit_group *group=NULL, *list=NULL;
  8161. int maxsug=0;
  8162. if(skilllv <= 0) return 0;
  8163. nullpo_retr(NULL, src);
  8164. if(src->type==BL_PC){
  8165. list=((struct map_session_data *)src)->skillunit;
  8166. maxsug=MAX_SKILLUNITGROUP;
  8167. }else if(src->type==BL_MOB){
  8168. list=((struct mob_data *)src)->skillunit;
  8169. maxsug=MAX_MOBSKILLUNITGROUP;
  8170. }else if(src->type==BL_PET){
  8171. list=((struct pet_data *)src)->skillunit;
  8172. maxsug=MAX_MOBSKILLUNITGROUP;
  8173. }
  8174. if(list){
  8175. for(i=0;i<maxsug;i++) /* 空いているもの?索 */
  8176. if(list[i].group_id==0){
  8177. group=&list[i];
  8178. break;
  8179. }
  8180. if(group==NULL){ /* 空いてないので古いもの?索 */
  8181. int j=0;
  8182. unsigned maxdiff=0,x,tick=gettick();
  8183. for(i=0;i<maxsug;i++)
  8184. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  8185. maxdiff=x;
  8186. j=i;
  8187. }
  8188. skill_delunitgroup(&list[j]);
  8189. group=&list[j];
  8190. }
  8191. }
  8192. if(group==NULL){
  8193. printf("skill_initunitgroup: error unit group !\n");
  8194. exit(1);
  8195. }
  8196. group->src_id=src->id;
  8197. group->party_id=status_get_party_id(src);
  8198. group->guild_id=status_get_guild_id(src);
  8199. group->group_id=skill_unit_group_newid++;
  8200. if(skill_unit_group_newid<=0)
  8201. skill_unit_group_newid=10;
  8202. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8203. group->unit_count=count;
  8204. group->val1=group->val2=0;
  8205. group->skill_id=skillid;
  8206. group->skill_lv=skilllv;
  8207. group->unit_id=unit_id;
  8208. group->map=src->m;
  8209. group->range=0;
  8210. group->limit=10000;
  8211. group->interval=1000;
  8212. group->tick=gettick();
  8213. group->valstr=NULL;
  8214. if( skill_is_danceskill(skillid) ){
  8215. struct map_session_data *sd = NULL;
  8216. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8217. sd->skillid_dance=skillid;
  8218. sd->skilllv_dance=skilllv;
  8219. }
  8220. status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
  8221. switch(skillid){ //合奏スキルは相方をダンス?態にする
  8222. case BD_LULLABY: /* 子守歌 */
  8223. case BD_RICHMANKIM: /* ニヨルドの宴 */
  8224. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  8225. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  8226. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  8227. case BD_ROKISWEIL: /* ロキの叫び */
  8228. case BD_INTOABYSS: /* 深淵の中に */
  8229. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  8230. case BD_RAGNAROK: /* 神?の?昏 */
  8231. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  8232. {
  8233. int range=1;
  8234. int c=0;
  8235. if(sd){
  8236. map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
  8237. sd->bl.x-range,sd->bl.y-range,
  8238. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  8239. }
  8240. }
  8241. }
  8242. }
  8243. return group;
  8244. }
  8245. /*==========================================
  8246. * スキルユニットグル?プ削除
  8247. *------------------------------------------
  8248. */
  8249. int skill_delunitgroup(struct skill_unit_group *group)
  8250. {
  8251. struct block_list *src;
  8252. int i;
  8253. nullpo_retr(0, group);
  8254. if(group->unit_count<=0)
  8255. return 0;
  8256. src=map_id2bl(group->src_id);
  8257. if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス?態を解除する
  8258. if(src)
  8259. status_change_end(src,SC_DANCING,-1);
  8260. }
  8261. group->alive_count=0;
  8262. if(group->unit!=NULL){
  8263. for(i=0;i<group->unit_count;i++)
  8264. if(group->unit[i].alive)
  8265. skill_delunit(&group->unit[i]);
  8266. }
  8267. if(group->valstr!=NULL){
  8268. map_freeblock(group->valstr);
  8269. group->valstr=NULL;
  8270. }
  8271. map_freeblock(group->unit); /* aFree()の替わり */
  8272. group->unit=NULL;
  8273. group->src_id=0;
  8274. group->group_id=0;
  8275. group->unit_count=0;
  8276. return 0;
  8277. }
  8278. /*==========================================
  8279. * スキルユニットグル?プ全削除
  8280. *------------------------------------------
  8281. */
  8282. int skill_clear_unitgroup(struct block_list *src)
  8283. {
  8284. struct skill_unit_group *group=NULL;
  8285. int maxsug=0;
  8286. nullpo_retr(0, src);
  8287. if(src->type==BL_PC){
  8288. group=((struct map_session_data *)src)->skillunit;
  8289. maxsug=MAX_SKILLUNITGROUP;
  8290. }else if(src->type==BL_MOB){
  8291. group=((struct mob_data *)src)->skillunit;
  8292. maxsug=MAX_MOBSKILLUNITGROUP;
  8293. }else if(src->type==BL_PET){ // [Valaris]
  8294. group=((struct pet_data *)src)->skillunit;
  8295. maxsug=MAX_MOBSKILLUNITGROUP;
  8296. }
  8297. if(group){
  8298. int i;
  8299. for(i=0;i<maxsug;i++)
  8300. if(group[i].group_id>0 && group[i].src_id == src->id)
  8301. skill_delunitgroup(&group[i]);
  8302. }
  8303. return 0;
  8304. }
  8305. /*
  8306. * 珞�ォケォュォ���ヘ�ェュェキェソ洄�ェホヤム曺
  8307. */
  8308. int skill_unit_overlap_type(int skill_id)
  8309. {
  8310. switch (skill_id) {
  8311. case WZ_STORMGUST:
  8312. case WZ_VERMILION:
  8313. return 1; // ェノェチェ鬪ォ�ローェォェ鬮タォ�?ォクェ��アェ�
  8314. default:
  8315. return 0; // ?ローェォェ鬮タォ�?ォクェ��アェ�
  8316. }
  8317. }
  8318. /*==========================================
  8319. * スキルユニットグル?プの被影響tick?索
  8320. *------------------------------------------
  8321. */
  8322. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  8323. struct block_list *bl, struct skill_unit_group *sg)
  8324. {
  8325. int i,j=-1,k,s,id;
  8326. struct skill_unit_group_tickset *set;
  8327. nullpo_retr(0, bl);
  8328. if (bl->type == BL_PC)
  8329. set = ((struct map_session_data *)bl)->skillunittick;
  8330. else if (bl->type == BL_MOB)
  8331. set = ((struct mob_data *)bl)->skillunittick;
  8332. else
  8333. return 0;
  8334. if (skill_unit_overlap_type(sg->skill_id))
  8335. id = s = sg->skill_id;
  8336. else
  8337. id = s = sg->group_id;
  8338. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8339. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8340. if (set[k].id == id)
  8341. return &set[k];
  8342. else if (j == -1 && set[k].id == 0)
  8343. j=k;
  8344. }
  8345. if (j == -1) {
  8346. if(battle_config.error_log) {
  8347. sprintf (tmp_output, "skill_unitgrouptickset_search: tickset is full\n");
  8348. ShowWarning (tmp_output);
  8349. }
  8350. for (i = 0; i<MAX_SKILLUNITGROUPTICKSET; i++)
  8351. set[k].id = 0;
  8352. j = id % MAX_SKILLUNITGROUPTICKSET;
  8353. }
  8354. set[j].id = id;
  8355. return &set[j];
  8356. }
  8357. /*==========================================
  8358. * スキルユニットグル?プの被影響tick削除
  8359. *------------------------------------------
  8360. */
  8361. int skill_unitgrouptickset_delete(
  8362. struct block_list *bl, struct skill_unit_group *sg)
  8363. {
  8364. int i, k, s, id;
  8365. struct skill_unit_group_tickset *set=NULL;
  8366. nullpo_retr(0, bl);
  8367. if (bl->type == BL_PC)
  8368. set=((struct map_session_data *)bl)->skillunittick;
  8369. else if (bl->type == BL_MOB)
  8370. set=((struct mob_data *)bl)->skillunittick;
  8371. else
  8372. return 0;
  8373. if (skill_unit_overlap_type(sg->skill_id))
  8374. id = s = sg->skill_id;
  8375. else
  8376. id = s = sg->group_id;
  8377. for(i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8378. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8379. if (set[k].id == id) {
  8380. set[k].id = 0;
  8381. break;
  8382. }
  8383. }
  8384. // if (i == MAX_SKILLUNITGROUPTICKSET && battle_config.error_log) {
  8385. // printf("skill_unitgrouptickset_delete: tickset not found\n");
  8386. // }
  8387. return 0;
  8388. }
  8389. /*==========================================
  8390. * スキルユニットタイマ??動?理用(foreachinarea)
  8391. *------------------------------------------
  8392. */
  8393. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  8394. {
  8395. struct block_list *src;
  8396. struct skill_unit *su;
  8397. unsigned int tick;
  8398. nullpo_retr(0, bl);
  8399. nullpo_retr(0, ap);
  8400. src=va_arg(ap,struct block_list*);
  8401. tick=va_arg(ap,unsigned int);
  8402. su = (struct skill_unit *)src;
  8403. if( su && su->alive ) {
  8404. struct skill_unit_group *sg;
  8405. sg = su->group;
  8406. if(sg && battle_check_target(src,bl,sg->target_flag )>0)
  8407. skill_unit_onplace( su, bl, tick );
  8408. }
  8409. return 0;
  8410. }
  8411. /*==========================================
  8412. * スキルユニットタイマ?削除?理用(foreachinarea)
  8413. *------------------------------------------
  8414. */
  8415. int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
  8416. {
  8417. struct block_list *src;
  8418. struct skill_unit *su;
  8419. unsigned int tick;
  8420. nullpo_retr(0, bl);
  8421. nullpo_retr(0, ap);
  8422. src=va_arg(ap,struct block_list*);
  8423. tick=va_arg(ap,unsigned int);
  8424. su = (struct skill_unit *)src;
  8425. if( su && su->alive ){
  8426. struct skill_unit_group *sg;
  8427. sg = su->group;
  8428. if( sg && battle_check_target(src,bl,sg->target_flag )>0 )
  8429. skill_unit_ondelete( su, bl, tick );
  8430. }
  8431. return 0;
  8432. }
  8433. /*==========================================
  8434. * スキルユニットタイマ??理用(foreachobject)
  8435. *------------------------------------------
  8436. */
  8437. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  8438. {
  8439. struct skill_unit *unit;
  8440. struct skill_unit_group *group;
  8441. int range;
  8442. unsigned int tick;
  8443. nullpo_retr(0, bl);
  8444. nullpo_retr(0, ap);
  8445. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8446. nullpo_retr(0, group=unit->group);
  8447. tick=va_arg(ap,unsigned int);
  8448. if(!unit->alive)
  8449. return 0;
  8450. range=(unit->range!=0)?unit->range:group->range;
  8451. /* onplaceイベント呼び出し */
  8452. if(unit->alive && unit->range>=0){
  8453. map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
  8454. bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
  8455. bl,tick);
  8456. if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
  8457. map_foreachinarea( skill_idun_heal, bl->m,
  8458. bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
  8459. group->val2++;
  8460. }
  8461. }
  8462. /* 時間切れ削除 */
  8463. if(unit->alive &&
  8464. (DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
  8465. switch(group->unit_id){
  8466. case 0x8f: /* ブラストマイン */
  8467. group->unit_id = 0x8c;
  8468. clif_changelook(bl,LOOK_BASE,group->unit_id);
  8469. group->limit=DIFF_TICK(tick+1500,group->tick);
  8470. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8471. break;
  8472. case 0x90: /* スキッドトラップ */
  8473. case 0x91: /* アンクルスネア */
  8474. case 0x93: /* ランドマイン */
  8475. case 0x94: /* ショックウェ?ブトラップ */
  8476. case 0x95: /* サンドマン */
  8477. case 0x96: /* フラッシャ? */
  8478. case 0x97: /* フリ?ジングトラップ */
  8479. case 0x98: /* クレイモア?トラップ */
  8480. case 0x99: /* ト?キ?ボックス */
  8481. {
  8482. struct block_list *src=map_id2bl(group->src_id);
  8483. if(group->unit_id == 0x91 && group->val2);
  8484. else{
  8485. if(src && src->type==BL_PC){
  8486. struct item item_tmp;
  8487. memset(&item_tmp,0,sizeof(item_tmp));
  8488. item_tmp.nameid=1065;
  8489. item_tmp.identify=1;
  8490. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  8491. }
  8492. }
  8493. skill_delunit(unit);
  8494. }
  8495. break;
  8496. case 0xc1:
  8497. case 0xc2:
  8498. case 0xc3:
  8499. case 0xc4:
  8500. {
  8501. struct block_list *src=map_id2bl(group->src_id);
  8502. if (src)
  8503. group->tick = tick;
  8504. }
  8505. break;
  8506. default:
  8507. skill_delunit(unit);
  8508. }
  8509. }
  8510. if(group->unit_id == 0x8d) {
  8511. unit->val1 -= 5;
  8512. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  8513. unit->limit = DIFF_TICK(tick+700,group->tick);
  8514. }
  8515. return 0;
  8516. }
  8517. /*==========================================
  8518. * スキルユニットタイマ??理
  8519. *------------------------------------------
  8520. */
  8521. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  8522. {
  8523. map_freeblock_lock();
  8524. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8525. map_freeblock_unlock();
  8526. return 0;
  8527. }
  8528. /*==========================================
  8529. * スキルユニット移動時?理用(foreachinarea)
  8530. *------------------------------------------
  8531. */
  8532. int skill_unit_out_all_sub( struct block_list *bl, va_list ap )
  8533. {
  8534. struct skill_unit *unit;
  8535. struct skill_unit_group *group;
  8536. struct block_list *src;
  8537. int range;
  8538. unsigned int tick;
  8539. nullpo_retr(0, bl);
  8540. nullpo_retr(0, ap);
  8541. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8542. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8543. nullpo_retr(0, group=unit->group);
  8544. tick=va_arg(ap,unsigned int);
  8545. if(!unit->alive || src->prev==NULL)
  8546. return 0;
  8547. range=(unit->range!=0)?unit->range:group->range;
  8548. if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
  8549. return 0;
  8550. if( src->x >= bl->x-range && src->x <= bl->x+range &&
  8551. src->y >= bl->y-range && src->y <= bl->y+range )
  8552. skill_unit_onout( unit, src, tick );
  8553. return 0;
  8554. }
  8555. /*==========================================
  8556. * スキルユニット移動時?理
  8557. *------------------------------------------
  8558. */
  8559. int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
  8560. {
  8561. nullpo_retr(0, bl);
  8562. if( bl->prev==NULL )
  8563. return 0;
  8564. if(range<7)
  8565. range=7;
  8566. map_foreachinarea( skill_unit_out_all_sub,
  8567. bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
  8568. bl,tick );
  8569. return 0;
  8570. }
  8571. /*==========================================
  8572. * スキルユニット移動時?理用(foreachinarea)
  8573. *------------------------------------------
  8574. */
  8575. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  8576. {
  8577. struct skill_unit *unit;
  8578. struct skill_unit_group *group;
  8579. struct block_list *src;
  8580. int range;
  8581. unsigned int tick;
  8582. nullpo_retr(0, bl);
  8583. nullpo_retr(0, ap);
  8584. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8585. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8586. tick=va_arg(ap,unsigned int);
  8587. if(!unit->alive || src->prev==NULL)
  8588. return 0;
  8589. if((group=unit->group) == NULL)
  8590. return 0;
  8591. range=(unit->range!=0)?unit->range:group->range;
  8592. if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
  8593. return 0;
  8594. if( src->x >= bl->x-range && src->x <= bl->x+range &&
  8595. src->y >= bl->y-range && src->y <= bl->y+range )
  8596. skill_unit_onplace( unit, src, tick );
  8597. else
  8598. skill_unit_onout( unit, src, tick );
  8599. return 0;
  8600. }
  8601. /*==========================================
  8602. * スキルユニット移動時?理
  8603. *------------------------------------------
  8604. */
  8605. int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
  8606. {
  8607. nullpo_retr(0, bl);
  8608. if( bl->prev==NULL )
  8609. return 0;
  8610. if(range<7)
  8611. range=7;
  8612. map_foreachinarea( skill_unit_move_sub,
  8613. bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
  8614. bl,tick );
  8615. return 0;
  8616. }
  8617. /*==========================================
  8618. * スキルユニット自?の移動時?理(foreachinarea)
  8619. *------------------------------------------
  8620. */
  8621. int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
  8622. {
  8623. struct skill_unit *unit;
  8624. struct skill_unit_group *group;
  8625. struct block_list *src;
  8626. int range;
  8627. unsigned int tick;
  8628. nullpo_retr(0, bl);
  8629. nullpo_retr(0, ap);
  8630. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8631. nullpo_retr(0, unit=(struct skill_unit *)src);
  8632. nullpo_retr(0, group=unit->group);
  8633. tick=va_arg(ap,unsigned int);
  8634. if(!unit->alive || bl->prev==NULL)
  8635. return 0;
  8636. range=(unit->range!=0)?unit->range:group->range;
  8637. if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
  8638. return 0;
  8639. if( bl->x >= src->x-range && bl->x <= src->x+range &&
  8640. bl->y >= src->y-range && bl->y <= src->y+range )
  8641. skill_unit_onplace( unit, bl, tick );
  8642. else
  8643. skill_unit_onout( unit, bl, tick );
  8644. return 0;
  8645. }
  8646. /*==========================================
  8647. * スキルユニット自?の移動時?理
  8648. * 引?はグル?プと移動量
  8649. *------------------------------------------
  8650. */
  8651. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  8652. {
  8653. nullpo_retr(0, group);
  8654. if( group->unit_count<=0)
  8655. return 0;
  8656. if(group->unit!=NULL){
  8657. if(!battle_config.unit_movement_type){
  8658. int i;
  8659. for(i=0;i<group->unit_count;i++){
  8660. struct skill_unit *unit=&group->unit[i];
  8661. if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){
  8662. int range=unit->range;
  8663. map_delblock(&unit->bl);
  8664. unit->bl.m = m;
  8665. unit->bl.x += dx;
  8666. unit->bl.y += dy;
  8667. map_addblock(&unit->bl);
  8668. clif_skill_setunit(unit);
  8669. if(range>0){
  8670. if(range<7)
  8671. range=7;
  8672. map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
  8673. unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
  8674. &unit->bl,gettick() );
  8675. }
  8676. }
  8677. }
  8678. }else{
  8679. int i,j, *r_flag, *s_flag, *m_flag;
  8680. struct skill_unit *unit1;
  8681. struct skill_unit *unit2;
  8682. r_flag = (int *) aMallocA(sizeof(int) * group->unit_count);
  8683. s_flag = (int *) aMallocA(sizeof(int) * group->unit_count);
  8684. m_flag = (int *) aMallocA(sizeof(int) * group->unit_count);
  8685. memset(r_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  8686. memset(s_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  8687. memset(m_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  8688. //先にフラグを全部決める
  8689. for(i=0;i<group->unit_count;i++){
  8690. int move_check=0;// かぶりフラグ
  8691. unit1=&group->unit[i];
  8692. for(j=0;j<group->unit_count;j++){
  8693. unit2=&group->unit[j];
  8694. if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8695. //移動先にユニットがかぶってたら
  8696. s_flag[i]=1;// 移動前のユニットナンバ?の?承フラグon
  8697. r_flag[j]=1;// かぶるユニットナンバ?の?留フラグon
  8698. move_check=1;//ユニットがかぶった。
  8699. break;
  8700. }
  8701. }
  8702. if(!move_check)// ユニットがかぶってなかったら
  8703. m_flag[i]=1;// 移動前ユニットナンバ?の移動フラグon
  8704. }
  8705. //フラグに基づいてユニット移動
  8706. for(i=0;i<group->unit_count;i++){
  8707. unit1=&group->unit[i];
  8708. if(m_flag[i]){// 移動フラグがonで
  8709. if(!r_flag[i]){// ?留フラグがoffなら
  8710. //?純移動(rangeも?承の必要無し)
  8711. int range=unit1->range;
  8712. map_delblock(&unit1->bl);
  8713. unit1->bl.m = m;
  8714. unit1->bl.x += dx;
  8715. unit1->bl.y += dy;
  8716. map_addblock(&unit1->bl);
  8717. clif_skill_setunit(unit1);
  8718. if(range > 0){
  8719. if(range < 7)
  8720. range = 7;
  8721. map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
  8722. unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
  8723. &unit1->bl,gettick() );
  8724. }
  8725. }else{// ?留フラグがonなら
  8726. //空ユニットになるので、?承可能なユニットを探す
  8727. for(j=0;j<group->unit_count;j++){
  8728. unit2=&group->unit[j];
  8729. if(s_flag[j] && !r_flag[j]){
  8730. // ?承移動(range?承付き)
  8731. int range=unit1->range;
  8732. map_delblock(&unit2->bl);
  8733. unit2->bl.m = m;
  8734. unit2->bl.x = unit1->bl.x + dx;
  8735. unit2->bl.y = unit1->bl.y + dy;
  8736. unit2->range = unit1->range;
  8737. map_addblock(&unit2->bl);
  8738. clif_skill_setunit(unit2);
  8739. if(range > 0){
  8740. if(range < 7)
  8741. range = 7;
  8742. map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
  8743. unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
  8744. &unit2->bl,gettick() );
  8745. }
  8746. s_flag[j]=0;// ?承完了したのでoff
  8747. break;
  8748. }
  8749. }
  8750. }
  8751. }
  8752. }
  8753. aFree(r_flag);
  8754. aFree(s_flag);
  8755. aFree(m_flag);
  8756. }
  8757. }
  8758. return 0;
  8759. }
  8760. /*----------------------------------------------------------------------------
  8761. * アイテム合成
  8762. *----------------------------------------------------------------------------
  8763. */
  8764. /*==========================================
  8765. * アイテム合成可能判定
  8766. *------------------------------------------
  8767. */
  8768. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
  8769. {
  8770. int i,j;
  8771. nullpo_retr(0, sd);
  8772. if(nameid<=0)
  8773. return 0;
  8774. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8775. if(skill_produce_db[i].nameid == nameid )
  8776. break;
  8777. }
  8778. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  8779. return 0;
  8780. if(trigger>=0){
  8781. if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
  8782. if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */
  8783. return 0;
  8784. }else{
  8785. if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */
  8786. return 0;
  8787. if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */
  8788. return 0;
  8789. }
  8790. }
  8791. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  8792. return 0; /* スキルが足りない */
  8793. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8794. int id,x,y;
  8795. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
  8796. continue;
  8797. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8798. if(pc_search_inventory(sd,id) < 0)
  8799. return 0;
  8800. }
  8801. else {
  8802. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8803. if( sd->status.inventory[y].nameid == id )
  8804. x+=sd->status.inventory[y].amount;
  8805. if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  8806. return 0;
  8807. }
  8808. }
  8809. return i+1;
  8810. }
  8811. /*==========================================
  8812. * アイテム合成可能判定
  8813. *------------------------------------------
  8814. */
  8815. int skill_produce_mix( struct map_session_data *sd,
  8816. int nameid, int slot1, int slot2, int slot3 )
  8817. {
  8818. int slot[3];
  8819. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8820. nullpo_retr(0, sd);
  8821. if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* ?件不足 */
  8822. return 0;
  8823. idx--;
  8824. slot[0]=slot1;
  8825. slot[1]=slot2;
  8826. slot[2]=slot3;
  8827. /* 埋め?み?理 */
  8828. for(i=0,sc=0,ele=0;i<3;i++){
  8829. int j;
  8830. if( slot[i]<=0 )
  8831. continue;
  8832. j = pc_search_inventory(sd,slot[i]);
  8833. if(j < 0) /* 不正パケット(アイテム存在)チェック */
  8834. continue;
  8835. if(slot[i]==1000){ /* 星のかけら */
  8836. pc_delitem(sd,j,1,1);
  8837. sc++;
  8838. }
  8839. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* ?性石 */
  8840. static const int ele_table[4]={3,1,4,2};
  8841. pc_delitem(sd,j,1,1);
  8842. ele=ele_table[slot[i]-994];
  8843. }
  8844. }
  8845. /* 材料消費 */
  8846. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  8847. int j,id,x;
  8848. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  8849. continue;
  8850. x=skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  8851. 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 */
  8852. int y=0;
  8853. j = pc_search_inventory(sd,id);
  8854. if(j >= 0){
  8855. y = sd->status.inventory[j].amount;
  8856. if(y>x)y=x; /* 足りている */
  8857. pc_delitem(sd,j,y,0);
  8858. }else {
  8859. if(battle_config.error_log)
  8860. printf("skill_produce_mix: material item error\n");
  8861. }
  8862. x-=y; /* まだ足りない個?を計算 */
  8863. }while( j>=0 && x>0 ); /* 材料を消費するか、エラ?になるまで繰り返す */
  8864. }
  8865. /* 確率判定 */
  8866. equip = itemdb_isequip(nameid);
  8867. if(!equip) {
  8868. // Corrected rates [DracoRPG] --------------------------//
  8869. if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
  8870. if(nameid >= 501 && nameid <= 505) // Normal potions
  8871. 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;
  8872. 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 ^^)
  8873. 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;
  8874. else if(nameid >= 545 && nameid <= 547) // Concentrated potions
  8875. 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;
  8876. else if(nameid == 970) // Alcohol
  8877. 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;
  8878. else if(nameid == 7135) // Bottle Grenade
  8879. 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;
  8880. else if(nameid == 7136) // Acid Bottle
  8881. 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;
  8882. else if(nameid == 7137) // Plant Bottle
  8883. 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;
  8884. else if(nameid == 7138) // Marine Sphere Bottle
  8885. 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;
  8886. else if(nameid == 7139) // Glistening Coat
  8887. 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 +
  8888. pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
  8889. else
  8890. 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;
  8891. } else if (skill_produce_db[idx].req_skill == ASC_CDP) {
  8892. make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];
  8893. //make_per = 20 + (20*sd->paramc[4])/50 + (20*sd->paramc[5])/100;
  8894. } else {
  8895. if(nameid == 998)
  8896. 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;
  8897. else
  8898. 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;
  8899. }
  8900. }
  8901. else { // Corrected rates [DracoRPG]
  8902. int add_per=0;
  8903. if(pc_search_inventory(sd,989) >= 0) add_per = 400;
  8904. else if(pc_search_inventory(sd,988) >= 0) add_per = 300;
  8905. else if(pc_search_inventory(sd,987) >= 0) add_per = 200;
  8906. else if(pc_search_inventory(sd,986) >= 0) add_per = 100;
  8907. wlv = itemdb_wlv(nameid);
  8908. 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 +
  8909. ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0) + add_per - (ele? 2500:0) - sc*((4-wlv)*500) - wlv*1000;
  8910. }
  8911. // -----------------------------------------------------//
  8912. if(make_per < 1) make_per = 1;
  8913. if(skill_produce_db[idx].req_skill==AM_PHARMACY ||
  8914. skill_produce_db[idx].req_skill==ASC_CDP) {
  8915. if( battle_config.pp_rate!=100 )
  8916. make_per=make_per*battle_config.pp_rate/100;
  8917. }
  8918. else {
  8919. if( battle_config.wp_rate!=100 ) /* 確率補正 */
  8920. make_per=make_per*battle_config.wp_rate/100;
  8921. }
  8922. // if(battle_config.etc_log)
  8923. // printf("make rate = %d\n",make_per);
  8924. if(rand()%10000 < make_per){
  8925. /* 成功 */
  8926. struct item tmp_item;
  8927. memset(&tmp_item,0,sizeof(tmp_item));
  8928. tmp_item.nameid=nameid;
  8929. tmp_item.amount=1;
  8930. tmp_item.identify=1;
  8931. if(equip){ /* 武器の場合 */
  8932. tmp_item.card[0]=0x00ff; /* 製造武器フラグ */
  8933. tmp_item.card[1]=((sc*5)<<8)+ele; /* ?性とつよさ */
  8934. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  8935. }
  8936. else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
  8937. (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
  8938. tmp_item.card[0]=0x00fe;
  8939. tmp_item.card[1]=0;
  8940. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  8941. }
  8942. #ifndef TXT_ONLY
  8943. if(log_config.produce > 0)
  8944. log_produce(sd,nameid,slot1,slot2,slot3,1);
  8945. #endif //USE_SQL
  8946. switch (skill_produce_db[idx].req_skill) {
  8947. case AM_PHARMACY:
  8948. clif_produceeffect(sd,2,nameid);/* 製?エフェクト */
  8949. clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */
  8950. break;
  8951. case ASC_CDP:
  8952. clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */
  8953. clif_misceffect(&sd->bl,5);
  8954. break;
  8955. default: /* 武器製造、コイン製造 */
  8956. clif_produceeffect(sd,0,nameid); /* 武器製造エフェクト */
  8957. clif_misceffect(&sd->bl,3);
  8958. break;
  8959. }
  8960. if((flag = pc_additem(sd,&tmp_item,1))) {
  8961. clif_additem(sd,0,0,flag);
  8962. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  8963. }
  8964. }
  8965. else {
  8966. #ifndef TXT_ONLY
  8967. if(log_config.produce > 0)
  8968. log_produce(sd,nameid,slot1,slot2,slot3,0);
  8969. #endif //USE_SQL
  8970. switch (skill_produce_db[idx].req_skill) {
  8971. case AM_PHARMACY:
  8972. clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */
  8973. clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
  8974. break;
  8975. case ASC_CDP:
  8976. {
  8977. clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */
  8978. clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
  8979. pc_heal(sd, -(sd->status.max_hp>>2), 0);
  8980. }
  8981. break;
  8982. default:
  8983. clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクト */
  8984. clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
  8985. break;
  8986. }
  8987. }
  8988. return 0;
  8989. }
  8990. int skill_arrow_create( struct map_session_data *sd,int nameid)
  8991. {
  8992. int i,j,flag,index=-1;
  8993. struct item tmp_item;
  8994. nullpo_retr(0, sd);
  8995. if(nameid <= 0)
  8996. return 1;
  8997. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  8998. if(nameid == skill_arrow_db[i].nameid) {
  8999. index = i;
  9000. break;
  9001. }
  9002. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9003. return 1;
  9004. pc_delitem(sd,j,1,0);
  9005. for(i=0;i<5;i++) {
  9006. memset(&tmp_item,0,sizeof(tmp_item));
  9007. tmp_item.identify = 1;
  9008. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9009. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9010. if(battle_config.making_arrow_name_input) {
  9011. tmp_item.card[0]=0x00fe;
  9012. tmp_item.card[1]=0;
  9013. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  9014. }
  9015. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9016. continue;
  9017. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9018. clif_additem(sd,0,0,flag);
  9019. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9020. }
  9021. }
  9022. return 0;
  9023. }
  9024. /*----------------------------------------------------------------------------
  9025. * 初期化系
  9026. */
  9027. /*==========================================
  9028. * スキル?係ファイル?み?み
  9029. * skill_db.txt スキルデ?タ
  9030. * skill_cast_db.txt スキルの詠唱時間とディレイデ?タ
  9031. * produce_db.txt アイテム作成スキル用デ?タ
  9032. * create_arrow_db.txt 矢作成スキル用デ?タ
  9033. * abra_db.txt アブラカダブラ?動スキルデ?タ
  9034. *------------------------------------------
  9035. */
  9036. int skill_readdb(void)
  9037. {
  9038. int i,j,k,l,m;
  9039. FILE *fp;
  9040. char line[1024],*p;
  9041. char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};
  9042. /* スキルデ?タベ?ス */
  9043. memset(skill_db,0,sizeof(skill_db));
  9044. fp=fopen("db/skill_db.txt","r");
  9045. if(fp==NULL){
  9046. printf("can't read db/skill_db.txt\n");
  9047. return 1;
  9048. }
  9049. while(fgets(line,1020,fp)){
  9050. char *split[50], *split2[MAX_SKILL_LEVEL];
  9051. if(line[0]=='/' && line[1]=='/')
  9052. continue;
  9053. for(j=0,p=line;j<14 && p;j++){
  9054. split[j]=p;
  9055. p=strchr(p,',');
  9056. if(p) *p++=0;
  9057. }
  9058. if(split[13]==NULL || j<14)
  9059. continue;
  9060. i=atoi(split[0]);
  9061. if (i>=10000 && i<10015) // for guild skills [Celest]
  9062. i -= 9500;
  9063. else if(i<=0 || i>MAX_SKILL_DB)
  9064. continue;
  9065. /* printf("skill id=%d\n",i); */
  9066. memset(split2,0,sizeof(split2));
  9067. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9068. split2[j]=p;
  9069. p=strchr(p,':');
  9070. if(p) *p++=0;
  9071. }
  9072. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9073. skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9074. skill_db[i].hit=atoi(split[2]);
  9075. skill_db[i].inf=atoi(split[3]);
  9076. skill_db[i].pl=atoi(split[4]);
  9077. skill_db[i].nk=atoi(split[5]);
  9078. skill_db[i].max=atoi(split[6]);
  9079. memset(split2,0,sizeof(split2));
  9080. for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){
  9081. split2[j]=p;
  9082. p=strchr(p,':');
  9083. if(p) *p++=0;
  9084. }
  9085. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9086. skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9087. if(strcmpi(split[8],"yes") == 0)
  9088. skill_db[i].castcancel=1;
  9089. else
  9090. skill_db[i].castcancel=0;
  9091. skill_db[i].cast_def_rate=atoi(split[9]);
  9092. skill_db[i].inf2=atoi(split[10]);
  9093. skill_db[i].maxcount=atoi(split[11]);
  9094. if(strcmpi(split[12],"weapon") == 0)
  9095. skill_db[i].skill_type=BF_WEAPON;
  9096. else if(strcmpi(split[12],"magic") == 0)
  9097. skill_db[i].skill_type=BF_MAGIC;
  9098. else if(strcmpi(split[12],"misc") == 0)
  9099. skill_db[i].skill_type=BF_MISC;
  9100. else
  9101. skill_db[i].skill_type=0;
  9102. memset(split2,0,sizeof(split2));
  9103. for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){
  9104. split2[j]=p;
  9105. p=strchr(p,':');
  9106. if(p) *p++=0;
  9107. }
  9108. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9109. skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9110. }
  9111. fclose(fp);
  9112. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt");
  9113. ShowStatus(tmp_output);
  9114. fp=fopen("db/skill_require_db.txt","r");
  9115. if(fp==NULL){
  9116. printf("can't read db/skill_require_db.txt\n");
  9117. return 1;
  9118. }
  9119. while(fgets(line,1020,fp)){
  9120. char *split[51], *split2[MAX_SKILL_LEVEL];
  9121. if(line[0]=='/' && line[1]=='/')
  9122. continue;
  9123. for(j=0,p=line;j<30 && p;j++){
  9124. split[j]=p;
  9125. p=strchr(p,',');
  9126. if(p) *p++=0;
  9127. }
  9128. if(split[29]==NULL || j<30)
  9129. continue;
  9130. i=atoi(split[0]);
  9131. if (i>=10000 && i<10015) // for guild skills [Celest]
  9132. i -= 9500;
  9133. else if(i<=0 || i>MAX_SKILL_DB)
  9134. continue;
  9135. memset(split2,0,sizeof(split2));
  9136. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9137. split2[j]=p;
  9138. p=strchr(p,':');
  9139. if(p) *p++=0;
  9140. }
  9141. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9142. skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9143. memset(split2,0,sizeof(split2));
  9144. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9145. split2[j]=p;
  9146. p=strchr(p,':');
  9147. if(p) *p++=0;
  9148. }
  9149. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9150. skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9151. memset(split2,0,sizeof(split2));
  9152. for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
  9153. split2[j]=p;
  9154. p=strchr(p,':');
  9155. if(p) *p++=0;
  9156. }
  9157. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9158. skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9159. memset(split2,0,sizeof(split2));
  9160. for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
  9161. split2[j]=p;
  9162. p=strchr(p,':');
  9163. if(p) *p++=0;
  9164. }
  9165. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9166. skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9167. memset(split2,0,sizeof(split2));
  9168. for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){
  9169. split2[j]=p;
  9170. p=strchr(p,':');
  9171. if(p) *p++=0;
  9172. }
  9173. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9174. skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9175. memset(split2,0,sizeof(split2));
  9176. for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){
  9177. split2[j]=p;
  9178. p=strchr(p,':');
  9179. if(p) *p++=0;
  9180. }
  9181. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9182. skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9183. memset(split2,0,sizeof(split2));
  9184. for(j=0,p=split[7];j<32 && p;j++){
  9185. split2[j]=p;
  9186. p=strchr(p,':');
  9187. if(p) *p++=0;
  9188. }
  9189. for(k=0;k<32 && split2[k];k++) {
  9190. l = atoi(split2[k]);
  9191. if(l == 99) {
  9192. skill_db[i].weapon = 0xffffffff;
  9193. break;
  9194. }
  9195. else
  9196. skill_db[i].weapon |= 1<<l;
  9197. }
  9198. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9199. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9200. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9201. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9202. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9203. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  9204. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9205. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9206. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9207. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9208. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9209. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  9210. else skill_db[i].state=ST_NONE;
  9211. memset(split2,0,sizeof(split2));
  9212. for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){
  9213. split2[j]=p;
  9214. p=strchr(p,':');
  9215. if(p) *p++=0;
  9216. }
  9217. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9218. skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9219. skill_db[i].itemid[0]=atoi(split[10]);
  9220. skill_db[i].amount[0]=atoi(split[11]);
  9221. skill_db[i].itemid[1]=atoi(split[12]);
  9222. skill_db[i].amount[1]=atoi(split[13]);
  9223. skill_db[i].itemid[2]=atoi(split[14]);
  9224. skill_db[i].amount[2]=atoi(split[15]);
  9225. skill_db[i].itemid[3]=atoi(split[16]);
  9226. skill_db[i].amount[3]=atoi(split[17]);
  9227. skill_db[i].itemid[4]=atoi(split[18]);
  9228. skill_db[i].amount[4]=atoi(split[19]);
  9229. skill_db[i].itemid[5]=atoi(split[20]);
  9230. skill_db[i].amount[5]=atoi(split[21]);
  9231. skill_db[i].itemid[6]=atoi(split[22]);
  9232. skill_db[i].amount[6]=atoi(split[23]);
  9233. skill_db[i].itemid[7]=atoi(split[24]);
  9234. skill_db[i].amount[7]=atoi(split[25]);
  9235. skill_db[i].itemid[8]=atoi(split[26]);
  9236. skill_db[i].amount[8]=atoi(split[27]);
  9237. skill_db[i].itemid[9]=atoi(split[28]);
  9238. skill_db[i].amount[9]=atoi(split[29]);
  9239. }
  9240. fclose(fp);
  9241. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_require_db.txt");
  9242. ShowStatus(tmp_output);
  9243. /* キャスティングデ?タベ?ス */
  9244. fp=fopen("db/skill_cast_db.txt","r");
  9245. if(fp==NULL){
  9246. printf("can't read db/skill_cast_db.txt\n");
  9247. return 1;
  9248. }
  9249. while(fgets(line,1020,fp)){
  9250. char *split[50], *split2[MAX_SKILL_LEVEL];
  9251. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9252. if(line[0]=='/' && line[1]=='/')
  9253. continue;
  9254. for(j=0,p=line;j<5 && p;j++){
  9255. split[j]=p;
  9256. p=strchr(p,',');
  9257. if(p) *p++=0;
  9258. }
  9259. if(split[4]==NULL || j<5)
  9260. continue;
  9261. i=atoi(split[0]);
  9262. if (i>=10000 && i<10015) // for guild skills [Celest]
  9263. i -= 9500;
  9264. else if(i<=0 || i>MAX_SKILL_DB)
  9265. continue;
  9266. memset(split2,0,sizeof(split2));
  9267. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9268. split2[j]=p;
  9269. p=strchr(p,':');
  9270. if(p) *p++=0;
  9271. }
  9272. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9273. skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9274. memset(split2,0,sizeof(split2));
  9275. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9276. split2[j]=p;
  9277. p=strchr(p,':');
  9278. if(p) *p++=0;
  9279. }
  9280. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9281. skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9282. memset(split2,0,sizeof(split2));
  9283. for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
  9284. split2[j]=p;
  9285. p=strchr(p,':');
  9286. if(p) *p++=0;
  9287. }
  9288. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9289. skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9290. memset(split2,0,sizeof(split2));
  9291. for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
  9292. split2[j]=p;
  9293. p=strchr(p,':');
  9294. if(p) *p++=0;
  9295. }
  9296. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9297. skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9298. }
  9299. fclose(fp);
  9300. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt");
  9301. ShowStatus(tmp_output);
  9302. /* 製造系スキルデ?タベ?ス */
  9303. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9304. for(m=0;m<2;m++){
  9305. fp=fopen(filename[m],"r");
  9306. if(fp==NULL){
  9307. if(m>0)
  9308. continue;
  9309. printf("can't read %s\n",filename[m]);
  9310. return 1;
  9311. }
  9312. k=0;
  9313. while(fgets(line,1020,fp)){
  9314. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  9315. int x,y;
  9316. if(line[0]=='/' && line[1]=='/')
  9317. continue;
  9318. memset(split,0,sizeof(split));
  9319. for(j=0,p=line;j<3 + MAX_PRODUCE_RESOURCE * 2 && p;j++){
  9320. split[j]=p;
  9321. p=strchr(p,',');
  9322. if(p) *p++=0;
  9323. }
  9324. if(split[0]==0) //fixed by Lupus
  9325. continue;
  9326. i=atoi(split[0]);
  9327. if(i<=0)
  9328. continue;
  9329. skill_produce_db[k].nameid=i;
  9330. skill_produce_db[k].itemlv=atoi(split[1]);
  9331. skill_produce_db[k].req_skill=atoi(split[2]);
  9332. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  9333. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9334. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9335. }
  9336. k++;
  9337. if(k >= MAX_SKILL_PRODUCE_DB)
  9338. break;
  9339. }
  9340. fclose(fp);
  9341. sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,filename[m]);
  9342. ShowStatus(tmp_output);
  9343. }
  9344. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9345. fp=fopen("db/create_arrow_db.txt","r");
  9346. if(fp==NULL){
  9347. printf("can't read db/create_arrow_db.txt\n");
  9348. return 1;
  9349. }
  9350. k=0;
  9351. while(fgets(line,1020,fp)){
  9352. char *split[16];
  9353. int x,y;
  9354. if(line[0]=='/' && line[1]=='/')
  9355. continue;
  9356. memset(split,0,sizeof(split));
  9357. for(j=0,p=line;j<13 && p;j++){
  9358. split[j]=p;
  9359. p=strchr(p,',');
  9360. if(p) *p++=0;
  9361. }
  9362. if(split[0]==0) //fixed by Lupus
  9363. continue;
  9364. i=atoi(split[0]);
  9365. if(i<=0)
  9366. continue;
  9367. skill_arrow_db[k].nameid=i;
  9368. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9369. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9370. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9371. }
  9372. k++;
  9373. if(k >= MAX_SKILL_ARROW_DB)
  9374. break;
  9375. }
  9376. fclose(fp);
  9377. sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/create_arrow_db.txt");
  9378. ShowStatus(tmp_output);
  9379. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9380. fp=fopen("db/abra_db.txt","r");
  9381. if(fp==NULL){
  9382. printf("can't read db/abra_db.txt\n");
  9383. return 1;
  9384. }
  9385. k=0;
  9386. while(fgets(line,1020,fp)){
  9387. char *split[16];
  9388. if(line[0]=='/' && line[1]=='/')
  9389. continue;
  9390. memset(split,0,sizeof(split));
  9391. for(j=0,p=line;j<13 && p;j++){
  9392. split[j]=p;
  9393. p=strchr(p,',');
  9394. if(p) *p++=0;
  9395. }
  9396. if(split[0]==0) //fixed by Lupus
  9397. continue;
  9398. i=atoi(split[0]);
  9399. if(i<=0)
  9400. continue;
  9401. skill_abra_db[i].req_lv=atoi(split[2]);
  9402. skill_abra_db[i].per=atoi(split[3]);
  9403. k++;
  9404. if(k >= MAX_SKILL_ABRA_DB)
  9405. break;
  9406. }
  9407. fclose(fp);
  9408. sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/abra_db.txt");
  9409. ShowStatus(tmp_output);
  9410. fp=fopen("db/skill_castnodex_db.txt","r");
  9411. if(fp==NULL){
  9412. printf("can't read db/skill_castnodex_db.txt\n");
  9413. return 1;
  9414. }
  9415. while(fgets(line,1020,fp)){
  9416. char *split[50], *split2[MAX_SKILL_LEVEL];
  9417. if(line[0]=='/' && line[1]=='/')
  9418. continue;
  9419. memset(split,0,sizeof(split));
  9420. for(j=0,p=line;j<3 && p;j++){
  9421. split[j]=p;
  9422. p=strchr(p,',');
  9423. if(p) *p++=0;
  9424. }
  9425. if(split[0]==0) //fixed by Lupus
  9426. continue;
  9427. i=atoi(split[0]);
  9428. if (i>=10000 && i<10015) // for guild skills [Celest]
  9429. i -= 9500;
  9430. else if(i<=0 || i>MAX_SKILL_DB)
  9431. continue;
  9432. memset(split2,0,sizeof(split2));
  9433. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9434. split2[j]=p;
  9435. p=strchr(p,':');
  9436. if(p) *p++=0;
  9437. }
  9438. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9439. skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9440. if (!split[2])
  9441. continue;
  9442. memset(split2,0,sizeof(split2));
  9443. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9444. split2[j]=p;
  9445. p=strchr(p,':');
  9446. if(p) *p++=0;
  9447. }
  9448. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9449. skill_db[i].delaynodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9450. }
  9451. fclose(fp);
  9452. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_castnodex_db.txt");
  9453. ShowStatus(tmp_output);
  9454. fp=fopen("db/skill_nocast_db.txt","r");
  9455. if(fp==NULL){
  9456. printf("can't read db/skill_nocast_db.txt\n");
  9457. return 1;
  9458. }
  9459. k=0;
  9460. while(fgets(line,1020,fp)){
  9461. char *split[16];
  9462. if(line[0]=='/' && line[1]=='/')
  9463. continue;
  9464. memset(split,0,sizeof(split));
  9465. for(j=0,p=line;j<2 && p;j++){
  9466. split[j]=p;
  9467. p=strchr(p,',');
  9468. if(p) *p++=0;
  9469. }
  9470. if(split[0]==0) //fixed by Lupus
  9471. continue;
  9472. i=atoi(split[0]);
  9473. if (i>=10000 && i<10015) // for guild skills [Celest]
  9474. i -= 9500;
  9475. else if(i<=0 || i>MAX_SKILL_DB)
  9476. continue;
  9477. skill_db[i].nocast=atoi(split[1]);
  9478. k++;
  9479. }
  9480. fclose(fp);
  9481. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_nocast_db");
  9482. ShowStatus(tmp_output);
  9483. return 0;
  9484. }
  9485. /*===============================================
  9486. * For reading leveluseskillspamount.txt [Celest]
  9487. *-----------------------------------------------
  9488. */
  9489. static int skill_read_skillspamount(void)
  9490. {
  9491. char *buf,*p;
  9492. struct skill_db *skill = NULL;
  9493. int s, idx, new_flag=1, level=1, sp=0;
  9494. buf=grfio_reads("data\\leveluseskillspamount.txt",&s);
  9495. if(buf==NULL)
  9496. return -1;
  9497. buf[s]=0;
  9498. for(p=buf;p-buf<s;){
  9499. char buf2[64];
  9500. if (sscanf(p,"%[@]",buf2) == 1) {
  9501. level = 1;
  9502. new_flag = 1;
  9503. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  9504. for (idx=0; skill_names[idx].id != 0; idx++) {
  9505. if (strstr(buf2, skill_names[idx].name) != NULL) {
  9506. skill = &skill_db[ skill_names[idx].id ];
  9507. new_flag = 0;
  9508. break;
  9509. }
  9510. }
  9511. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  9512. skill->sp[level-1]=sp;
  9513. level++;
  9514. }
  9515. p=strchr(p,10);
  9516. if(!p) break;
  9517. p++;
  9518. }
  9519. aFree(buf);
  9520. sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  9521. ShowStatus(tmp_output);
  9522. return 0;
  9523. }
  9524. void skill_reload(void)
  9525. {
  9526. /*
  9527. <empty skill database>
  9528. <?>
  9529. */
  9530. do_init_skill();
  9531. }
  9532. /*==========================================
  9533. * スキル?係初期化?理
  9534. *------------------------------------------
  9535. */
  9536. int do_init_skill(void)
  9537. {
  9538. skill_readdb();
  9539. if (battle_config.skill_sp_override_grffile)
  9540. skill_read_skillspamount();
  9541. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  9542. add_timer_func_list(skill_castend_id,"skill_castend_id");
  9543. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  9544. add_timer_func_list(skill_timerskill,"skill_timerskill");
  9545. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  9546. return 0;
  9547. }