skill.c 323 KB

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  1. // $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $
  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 "pet.h"
  15. #include "mob.h"
  16. #include "battle.h"
  17. #include "party.h"
  18. #include "itemdb.h"
  19. #include "script.h"
  20. #include "intif.h"
  21. #include "log.h"
  22. #ifdef MEMWATCH
  23. #include "memwatch.h"
  24. #endif
  25. #define SKILLUNITTIMER_INVERVAL 100
  26. #define STATE_BLIND 0x10
  27. /* スキル番?=>ステ?タス異常番??換テ?ブル */
  28. int SkillStatusChangeTable[]={ /* skill.hのenumのSC_***とあわせること */
  29. /* 0- */
  30. -1,-1,-1,-1,-1,-1,
  31. SC_PROVOKE, /* プロボック */
  32. -1, 1,-1,
  33. /* 10- */
  34. SC_SIGHT, /* サイト */
  35. -1,-1,-1,-1,
  36. SC_FREEZE, /* フロストダイバ? */
  37. SC_STONE, /* スト?ンカ?ス */
  38. -1,-1,-1,
  39. /* 20- */
  40. -1,-1,-1,-1,
  41. SC_RUWACH, /* ルアフ */
  42. -1,-1,-1,-1,
  43. SC_INCREASEAGI, /* 速度?加 */
  44. /* 30- */
  45. SC_DECREASEAGI, /* 速度減少 */
  46. -1,
  47. SC_SIGNUMCRUCIS, /* シグナムクルシス */
  48. SC_ANGELUS, /* エンジェラス */
  49. SC_BLESSING, /* ブレッシング */
  50. -1,-1,-1,-1,-1,
  51. /* 40- */
  52. -1,-1,-1,-1,-1,
  53. SC_CONCENTRATE, /* 集中力向上 */
  54. -1,-1,-1,-1,
  55. /* 50- */
  56. -1,
  57. SC_HIDING, /* ハイディング */
  58. -1,-1,-1,-1,-1,-1,-1,-1,
  59. /* 60- */
  60. SC_TWOHANDQUICKEN, /* 2HQ */
  61. SC_AUTOCOUNTER,
  62. -1,-1,-1,-1,
  63. SC_IMPOSITIO, /* インポシティオマヌス */
  64. SC_SUFFRAGIUM, /* サフラギウム */
  65. SC_ASPERSIO, /* アスペルシオ */
  66. SC_BENEDICTIO, /* 聖?降福 */
  67. /* 70- */
  68. -1,
  69. SC_SLOWPOISON,
  70. -1,
  71. SC_KYRIE, /* キリエエレイソン */
  72. SC_MAGNIFICAT, /* マグニフィカ?ト */
  73. SC_GLORIA, /* グロリア */
  74. SC_DIVINA, /* レックスディビ?ナ */
  75. -1,
  76. SC_AETERNA, /* レックスエ?テルナ */
  77. -1,
  78. /* 80- */
  79. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  80. /* 90- */
  81. -1,-1,
  82. SC_QUAGMIRE, /* クァグマイア */
  83. -1,-1,-1,-1,-1,-1,-1,
  84. /* 100- */
  85. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  86. /* 110- */
  87. -1,
  88. SC_ADRENALINE, /* アドレナリンラッシュ */
  89. SC_WEAPONPERFECTION,/* ウェポンパ?フェクション */
  90. SC_OVERTHRUST, /* オ?バ?トラスト */
  91. SC_MAXIMIZEPOWER, /* マキシマイズパワ? */
  92. -1,-1,-1,-1,-1,
  93. /* 120- */
  94. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  95. /* 130- */
  96. -1,-1,-1,-1,-1,
  97. SC_CLOAKING, /* クロ?キング */
  98. SC_STAN, /* ソニックブロ? */
  99. -1,
  100. SC_ENCPOISON, /* エンチャントポイズン */
  101. SC_POISONREACT, /* ポイズンリアクト */
  102. /* 140- */
  103. SC_POISON, /* ベノムダスト */
  104. SC_SPLASHER, /* ベナムスプラッシャ? */
  105. -1,
  106. SC_TRICKDEAD, /* 死んだふり */
  107. -1,-1,-1,-1,-1,-1,
  108. /* 150- */
  109. -1,-1,-1,-1,-1,
  110. SC_LOUD, /* ラウドボイス */
  111. -1,
  112. SC_ENERGYCOAT, /* エナジ?コ?ト */
  113. -1,-1,
  114. /* 160- */
  115. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  116. -1,-1,-1,
  117. SC_SELFDESTRUCTION,
  118. -1,-1,-1,-1,-1,-1,
  119. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  120. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  121. -1,
  122. SC_KEEPING,
  123. -1,-1,
  124. SC_BARRIER,
  125. -1,-1,
  126. SC_HALLUCINATION,
  127. -1,-1,
  128. /* 210- */
  129. -1,-1,-1,-1,-1,
  130. SC_STRIPWEAPON,
  131. SC_STRIPSHIELD,
  132. SC_STRIPARMOR,
  133. SC_STRIPHELM,
  134. -1,
  135. /* 220- */
  136. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  137. /* 230- */
  138. -1,-1,-1,-1,
  139. SC_CP_WEAPON,
  140. SC_CP_SHIELD,
  141. SC_CP_ARMOR,
  142. SC_CP_HELM,
  143. -1,-1,
  144. /* 240- */
  145. -1,-1,-1,-1,-1,-1,-1,-1,-1,
  146. SC_AUTOGUARD,
  147. /* 250- */
  148. -1,-1,
  149. SC_REFLECTSHIELD,
  150. -1,-1,
  151. SC_DEVOTION,
  152. SC_PROVIDENCE,
  153. SC_DEFENDER,
  154. SC_SPEARSQUICKEN,
  155. -1,
  156. /* 260- */
  157. -1,-1,-1,-1,-1,-1,-1,-1,
  158. SC_STEELBODY,
  159. SC_BLADESTOP_WAIT,
  160. /* 270- */
  161. SC_EXPLOSIONSPIRITS,
  162. SC_EXTREMITYFIST,
  163. -1,-1,-1,-1,
  164. SC_MAGICROD,
  165. -1,-1,-1,
  166. /* 280- */
  167. SC_FLAMELAUNCHER,
  168. SC_FROSTWEAPON,
  169. SC_LIGHTNINGLOADER,
  170. SC_SEISMICWEAPON,
  171. -1,
  172. SC_VOLCANO,
  173. SC_DELUGE,
  174. SC_VIOLENTGALE,
  175. SC_LANDPROTECTOR,
  176. -1,
  177. /* 290- */
  178. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  179. /* 300- */
  180. -1,-1,-1,-1,-1,-1,
  181. SC_LULLABY,
  182. SC_RICHMANKIM,
  183. SC_ETERNALCHAOS,
  184. SC_DRUMBATTLE,
  185. /* 310- */
  186. SC_NIBELUNGEN,
  187. SC_ROKISWEIL,
  188. SC_INTOABYSS,
  189. SC_SIEGFRIED,
  190. -1,-1,-1,
  191. SC_DISSONANCE,
  192. -1,
  193. SC_WHISTLE,
  194. /* 320- */
  195. SC_ASSNCROS,
  196. SC_POEMBRAGI,
  197. SC_APPLEIDUN,
  198. -1,-1,
  199. SC_UGLYDANCE,
  200. -1,
  201. SC_HUMMING,
  202. SC_DONTFORGETME,
  203. SC_FORTUNE,
  204. /* 330- */
  205. SC_SERVICE4U,
  206. SC_SELFDESTRUCTION,
  207. -1,-1,-1,-1,-1,-1,-1,-1,
  208. /* 340- */
  209. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  210. /* 350- */
  211. -1,-1,-1,-1,-1,
  212. SC_AURABLADE,
  213. SC_PARRYING,
  214. SC_CONCENTRATION,
  215. SC_TENSIONRELAX,
  216. SC_BERSERK,
  217. /* 360- */
  218. SC_BERSERK,
  219. SC_ASSUMPTIO,
  220. SC_BASILICA,
  221. -1,-1,-1,
  222. SC_MAGICPOWER,
  223. -1,-1,
  224. SC_GOSPEL,
  225. /* 370- */
  226. -1,-1,-1,-1,-1,-1,-1,-1,SC_EDP,-1,
  227. /* 380- */
  228. SC_TRUESIGHT,
  229. -1,-1,
  230. SC_WINDWALK,
  231. SC_MELTDOWN,
  232. -1,-1,
  233. SC_CARTBOOST,
  234. -1,
  235. SC_CHASEWALK,
  236. /* 390- */
  237. SC_REJECTSWORD,
  238. -1,-1,-1,-1,-1,
  239. SC_MARIONETTE,
  240. -1,
  241. SC_HEADCRUSH,
  242. SC_JOINTBEAT,
  243. /* 400 */
  244. -1,-1,
  245. SC_MINDBREAKER,
  246. SC_MEMORIZE,
  247. SC_FOGWALL,
  248. SC_SPIDERWEB,
  249. -1,-1,-1,-1,
  250. /* 410- */
  251. -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
  252. };
  253. struct skill_name_db skill_names[] = {
  254. { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } ,
  255. { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } ,
  256. { AC_DOUBLE, "DOUBLE", "Double_Strafe" } ,
  257. { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } ,
  258. { AC_OWL, "OWL", "Owl's_Eye" } ,
  259. { AC_SHOWER, "SHOWER", "Arrow_Shower" } ,
  260. { AC_VULTURE, "VULTURE", "Vulture's_Eye" } ,
  261. { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } ,
  262. { AL_ANGELUS, "ANGELUS", "Angelus" } ,
  263. { AL_BLESSING, "BLESSING", "Blessing" } ,
  264. { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } ,
  265. { AL_CURE, "CURE", "Cure" } ,
  266. { AL_DECAGI, "DECAGI", "Decrease_AGI" } ,
  267. { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } ,
  268. { AL_DP, "DP", "Divine_Protection" } ,
  269. { AL_HEAL, "HEAL", "Heal" } ,
  270. { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } ,
  271. { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } ,
  272. { AL_INCAGI, "INCAGI", "Increase_AGI" } ,
  273. { AL_PNEUMA, "PNEUMA", "Pneuma" } ,
  274. { AL_RUWACH, "RUWACH", "Ruwach" } ,
  275. { AL_TELEPORT, "TELEPORT", "Teleport" } ,
  276. { AL_WARP, "WARP", "Warp_Portal" } ,
  277. { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } ,
  278. { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } ,
  279. { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } ,
  280. { AM_BIOETHICS, "BIOETHICS", "Bioethics" } ,
  281. { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } ,
  282. { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } ,
  283. { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } ,
  284. { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } ,
  285. { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } ,
  286. { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } ,
  287. { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } ,
  288. { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } ,
  289. { AM_CULTIVATION, "CULTIVATION", "Cultivation" } ,
  290. { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } ,
  291. { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } ,
  292. { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } ,
  293. { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } ,
  294. { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } ,
  295. { AM_PHARMACY, "PHARMACY", "Pharmacy" } ,
  296. { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } ,
  297. { AM_REST, "REST", "Sabbath" } ,
  298. { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } ,
  299. { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } ,
  300. { ASC_BREAKER, "BREAKER", "Breaker" } ,
  301. { ASC_CDP, "CDP", "Create_Deadly_Poison" } ,
  302. { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } ,
  303. { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } ,
  304. { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } ,
  305. { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } ,
  306. { AS_CLOAKING, "CLOAKING", "Cloaking" } ,
  307. { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } ,
  308. { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } ,
  309. { AS_KATAR, "KATAR", "Katar_Mastery" } ,
  310. { AS_LEFT, "LEFT", "Lefthand_Mastery" } ,
  311. { AS_POISONREACT, "POISONREACT", "Poison_React" } ,
  312. { AS_RIGHT, "RIGHT", "Righthand_Mastery" } ,
  313. { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } ,
  314. { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } ,
  315. { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } ,
  316. { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } ,
  317. { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } ,
  318. { BA_DISSONANCE, "DISSONANCE", "Dissonance" } ,
  319. { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } ,
  320. { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } ,
  321. { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } ,
  322. { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } ,
  323. { BA_WHISTLE, "WHISTLE", "Whistle" } ,
  324. { BD_ADAPTATION, "ADAPTATION", "Adaption" } ,
  325. { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } ,
  326. { BD_ENCORE, "ENCORE", "Encore" } ,
  327. { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } ,
  328. { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } ,
  329. { BD_LULLABY, "LULLABY", "Lullaby" } ,
  330. { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } ,
  331. { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } ,
  332. { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } ,
  333. { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } ,
  334. { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } ,
  335. { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } ,
  336. { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } ,
  337. { BS_AXE, "AXE", "Smith_Axe" } ,
  338. { BS_DAGGER, "DAGGER", "Smith_Dagger" } ,
  339. { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  340. { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } ,
  341. { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } ,
  342. { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } ,
  343. { BS_IRON, "IRON", "Iron_Tempering" } ,
  344. { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } ,
  345. { BS_MACE, "MACE", "Smith_Mace" } ,
  346. { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } ,
  347. { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } ,
  348. { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } ,
  349. { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } ,
  350. { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } ,
  351. { BS_SPEAR, "SPEAR", "Smith_Spear" } ,
  352. { BS_STEEL, "STEEL", "Steel_Tempering" } ,
  353. { BS_SWORD, "SWORD", "Smith_Sword" } ,
  354. { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  355. { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } ,
  356. { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } ,
  357. { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } ,
  358. { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } ,
  359. { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } ,
  360. { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } ,
  361. { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } ,
  362. { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } ,
  363. { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } ,
  364. { CR_ALCHEMY, "ALCHEMY", "Alchemy" } ,
  365. { CR_AUTOGUARD, "AUTOGUARD", "Guard" } ,
  366. { CR_DEFENDER, "DEFENDER", "Defender" } ,
  367. { CR_DEVOTION, "DEVOTION", "Sacrifice" } ,
  368. { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } ,
  369. { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } ,
  370. { CR_PROVIDENCE, "PROVIDENCE", "Providence" } ,
  371. { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } ,
  372. { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } ,
  373. { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } ,
  374. { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } ,
  375. { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } ,
  376. { CR_TRUST, "TRUST", "Faith" } ,
  377. { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } ,
  378. { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } ,
  379. { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } ,
  380. { DC_HUMMING, "HUMMING", "Humming" } ,
  381. { DC_SCREAM, "SCREAM", "Scream" } ,
  382. { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } ,
  383. { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } ,
  384. { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } ,
  385. { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } ,
  386. { HP_BASILICA, "BASILICA", "Basilica" } ,
  387. { HP_MEDITATIO, "MEDITATIO", "Meditation" } ,
  388. { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } ,
  389. { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } ,
  390. { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } ,
  391. { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } ,
  392. { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } ,
  393. { HT_DETECTING, "DETECTING", "Detect" } ,
  394. { HT_FALCON, "FALCON", "Falconry_Mastery" } ,
  395. { HT_FLASHER, "FLASHER", "Flasher" } ,
  396. { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } ,
  397. { HT_LANDMINE, "LANDMINE", "Land_Mine" } ,
  398. { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } ,
  399. { HT_SANDMAN, "SANDMAN", "Sandman" } ,
  400. { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } ,
  401. { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } ,
  402. { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } ,
  403. { HT_STEELCROW, "STEELCROW", "Steel_Crow" } ,
  404. { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } ,
  405. { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } ,
  406. { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } ,
  407. { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } ,
  408. { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } ,
  409. { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } ,
  410. { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } ,
  411. { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } ,
  412. { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } ,
  413. { KN_PIERCE, "PIERCE", "Pierce" } ,
  414. { KN_RIDING, "RIDING", "Peco_Peco_Ride" } ,
  415. { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } ,
  416. { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } ,
  417. { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } ,
  418. { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } ,
  419. { LK_AURABLADE, "AURABLADE", "Aura_Blade" } ,
  420. { LK_BERSERK, "BERSERK", "Berserk" } ,
  421. { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } ,
  422. { LK_FURY, "FURY", "LK_FURY" } ,
  423. { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } ,
  424. { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } ,
  425. { LK_PARRYING, "PARRYING", "Parrying" } ,
  426. { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } ,
  427. { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } ,
  428. { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } ,
  429. { MC_CHANGECART, "CHANGECART", "Change_Cart" } ,
  430. { MC_DISCOUNT, "DISCOUNT", "Discount" } ,
  431. { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } ,
  432. { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } ,
  433. { MC_LOUD, "LOUD", "Lord_Exclamation" } ,
  434. { MC_MAMMONITE, "MAMMONITE", "Mammonite" } ,
  435. { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } ,
  436. { MC_PUSHCART, "PUSHCART", "Pushcart" } ,
  437. { MC_VENDING, "VENDING", "Vending" } ,
  438. { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } ,
  439. { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } ,
  440. { MG_FIREBALL, "FIREBALL", "Fire_Ball" } ,
  441. { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } ,
  442. { MG_FIREWALL, "FIREWALL", "Fire_Wall" } ,
  443. { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } ,
  444. { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } ,
  445. { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } ,
  446. { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } ,
  447. { MG_SIGHT, "SIGHT", "Sight" } ,
  448. { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } ,
  449. { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } ,
  450. { MG_STONECURSE, "STONECURSE", "Stone_Curse" } ,
  451. { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } ,
  452. { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } ,
  453. { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } ,
  454. { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } ,
  455. { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } ,
  456. { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } ,
  457. { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } ,
  458. { MO_DODGE, "DODGE", "Dodge" } ,
  459. { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } ,
  460. { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } ,
  461. { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } ,
  462. { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } ,
  463. { MO_IRONHAND, "IRONHAND", "Iron_Hand" } ,
  464. { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } ,
  465. { MO_STEELBODY, "STEELBODY", "Steel_Body" } ,
  466. { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } ,
  467. { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  468. { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } ,
  469. { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } ,
  470. { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  471. { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  472. { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  473. { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  474. { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  475. { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  476. { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  477. { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } ,
  478. { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } ,
  479. { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } ,
  480. { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  481. { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } ,
  482. { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } ,
  483. { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } ,
  484. { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } ,
  485. { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  486. { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } ,
  487. { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } ,
  488. { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  489. { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } ,
  490. { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  491. { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  492. { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } ,
  493. { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } ,
  494. { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } ,
  495. { NPC_LICK, "LICK", "NPC_LICK" } ,
  496. { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  497. { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  498. { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  499. { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  500. { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } ,
  501. { NPC_POISON, "POISON", "NPC_POISON" } ,
  502. { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } ,
  503. { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
  504. { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  505. { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } ,
  506. { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } ,
  507. { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } ,
  508. { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } ,
  509. { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  510. { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  511. { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } ,
  512. { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  513. { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } ,
  514. { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } ,
  515. { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  516. { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  517. { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  518. { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  519. { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } ,
  520. { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } ,
  521. { NV_BASIC, "BASIC", "Basic_Skill" } ,
  522. { NV_FIRSTAID, "FIRSTAID", "First Aid" } ,
  523. { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } ,
  524. { PA_GOSPEL, "GOSPEL", "Gospel" } ,
  525. { PA_PRESSURE, "PRESSURE", "Pressure" } ,
  526. { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } ,
  527. { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } ,
  528. { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } ,
  529. { PF_MEMORIZE, "MEMORIZE", "Memorize" } ,
  530. { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } ,
  531. { PF_SOULBURN, "SOULBURN", "Soul_Burn" } ,
  532. { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } ,
  533. { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } ,
  534. { PR_ASPERSIO, "ASPERSIO", "Aspersio" } ,
  535. { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } ,
  536. { PR_GLORIA, "GLORIA", "Gloria" } ,
  537. { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } ,
  538. { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } ,
  539. { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } ,
  540. { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } ,
  541. { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } ,
  542. { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } ,
  543. { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } ,
  544. { PR_SANCTUARY, "SANCTUARY", "Santuary" } ,
  545. { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } ,
  546. { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } ,
  547. { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } ,
  548. { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } ,
  549. { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } ,
  550. { RG_CLEANER, "CLEANER", "Remover" } ,
  551. { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } ,
  552. { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } ,
  553. { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } ,
  554. { RG_GRAFFITI, "GRAFFITI", "Graffiti" } ,
  555. { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } ,
  556. { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } ,
  557. { RG_RAID, "RAID", "Raid" } ,
  558. { RG_SNATCHER, "SNATCHER", "Snatcher" } ,
  559. { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } ,
  560. { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } ,
  561. { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } ,
  562. { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } ,
  563. { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } ,
  564. { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } ,
  565. { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } ,
  566. { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } ,
  567. { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } ,
  568. { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } ,
  569. { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } ,
  570. { SA_COMA, "COMA", "Coma" } ,
  571. { SA_DEATH, "DEATH", "Death" } ,
  572. { SA_DELUGE, "DELUGE", "Deluge" } ,
  573. { SA_DISPELL, "DISPELL", "Dispel" } ,
  574. { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } ,
  575. { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } ,
  576. { SA_FORTUNE, "FORTUNE", "Fortune" } ,
  577. { SA_FREECAST, "FREECAST", "Cast_Freedom" } ,
  578. { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } ,
  579. { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } ,
  580. { SA_GRAVITY, "GRAVITY", "Gravity" } ,
  581. { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } ,
  582. { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } ,
  583. { SA_LEVELUP, "LEVELUP", "Level_Up" } ,
  584. { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } ,
  585. { SA_MAGICROD, "MAGICROD", "Magic_Rod" } ,
  586. { SA_MONOCELL, "MONOCELL", "Monocell" } ,
  587. { SA_QUESTION, "QUESTION", "Question?" } ,
  588. { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } ,
  589. { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } ,
  590. { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } ,
  591. { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } ,
  592. { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } ,
  593. { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } ,
  594. { SA_VOLCANO, "VOLCANO", "Volcano" } ,
  595. { SG_DEVIL, "DEVIL", "Devil" } ,
  596. { SG_FEEL, "FEEL", "Feel" } ,
  597. { SG_FRIEND, "FRIEND", "Friend" } ,
  598. { SG_FUSION, "FUSION", "Fusion" } ,
  599. { SG_HATE, "HATE", "Hate" } ,
  600. { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } ,
  601. { SG_MOON_ANGER, "ANGER", "Moon Anger" } ,
  602. { SG_MOON_BLESS, "BLESS", "Moon Bless" } ,
  603. { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } ,
  604. { SG_MOON_WARM, "WARM", "Moon Warm" } ,
  605. { SG_STAR_ANGER, "ANGER", "Star Anger" } ,
  606. { SG_STAR_BLESS, "BLESS", "Star Bless" } ,
  607. { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } ,
  608. { SG_STAR_WARM, "WARM", "Star Warm" } ,
  609. { SG_SUN_ANGER, "ANGER", "Sun Anger" } ,
  610. { SG_SUN_BLESS, "BLESS", "Sun Bless" } ,
  611. { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } ,
  612. { SG_SUN_WARM, "WARM", "Sun Warm" } ,
  613. { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } ,
  614. { SL_ASSASIN, "ASSASIN", "Assasin" } ,
  615. { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } ,
  616. { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } ,
  617. { SL_CRUSADER, "CRUSADER", "Crusader" } ,
  618. { SL_HUNTER, "HUNTER", "Hunter" } ,
  619. { SL_KAAHI, "KAAHI", "Kaahi" } ,
  620. { SL_KAINA, "KAINA", "Kaina" } ,
  621. { SL_KAITE, "KAITE", "Kaite" } ,
  622. { SL_KAIZEL, "KAIZEL", "Kaizel" } ,
  623. { SL_KAUPE, "KAUPE", "Kaupe" } ,
  624. { SL_KNIGHT, "KNIGHT", "Knight" } ,
  625. { SL_MONK, "MONK", "Monk" } ,
  626. { SL_PRIEST, "PRIEST", "Priest" } ,
  627. { SL_ROGUE, "ROGUE", "Rogue" } ,
  628. { SL_SAGE, "SAGE", "Sage" } ,
  629. { SL_SKA, "SKA", "SKA" } ,
  630. { SL_SKE, "SKE", "SKE" } ,
  631. { SL_SMA, "SMA", "SMA" } ,
  632. { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } ,
  633. { SL_STAR, "STAR", "Star" } ,
  634. { SL_STIN, "STIN", "Stin" } ,
  635. { SL_STUN, "STUN", "Stun" } ,
  636. { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } ,
  637. { SL_SWOO, "SWOO", "Swoo" } ,
  638. { SL_WIZARD, "WIZARD", "Wizard" } ,
  639. { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } ,
  640. { SM_BASH, "BASH", "Bash" } ,
  641. { SM_ENDURE, "ENDURE", "Endure" } ,
  642. { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } ,
  643. { SM_MAGNUM, "MAGNUM", "Magnum_Break" } ,
  644. { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } ,
  645. { SM_PROVOKE, "PROVOKE", "Provoke" } ,
  646. { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } ,
  647. { SM_SWORD, "SWORD", "Sword_Mastery" } ,
  648. { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } ,
  649. { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } ,
  650. { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } ,
  651. { SN_SIGHT, "SIGHT", "True_Sight" } ,
  652. { SN_WINDWALK, "WINDWALK", "Wind_Walk" } ,
  653. { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } ,
  654. { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } ,
  655. { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } ,
  656. { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } ,
  657. { TF_DETOXIFY, "DETOXIFY", "Detoxify" } ,
  658. { TF_DOUBLE, "DOUBLE", "Double_Attack" } ,
  659. { TF_HIDING, "HIDING", "Hiding" } ,
  660. { TF_MISS, "MISS", "Improve_Dodge" } ,
  661. { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } ,
  662. { TF_POISON, "POISON", "Envenom" } ,
  663. { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } ,
  664. { TF_STEAL, "STEAL", "Steal" } ,
  665. { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } ,
  666. { TK_COUNTER, "COUNTER", "Counter" } ,
  667. { TK_DODGE, "DODGE", "Dodge" } ,
  668. { TK_DOWNKICK, "DOWNKICK", "Down Kick" } ,
  669. { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } ,
  670. { TK_HPTIME, "HPTIME", "HP Time" } ,
  671. { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } ,
  672. { TK_POWER, "POWER", "Power" } ,
  673. { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } ,
  674. { TK_READYDOWN, "READYDOWN", "Ready Down" } ,
  675. { TK_READYSTORM, "READYSTORM", "Ready Storm" } ,
  676. { TK_READYTURN, "READYTURN", "Ready Turn" } ,
  677. { TK_RUN, "RUN", "TK_RUN" } ,
  678. { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } ,
  679. { TK_SPTIME, "SPTIME", "SP Time" } ,
  680. { TK_STORMKICK, "STORMKICK", "Storm Kick" } ,
  681. { TK_TURNKICK, "TURNKICK", "Turn Kick" } ,
  682. { WE_BABY, "BABY", "Adopt_Baby" } ,
  683. { WE_CALLBABY, "CALLBABY", "Call_Baby" } ,
  684. { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } ,
  685. { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } ,
  686. { WE_FEMALE, "FEMALE", "I Only Look Up to You" } ,
  687. { WE_MALE, "MALE", "I Will Protect You" } ,
  688. { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } ,
  689. { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } ,
  690. { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } ,
  691. { WS_MELTDOWN, "MELTDOWN", "Meltdown" } ,
  692. { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } ,
  693. { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } ,
  694. { WZ_ESTIMATION, "ESTIMATION", "Sense" } ,
  695. { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } ,
  696. { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } ,
  697. { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } ,
  698. { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } ,
  699. { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } ,
  700. { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } ,
  701. { WZ_METEOR, "METEOR", "Meteor_Storm" } ,
  702. { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } ,
  703. { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } ,
  704. { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } ,
  705. { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } ,
  706. { WZ_WATERBALL, "WATERBALL", "Water_Ball" } ,
  707. { 0, 0, 0 }
  708. };
  709. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  710. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  711. static int rdamage;
  712. /* スキルデ?タベ?ス */
  713. struct skill_db skill_db[MAX_SKILL_DB];
  714. /* アイテム作成デ?タベ?ス */
  715. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  716. /* 矢作成スキルデ?タベ?ス */
  717. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  718. /* アブラカダブラ?動スキルデ?タベ?ス */
  719. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  720. int skill_get_hit( int id ){ return skill_db[id].hit; }
  721. int skill_get_inf( int id ){ return skill_db[id].inf; }
  722. int skill_get_pl( int id ){ return skill_db[id].pl; }
  723. int skill_get_nk( int id ){ return skill_db[id].nk; }
  724. int skill_get_max( int id ){ return skill_db[id].max; }
  725. int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; }
  726. int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; }
  727. int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; }
  728. int skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; }
  729. int skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; }
  730. int skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; }
  731. int skill_get_delay( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].delay[lv-1]; }
  732. int skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1]; }
  733. int skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; }
  734. int skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; }
  735. int skill_get_weapontype( int id ){ return skill_db[id].weapon; }
  736. int skill_get_inf2( int id ){ return skill_db[id].inf2; }
  737. int skill_get_maxcount( int id ){ return skill_db[id].maxcount; }
  738. int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; }
  739. int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; }
  740. int skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; }
  741. int skill_tree_get_max(int id, int b_class){
  742. struct pc_base_job s_class = pc_calc_base_job(b_class);
  743. int i, skillid;
  744. for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
  745. if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
  746. return skill_get_max (id);
  747. }
  748. /* プロトタイプ */
  749. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
  750. int skill_check_condition( struct map_session_data *sd,int type);
  751. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  752. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  753. int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
  754. int skill_attack_area(struct block_list *bl,va_list ap);
  755. int skill_abra_dataset(int skilllv);
  756. int skill_clear_element_field(struct block_list *bl);
  757. int skill_landprotector(struct block_list *bl, va_list ap );
  758. int skill_trap_splash(struct block_list *bl, va_list ap );
  759. int skill_count_target(struct block_list *bl, va_list ap );
  760. // [MouseJstr] - skill ok to cast? and when?
  761. int skillnotok(int skillid, struct map_session_data *sd) {
  762. if (sd == 0)
  763. return 0;
  764. if (pc_isGM(sd) >= 20)
  765. return 0; // gm's can do anything damn thing they want
  766. switch (skillid) {
  767. case AL_WARP:
  768. case AL_TELEPORT:
  769. case MC_VENDING:
  770. case MC_IDENTIFY:
  771. return 0; // always allowed
  772. default:
  773. return(map[sd->bl.m].flag.noskill);
  774. }
  775. }
  776. static int distance(int x0,int y0,int x1,int y1)
  777. {
  778. int dx,dy;
  779. dx=abs(x0-x1);
  780. dy=abs(y0-y1);
  781. return dx>dy ? dx : dy;
  782. }
  783. /* スキルユニットIDを返す(これもデ?タベ?スに入れたいな) */
  784. int skill_get_unit_id(int id,int flag)
  785. {
  786. switch(id){
  787. case MG_SAFETYWALL: return 0x7e; /* セイフティウォ?ル */
  788. case MG_FIREWALL: return 0x7f; /* ファイア?ウォ?ル */
  789. case AL_WARP: return (flag==0)?0x81:0x80; /* ワ?プポ?タル */
  790. case PR_BENEDICTIO: return 0x82; /* 聖?降福 */
  791. case PR_SANCTUARY: return 0x83; /* サンクチュアリ */
  792. case PR_MAGNUS: return 0x84; /* マグヌスエクソシズム */
  793. case AL_PNEUMA: return 0x85; /* ニュ?マ */
  794. case MG_THUNDERSTORM: return 0x86; /* サンダ?スト?ム */
  795. case WZ_HEAVENDRIVE: return 0x86; /* ヘヴンズドライブ */
  796. case WZ_SIGHTRASHER: return 0x86; /* サイトラッシャ? */
  797. case WZ_METEOR: return 0x86; /* メテオスト?ム */
  798. case WZ_VERMILION: return 0x86; /* ロ?ドオブヴァ?ミリオン */
  799. case WZ_FROSTNOVA: return 0x86; /* フロストノヴァ */
  800. case WZ_STORMGUST: return 0x86; /* スト?ムガスト(とりあえずLoVと同じで?理) */
  801. case CR_GRANDCROSS: return 0x86; /* グランドクロス */
  802. case WZ_FIREPILLAR: return (flag==0)?0x87:0x88; /* ファイア?ピラ? */
  803. case HT_TALKIEBOX: return 0x99; /* ト?キ?ボックス */
  804. case WZ_ICEWALL: return 0x8d; /* アイスウォ?ル */
  805. case WZ_QUAGMIRE: return 0x8e; /* クァグマイア */
  806. case HT_BLASTMINE: return 0x8f; /* ブラストマイン */
  807. case HT_SKIDTRAP: return 0x90; /* スキッドトラップ */
  808. case HT_ANKLESNARE: return 0x91; /* アンクルスネア */
  809. case AS_VENOMDUST: return 0x92; /* ベノムダスト */
  810. case HT_LANDMINE: return 0x93; /* ランドマイン */
  811. case HT_SHOCKWAVE: return 0x94; /* ショックウェ?ブトラップ */
  812. case HT_SANDMAN: return 0x95; /* サンドマン */
  813. case HT_FLASHER: return 0x96; /* フラッシャ? */
  814. case HT_FREEZINGTRAP: return 0x97; /* フリ?ジングトラップ */
  815. case HT_CLAYMORETRAP: return 0x98; /* クレイモア?トラップ */
  816. case SA_VOLCANO: return 0x9a; /* ボルケ?ノ */
  817. case SA_DELUGE: return 0x9b; /* デリュ?ジ */
  818. case SA_VIOLENTGALE: return 0x9c; /* バイオレントゲイル */
  819. case SA_LANDPROTECTOR: return 0x9d; /* ランドプロテクタ? */
  820. case BD_LULLABY: return 0x9e; /* 子守歌 */
  821. case BD_RICHMANKIM: return 0x9f; /* ニヨルドの宴 */
  822. case BD_ETERNALCHAOS: return 0xa0; /* 永遠の混沌 */
  823. case BD_DRUMBATTLEFIELD:return 0xa1; /* ?太鼓の響き */
  824. case BD_RINGNIBELUNGEN: return 0xa2; /* ニ?ベルングの指輪 */
  825. case BD_ROKISWEIL: return 0xa3; /* ロキの叫び */
  826. case BD_INTOABYSS: return 0xa4; /* 深淵の中に */
  827. case BD_SIEGFRIED: return 0xa5; /* 不死身のジ?クフリ?ド */
  828. case BA_DISSONANCE: return 0xa6; /* 不協和音 */
  829. case BA_WHISTLE: return 0xa7; /* 口笛 */
  830. case BA_ASSASSINCROSS: return 0xa8; /* 夕陽のアサシンクロス */
  831. case BA_POEMBRAGI: return 0xa9; /* ブラギの詩 */
  832. case BA_APPLEIDUN: return 0xaa; /* イドゥンの林檎 */
  833. case DC_UGLYDANCE: return 0xab; /* 自分勝手なダンス */
  834. case DC_HUMMING: return 0xac; /* ハミング */
  835. case DC_DONTFORGETME: return 0xad; /* 私を忘れないで… */
  836. case DC_FORTUNEKISS: return 0xae; /* 幸運のキス */
  837. case DC_SERVICEFORYOU: return 0xaf; /* サ?ビスフォ?ユ? */
  838. case RG_GRAFFITI: return 0xb0; /* グラフィティ */
  839. case AM_DEMONSTRATION: return 0xb1; /* デモンストレ?ション */
  840. case WE_CALLPARTNER: return 0xb2; /* あなたに逢いたい */
  841. case PA_GOSPEL: return 0xb3; /* ゴスペル */
  842. case HP_BASILICA: return 0xb4; /* バジリカ */
  843. case PF_FOGWALL: return 0xb6; /* フォグウォ?ル */
  844. case PF_SPIDERWEB: return 0xb7; /* スパイダ?ウェッブ */
  845. }
  846. return 0;
  847. /*
  848. 0x89,0x8a,0x8b 表示無し
  849. 0x9a 炎?性の詠唱みたいなエフェクト
  850. 0x9b 水?性の詠唱みたいなエフェクト
  851. 0x9c 風?性の詠唱みたいなエフェクト
  852. 0x9d 白い小さなエフェクト
  853. 0xb1 Alchemist Demonstration
  854. 0xb2 = Pink Warp Portal
  855. 0xb3 = Gospel For Paladin
  856. 0xb4 = Basilica
  857. 0xb5 = Empty
  858. 0xb6 = Fog Wall for Professor
  859. 0xb7 = Spider Web for Professor
  860. 0xb8 = Empty
  861. 0xb9 =
  862. */
  863. }
  864. /*==========================================
  865. * スキル追加?果
  866. *------------------------------------------
  867. */
  868. int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
  869. {
  870. /* MOB追加?果スキル用 */
  871. const int sc[]={
  872. SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
  873. SC_STONE, SC_CURSE, SC_SLEEP
  874. };
  875. const int sc2[]={
  876. MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
  877. NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
  878. NPC_SILENCEATTACK,0,NPC_BLINDATTACK
  879. };
  880. struct map_session_data *sd=NULL;
  881. struct map_session_data *dstsd=NULL;
  882. struct mob_data *md=NULL;
  883. struct mob_data *dstmd=NULL;
  884. struct pet_data *pd=NULL;
  885. int skill,skill2;
  886. int rate,luk;
  887. int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
  888. int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;
  889. nullpo_retr(0, src);
  890. nullpo_retr(0, bl);
  891. //if(skilllv <= 0) return 0;
  892. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  893. if(src->type==BL_PC){
  894. nullpo_retr(0, sd=(struct map_session_data *)src);
  895. }else if(src->type==BL_MOB){
  896. nullpo_retr(0, md=(struct mob_data *)src); //未使用?
  897. }else if(src->type==BL_PET){
  898. nullpo_retr(0, pd=(struct pet_data *)src); // [Valaris]
  899. }
  900. //?象の耐性
  901. luk = battle_get_luk(bl);
  902. sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3);
  903. sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3);
  904. sc_def_int=100 - (3 + battle_get_int(bl) + luk/3);
  905. sc_def_luk=100 - (3 + luk);
  906. //自分の耐性
  907. luk = battle_get_luk(src);
  908. sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3);
  909. sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3);
  910. sc_def_int2=100 - (3 + battle_get_int(src) + luk/3);
  911. sc_def_luk2=100 - (3 + luk);
  912. if(bl->type==BL_PC)
  913. dstsd=(struct map_session_data *)bl;
  914. else if(bl->type==BL_MOB){
  915. dstmd=(struct mob_data *)bl; //未使用?
  916. if(sc_def_mdef>50)
  917. sc_def_mdef=50;
  918. if(sc_def_vit>50)
  919. sc_def_vit=50;
  920. if(sc_def_int>50)
  921. sc_def_int=50;
  922. if(sc_def_luk>50)
  923. sc_def_luk=50;
  924. }
  925. if(sc_def_mdef<0)
  926. sc_def_mdef=0;
  927. if(sc_def_vit<0)
  928. sc_def_vit=0;
  929. if(sc_def_int<0)
  930. sc_def_int=0;
  931. switch(skillid){
  932. case 0: /* 通常攻? */
  933. /* 自動鷹 */
  934. if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  935. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  936. int lv=(sd->status.job_level+9)/10;
  937. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  938. }
  939. // スナッチャ?
  940. if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
  941. if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  942. if(pc_steal_item(sd,bl))
  943. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  944. //else
  945. // clif_skill_fail(sd,skillid,0,0); // it's annoying! =p [Celest]
  946. }
  947. break;
  948. case SM_BASH: /* バッシュ(急所攻?) */
  949. if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
  950. if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
  951. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
  952. }
  953. break;
  954. case TF_POISON: /* インベナム */
  955. case AS_SPLASHER: /* ベナムスプラッシャ? */
  956. if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
  957. skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  958. else{
  959. if(sd && skillid==TF_POISON)
  960. clif_skill_fail(sd,skillid,0,0);
  961. }
  962. break;
  963. case AS_SONICBLOW: /* ソニックブロ? */
  964. if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  965. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  966. break;
  967. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  968. rate=skilllv*3+35;
  969. if(rand()%100 < rate*sc_def_mdef/100)
  970. skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  971. break;
  972. case MG_FROSTDIVER: /* フロストダイバ? */
  973. case WZ_FROSTNOVA: /* フロストノヴァ */
  974. rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
  975. rate=rate<=5?5:rate;
  976. if(rand()%100 < rate)
  977. skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  978. else if(sd && skillid==MG_FROSTDIVER)
  979. clif_skill_fail(sd,skillid,0,0);
  980. break;
  981. case WZ_STORMGUST: /* スト?ムガスト */
  982. {
  983. struct status_change *sc_data = battle_get_sc_data(bl);
  984. if(sc_data) {
  985. sc_data[SC_FREEZE].val3++;
  986. if(sc_data[SC_FREEZE].val3 >= 3)
  987. skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  988. }
  989. }
  990. break;
  991. case HT_LANDMINE: /* ランドマイン */
  992. if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
  993. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  994. break;
  995. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  996. if(map[bl->m].flag.pvp && dstsd){
  997. dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
  998. pc_calcstatus(dstsd,0);
  999. }
  1000. break;
  1001. case HT_SANDMAN: /* サンドマン */
  1002. if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
  1003. skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1004. break;
  1005. case TF_SPRINKLESAND: /* 砂まき */
  1006. if( rand()%100 < 20*sc_def_int/100 )
  1007. skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1008. break;
  1009. case TF_THROWSTONE: /* 石投げ */
  1010. if( rand()%100 < 7*sc_def_vit/100 )
  1011. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1012. break;
  1013. case CR_HOLYCROSS: /* ホ?リ?クロス */
  1014. if( rand()%100 < 3*skilllv*sc_def_int/100 )
  1015. skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1016. break;
  1017. case CR_GRANDCROSS: /* グランドクロス */
  1018. {
  1019. int race = battle_get_race(bl);
  1020. if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無?
  1021. skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1022. }
  1023. break;
  1024. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  1025. if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
  1026. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1027. break;
  1028. case RG_RAID: /* サプライズアタック */
  1029. if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
  1030. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1031. if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
  1032. skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1033. break;
  1034. case BA_FROSTJOKE:
  1035. if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
  1036. skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1037. break;
  1038. case DC_SCREAM:
  1039. if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
  1040. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1041. break;
  1042. case BD_LULLABY: /* 子守唄 */
  1043. if( rand()%100 < 15*sc_def_int/100 )
  1044. skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1045. break;
  1046. /* MOBの追加?果付きスキル */
  1047. case NPC_PETRIFYATTACK:
  1048. if(rand()%100 < sc_def_mdef)
  1049. skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1050. break;
  1051. case NPC_POISON:
  1052. case NPC_SILENCEATTACK:
  1053. case NPC_STUNATTACK:
  1054. if(rand()%100 < sc_def_vit && src->type!=BL_PET)
  1055. skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1056. if(src->type==BL_PET)
  1057. skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
  1058. break;
  1059. case NPC_CURSEATTACK:
  1060. if(rand()%100 < sc_def_luk)
  1061. skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1062. break;
  1063. case NPC_SLEEPATTACK:
  1064. case NPC_BLINDATTACK:
  1065. if(rand()%100 < sc_def_int)
  1066. skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1067. break;
  1068. case NPC_MENTALBREAKER:
  1069. if(dstsd) {
  1070. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1071. if(sp < 1) sp = 1;
  1072. pc_heal(dstsd,0,-sp);
  1073. }
  1074. break;
  1075. // -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
  1076. //
  1077. case WZ_METEOR:
  1078. if(rand()%100 < sc_def_vit)
  1079. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1080. break;
  1081. case WZ_VERMILION:
  1082. if(rand()%100 < sc_def_int)
  1083. skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1084. break;
  1085. // -- moonsoul (stun ability of new champion skill tigerfist)
  1086. //
  1087. case CH_TIGERFIST:
  1088. if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 )
  1089. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1090. break;
  1091. case LK_SPIRALPIERCE:
  1092. if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
  1093. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1094. break;
  1095. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1096. if( rand()%100 < (skilllv*15) )
  1097. skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1098. break;
  1099. case PF_FOGWALL: /* ホ?リ?クロス */
  1100. if( rand()%100 < 3*skilllv*sc_def_int/100 )
  1101. skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1102. break;
  1103. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1104. {//?件が良く分からないので適?に
  1105. int race=battle_get_race(bl);
  1106. if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1107. skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1108. }
  1109. break;
  1110. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1111. //?件が良く分からないので適?に
  1112. if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
  1113. skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1114. break;
  1115. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  1116. {
  1117. int sec=skill_get_time2(skillid,skilllv);
  1118. if(map[src->m].flag.pvp) //PvPでは拘束時間半減?
  1119. sec = sec/2;
  1120. battle_stopwalking(bl,1);
  1121. skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
  1122. }
  1123. break;
  1124. case ASC_METEORASSAULT: /* メテオアサルト */
  1125. 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
  1126. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1127. if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
  1128. skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1129. break;
  1130. case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
  1131. //阿修羅を使うと5分間自然回復しないようになる
  1132. skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
  1133. break;
  1134. }
  1135. if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1136. int i;
  1137. int sc_def_card=100;
  1138. for(i=SC_STONE;i<=SC_BLIND;i++){
  1139. //?象に?態異常
  1140. if(i==SC_STONE || i==SC_FREEZE)
  1141. sc_def_card=sc_def_mdef;
  1142. else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
  1143. sc_def_card=sc_def_vit;
  1144. else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
  1145. sc_def_card=sc_def_int;
  1146. else if(i==SC_CURSE)
  1147. sc_def_card=sc_def_luk;
  1148. if(!sd->state.arrow_atk) {
  1149. if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
  1150. if(battle_config.battle_log)
  1151. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
  1152. skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1153. }
  1154. }
  1155. else {
  1156. if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
  1157. if(battle_config.battle_log)
  1158. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
  1159. skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1160. }
  1161. }
  1162. //自分に?態異常
  1163. if(i==SC_STONE || i==SC_FREEZE)
  1164. sc_def_card=sc_def_mdef2;
  1165. else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
  1166. sc_def_card=sc_def_vit2;
  1167. else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
  1168. sc_def_card=sc_def_int2;
  1169. else if(i==SC_CURSE)
  1170. sc_def_card=sc_def_luk2;
  1171. if(!sd->state.arrow_atk) {
  1172. if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
  1173. if(battle_config.battle_log)
  1174. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
  1175. skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1176. }
  1177. }
  1178. else {
  1179. if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
  1180. if(battle_config.battle_log)
  1181. printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
  1182. skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
  1183. }
  1184. }
  1185. }
  1186. }
  1187. return 0;
  1188. }
  1189. /*=========================================================================
  1190. スキル攻?吹き飛ばし?理
  1191. -------------------------------------------------------------------------*/
  1192. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1193. {
  1194. int dx=0,dy=0,nx,ny;
  1195. int x=target->x,y=target->y;
  1196. int ret,prev_state=MS_IDLE;
  1197. int moveblock;
  1198. struct map_session_data *sd=NULL;
  1199. struct mob_data *md=NULL;
  1200. struct pet_data *pd=NULL;
  1201. struct skill_unit *su=NULL;
  1202. nullpo_retr(0, src);
  1203. nullpo_retr(0, target);
  1204. if(target->type==BL_PC){
  1205. nullpo_retr(0, sd=(struct map_session_data *)target);
  1206. }else if(target->type==BL_MOB){
  1207. nullpo_retr(0, md=(struct mob_data *)target);
  1208. }else if(target->type==BL_PET){
  1209. nullpo_retr(0, pd=(struct pet_data *)target);
  1210. }else if(target->type==BL_SKILL){
  1211. nullpo_retr(0, su=(struct skill_unit *)target);
  1212. }else return 0;
  1213. if(!(count&0x10000 && (sd||md||pd||su))){ /* 指定なしなら位置?係から方向を求める */
  1214. dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
  1215. dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
  1216. }
  1217. if(dx==0 && dy==0){
  1218. int dir=battle_get_dir(target);
  1219. if(dir>=0 && dir<8){
  1220. dx=-dirx[dir];
  1221. dy=-diry[dir];
  1222. }
  1223. }
  1224. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1225. nx=ret>>16;
  1226. ny=ret&0xffff;
  1227. moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);
  1228. if(count&0x20000) {
  1229. battle_stopwalking(target,1);
  1230. if(sd){
  1231. sd->to_x=nx;
  1232. sd->to_y=ny;
  1233. sd->walktimer = 1;
  1234. clif_walkok(sd);
  1235. clif_movechar(sd);
  1236. }
  1237. else if(md) {
  1238. md->to_x=nx;
  1239. md->to_y=ny;
  1240. prev_state = md->state.state;
  1241. md->state.state = MS_WALK;
  1242. clif_fixmobpos(md);
  1243. }
  1244. else if(pd) {
  1245. pd->to_x=nx;
  1246. pd->to_y=ny;
  1247. prev_state = pd->state.state;
  1248. pd->state.state = MS_WALK;
  1249. clif_fixpetpos(pd);
  1250. }
  1251. }
  1252. else
  1253. battle_stopwalking(target,2);
  1254. dx = nx - x;
  1255. dy = ny - y;
  1256. if(sd) /* ?面外に出たので消去 */
  1257. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
  1258. else if(md)
  1259. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1260. else if(pd)
  1261. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1262. if(su){
  1263. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1264. }else{
  1265. // struct status_change *sc_data=battle_get_sc_data(target);
  1266. if(moveblock) map_delblock(target);
  1267. target->x=nx;
  1268. target->y=ny;
  1269. if(moveblock) map_addblock(target);
  1270. /*ダンス中にエフェクトは移動しないらしい
  1271. 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
  1272. struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
  1273. if(sg)
  1274. skill_unit_move_unit_group(sg,target->m,dx,dy);
  1275. }
  1276. */
  1277. }
  1278. if(sd) { /* ?面?に入ってきたので表示 */
  1279. map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
  1280. if(count&0x20000)
  1281. sd->walktimer = -1;
  1282. }
  1283. else if(md) {
  1284. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1285. if(count&0x20000)
  1286. md->state.state = prev_state;
  1287. }
  1288. else if(pd) {
  1289. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1290. if(count&0x20000)
  1291. pd->state.state = prev_state;
  1292. }
  1293. skill_unit_move(target,gettick(),(count&0xffff)+7); /* スキルユニットの判定 */
  1294. return 0;
  1295. }
  1296. /*
  1297. * =========================================================================
  1298. * スキル攻??果?理まとめ
  1299. * flagの?明。16進?
  1300. * 00XRTTff
  1301. * ff = magicで計算に渡される)
  1302. * TT = パケットのtype部分(0でデフォルト)
  1303. * X = パケットのスキルLv
  1304. * R = 予約(skill_area_subで使用する)
  1305. *-------------------------------------------------------------------------
  1306. */
  1307. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1308. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1309. {
  1310. struct Damage dmg;
  1311. struct status_change *sc_data;
  1312. int type,lv,damage;
  1313. if(skilllv <= 0) return 0;
  1314. rdamage = 0;
  1315. nullpo_retr(0, src);
  1316. nullpo_retr(0, dsrc);
  1317. nullpo_retr(0, bl);
  1318. sc_data = battle_get_sc_data(bl);
  1319. //何もしない判定ここから
  1320. if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない
  1321. return 0;
  1322. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
  1323. return 0;
  1324. 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
  1325. return 0;
  1326. 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
  1327. return 0;
  1328. 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
  1329. return 0;
  1330. if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *) bl))
  1331. return 0; // [MouseJstr]
  1332. if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング?態で
  1333. if(skill_get_pl(skillid) != 2) //スキルの?性が地?性でなければ何もしない
  1334. return 0;
  1335. }
  1336. if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
  1337. return 0;
  1338. if(skillid == WZ_STORMGUST) { //使用スキルがスト?ムガストで
  1339. if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結?態なら何もしない
  1340. return 0;
  1341. }
  1342. 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
  1343. return 0;
  1344. 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
  1345. return 0;
  1346. 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
  1347. return 0;
  1348. if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
  1349. return 0;
  1350. //何もしない判定ここまで
  1351. type=-1;
  1352. lv=(flag>>20)&0xf;
  1353. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメ?ジ計算
  1354. //マジックロッド?理ここから
  1355. 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
  1356. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1357. if(bl->type == BL_PC) { //?象がPCの場合
  1358. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1359. sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算
  1360. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1361. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1362. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1363. else if(sp < 1) sp = 1; //1以下の場合は1
  1364. 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
  1365. 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
  1366. ((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入
  1367. }
  1368. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1369. ((struct map_session_data *)bl)->status.sp += sp;
  1370. clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示
  1371. ((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
  1372. }
  1373. 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
  1374. }
  1375. //マジックロッド?理ここまで
  1376. if(src->type==BL_PET) { // [Valaris]
  1377. dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) );
  1378. dmg.damage2=0;
  1379. }
  1380. damage = dmg.damage + dmg.damage2;
  1381. if(lv==15)
  1382. lv=-1;
  1383. if( flag&0xff00 )
  1384. type=(flag&0xff00)>>8;
  1385. if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
  1386. dmg.blewcount = 0;
  1387. if(skillid == CR_GRANDCROSS) {//グランドクロス
  1388. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1389. if( src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1390. }
  1391. //使用者がPCの場合の?理ここから
  1392. if(src->type == BL_PC) {
  1393. struct map_session_data *sd = (struct map_session_data *)src;
  1394. nullpo_retr(0, sd);
  1395. //連打掌(MO_CHAINCOMBO)ここから
  1396. if(skillid == MO_CHAINCOMBO) {
  1397. int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算
  1398. if(damage < battle_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合
  1399. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms
  1400. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1401. skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に
  1402. }
  1403. sd->attackabletime = sd->canmove_tick = tick + delay;
  1404. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1405. }
  1406. //連打掌(MO_CHAINCOMBO)ここまで
  1407. //猛龍拳(MO_COMBOFINISH)ここから
  1408. else if(skillid == MO_COMBOFINISH) {
  1409. int delay = 700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
  1410. if(damage < battle_get_hp(bl)) {
  1411. //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
  1412. //伏虎拳(CH_TIGERFIST)取得時も+300ms
  1413. if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1414. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1415. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
  1416. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1417. skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に
  1418. }
  1419. sd->attackabletime = sd->canmove_tick = tick + delay;
  1420. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1421. }
  1422. //猛龍拳(MO_COMBOFINISH)ここまで
  1423. //伏虎拳(CH_TIGERFIST)ここから
  1424. else if(skillid == CH_TIGERFIST) {
  1425. int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
  1426. if(damage < battle_get_hp(bl)) {
  1427. if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms
  1428. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1429. skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に
  1430. }
  1431. sd->attackabletime = sd->canmove_tick = tick + delay;
  1432. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1433. }
  1434. //伏虎拳(CH_TIGERFIST)ここまで
  1435. //連柱崩?(CH_CHAINCRUSH)ここから
  1436. else if(skillid == CH_CHAINCRUSH) {
  1437. int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
  1438. if(damage < battle_get_hp(bl)) {
  1439. //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
  1440. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
  1441. delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整
  1442. skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に
  1443. }
  1444. sd->attackabletime = sd->canmove_tick = tick + delay;
  1445. clif_combo_delay(src,delay); //コンボディレイパケットの送信
  1446. }
  1447. //連柱崩?(CH_CHAINCRUSH)ここまで
  1448. }
  1449. //使用者がPCの場合の?理ここまで
  1450. //武器スキル?ここから
  1451. //AppleGirl Was Here
  1452. if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
  1453. if(bl->type == BL_PC) { //Blah Blah
  1454. struct map_session_data *tsd = (struct map_session_data *)bl;
  1455. if(tsd->magic_damage_return > 0) { //More Blah
  1456. rdamage += damage * tsd->magic_damage_return / 100;
  1457. if(rdamage < 1) rdamage = 1;
  1458. }
  1459. }
  1460. }
  1461. //Stop Here
  1462. 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
  1463. if(dmg.flag&BF_SHORT) { //近距離攻?時?※
  1464. if(bl->type == BL_PC) { //?象がPCの時
  1465. struct map_session_data *tsd = (struct map_session_data *)bl;
  1466. nullpo_retr(0, tsd);
  1467. if(tsd->short_weapon_damage_return > 0) { //近距離攻?跳ね返し?※
  1468. rdamage += damage * tsd->short_weapon_damage_return / 100;
  1469. if(rdamage < 1) rdamage = 1;
  1470. }
  1471. }
  1472. if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時
  1473. rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
  1474. if(rdamage < 1) rdamage = 1;
  1475. }
  1476. }
  1477. else if(dmg.flag&BF_LONG) { //遠距離攻?時?※
  1478. if(bl->type == BL_PC) { //?象がPCの時
  1479. struct map_session_data *tsd = (struct map_session_data *)bl;
  1480. nullpo_retr(0, tsd);
  1481. if(tsd->long_weapon_damage_return > 0) { //遠距離攻?跳ね返し?※
  1482. rdamage += damage * tsd->long_weapon_damage_return / 100;
  1483. if(rdamage < 1) rdamage = 1;
  1484. }
  1485. }
  1486. }
  1487. if(rdamage > 0)
  1488. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1489. }
  1490. //武器スキル?ここまで
  1491. switch(skillid){
  1492. case WZ_SIGHTRASHER:
  1493. clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
  1494. break;
  1495. case AS_SPLASHER:
  1496. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1497. break;
  1498. case NPC_SELFDESTRUCTION:
  1499. case NPC_SELFDESTRUCTION2:
  1500. break;
  1501. default:
  1502. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1503. }
  1504. if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 吹き飛ばし?理とそのパケット */
  1505. if(skillid == WZ_SIGHTRASHER)
  1506. skill_blown(src,bl,dmg.blewcount);
  1507. else
  1508. skill_blown(dsrc,bl,dmg.blewcount);
  1509. if(bl->type == BL_MOB)
  1510. clif_fixmobpos((struct mob_data *)bl);
  1511. else if(bl->type == BL_PET)
  1512. clif_fixpetpos((struct pet_data *)bl);
  1513. else
  1514. clif_fixpos(bl);
  1515. }
  1516. map_freeblock_lock();
  1517. /* ?際にダメ?ジ?理を行う */
  1518. if(skillid != KN_BOWLINGBASH || flag)
  1519. battle_damage(src,bl,damage,0);
  1520. if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
  1521. int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl);
  1522. int rate = 50 + skilllv * 5;
  1523. rate = rate + (s_lv - t_lv);
  1524. if(rand()%100 < rate)
  1525. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1526. }
  1527. if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){
  1528. struct map_session_data *tsd = (struct map_session_data *)bl;
  1529. nullpo_retr(0, tsd);
  1530. if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
  1531. && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
  1532. //?に?んでいるスキルがあれば該?スキルを消す
  1533. if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){
  1534. tsd->status.skill[tsd->cloneskill_id].id=0;
  1535. tsd->status.skill[tsd->cloneskill_id].lv=0;
  1536. tsd->status.skill[tsd->cloneskill_id].flag=0;
  1537. }
  1538. tsd->cloneskill_id=skillid;
  1539. tsd->cloneskill_lv=skilllv;
  1540. tsd->status.skill[skillid].id=skillid;
  1541. tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
  1542. skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
  1543. tsd->status.skill[skillid].flag=13;//cloneskill flag
  1544. clif_skillinfoblock(tsd);
  1545. }
  1546. }
  1547. /* ダメ?ジがあるなら追加?果判定 */
  1548. if(bl->prev != NULL){
  1549. struct map_session_data *sd = (struct map_session_data *)bl;
  1550. nullpo_retr(0, sd);
  1551. if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
  1552. if(damage > 0)
  1553. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1554. if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
  1555. {
  1556. struct mob_data *md=(struct mob_data *)bl;
  1557. nullpo_retr(0, md);
  1558. if(battle_config.mob_changetarget_byskill == 1)
  1559. {
  1560. int target;
  1561. target=md->target_id;
  1562. if(src->type == BL_PC)
  1563. md->target_id=src->id;
  1564. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1565. md->target_id=target;
  1566. }
  1567. else
  1568. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1569. }
  1570. }
  1571. }
  1572. if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1573. struct map_session_data *sd = (struct map_session_data *)src;
  1574. int hp = 0,sp = 0;
  1575. nullpo_retr(0, sd);
  1576. if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
  1577. hp += (dmg.damage * sd->hp_drain_per)/100;
  1578. if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
  1579. else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
  1580. }
  1581. if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
  1582. hp += (dmg.damage2 * sd->hp_drain_per_)/100;
  1583. if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
  1584. else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
  1585. }
  1586. if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
  1587. sp += (dmg.damage * sd->sp_drain_per)/100;
  1588. if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
  1589. else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
  1590. }
  1591. if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
  1592. sp += (dmg.damage2 * sd->sp_drain_per_)/100;
  1593. if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
  1594. else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
  1595. }
  1596. if(hp || sp) pc_heal(sd,hp,sp);
  1597. }
  1598. if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
  1599. battle_damage(bl,src,rdamage,0);
  1600. if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
  1601. if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
  1602. battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
  1603. skill_status_change_end(bl,SC_AUTOCOUNTER,-1);
  1604. }
  1605. map_freeblock_unlock();
  1606. return (dmg.damage+dmg.damage2); /* ?ダメを返す */
  1607. }
  1608. /*==========================================
  1609. * スキル範?攻?用(map_foreachinareaから呼ばれる)
  1610. * flagについて:16進?を確認
  1611. * MSB <- 00fTffff ->LSB
  1612. * T =タ?ゲット選?用(BCT_*)
  1613. * ffff=自由に使用可能
  1614. * 0 =予約。0に固定
  1615. *------------------------------------------
  1616. */
  1617. static int skill_area_temp[8]; /* 一時??。必要なら使う。 */
  1618. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1619. int skill_area_sub( struct block_list *bl,va_list ap )
  1620. {
  1621. struct block_list *src;
  1622. int skill_id,skill_lv,flag;
  1623. unsigned int tick;
  1624. SkillFunc func;
  1625. nullpo_retr(0, bl);
  1626. nullpo_retr(0, ap);
  1627. if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
  1628. return 0;
  1629. 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
  1630. skill_id=va_arg(ap,int);
  1631. skill_lv=va_arg(ap,int);
  1632. tick=va_arg(ap,unsigned int);
  1633. flag=va_arg(ap,int);
  1634. func=va_arg(ap,SkillFunc);
  1635. if(battle_check_target(src,bl,flag) > 0)
  1636. func(src,bl,skill_id,skill_lv,tick,flag);
  1637. return 0;
  1638. }
  1639. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1640. {
  1641. struct skill_unit *unit;
  1642. int *c,x,y,range,sx[4],sy[4];
  1643. int t_range,tx[4],ty[4];
  1644. int i,r_flag,skillid;
  1645. nullpo_retr(0, bl);
  1646. nullpo_retr(0, ap);
  1647. nullpo_retr(0, unit = (struct skill_unit *)bl);
  1648. nullpo_retr(0, c = va_arg(ap,int *));
  1649. if(bl->prev == NULL || bl->type != BL_SKILL)
  1650. return 0;
  1651. if(!unit->alive)
  1652. return 0;
  1653. x = va_arg(ap,int);
  1654. y = va_arg(ap,int);
  1655. range = va_arg(ap,int);
  1656. skillid = va_arg(ap,int);
  1657. if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
  1658. if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
  1659. return 0;
  1660. }
  1661. else if(skillid == AL_WARP) {
  1662. if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
  1663. return 0;
  1664. }
  1665. else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) {
  1666. if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
  1667. return 0;
  1668. }
  1669. else if(skillid == WZ_FIREPILLAR) {
  1670. if(unit->group->unit_id != 0x87)
  1671. return 0;
  1672. }
  1673. else return 0;
  1674. t_range=(unit->range!=0)? unit->range:unit->group->range;
  1675. tx[0] = tx[3] = unit->bl.x - t_range;
  1676. tx[1] = tx[2] = unit->bl.x + t_range;
  1677. ty[0] = ty[1] = unit->bl.y - t_range;
  1678. ty[2] = ty[3] = unit->bl.y + t_range;
  1679. sx[0] = sx[3] = x - range;
  1680. sx[1] = sx[2] = x + range;
  1681. sy[0] = sy[1] = y - range;
  1682. sy[2] = sy[3] = y + range;
  1683. for(i=r_flag=0;i<4;i++) {
  1684. if(sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] && sy[i] <= ty[2]) {
  1685. r_flag = 1;
  1686. break;
  1687. }
  1688. if(tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] && ty[i] <= sy[2]) {
  1689. r_flag = 1;
  1690. break;
  1691. }
  1692. }
  1693. if(r_flag) (*c)++;
  1694. return 0;
  1695. }
  1696. int skill_check_unit_range(int m,int x,int y,int range,int skillid)
  1697. {
  1698. int c = 0;
  1699. map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);
  1700. return c;
  1701. }
  1702. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1703. {
  1704. int *c;
  1705. nullpo_retr(0, bl);
  1706. nullpo_retr(0, ap);
  1707. nullpo_retr(0, c = va_arg(ap,int *));
  1708. if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
  1709. return 0;
  1710. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
  1711. return 0;
  1712. (*c)++;
  1713. return 0;
  1714. }
  1715. int skill_check_unit_range2(int m,int x,int y,int range)
  1716. {
  1717. int c = 0;
  1718. map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);
  1719. return c;
  1720. }
  1721. /*=========================================================================
  1722. * 範?スキル使用?理小分けここから
  1723. */
  1724. /* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */
  1725. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  1726. {
  1727. if(skilllv <= 0) return 0;
  1728. if(skill_area_temp[0] < 0xffff)
  1729. skill_area_temp[0]++;
  1730. return 0;
  1731. }
  1732. /*==========================================
  1733. *
  1734. *------------------------------------------
  1735. */
  1736. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  1737. {
  1738. struct map_session_data *sd = NULL;
  1739. struct mob_data *md = NULL;
  1740. struct pet_data *pd = NULL;
  1741. struct block_list *src = map_id2bl(id),*target;
  1742. struct skill_timerskill *skl = NULL;
  1743. int range;
  1744. nullpo_retr(0, src);
  1745. if(src->prev == NULL)
  1746. return 0;
  1747. if(src->type == BL_PC) {
  1748. nullpo_retr(0, sd = (struct map_session_data *)src);
  1749. skl = &sd->skilltimerskill[data];
  1750. }
  1751. else if(src->type == BL_MOB) {
  1752. nullpo_retr(0, md = (struct mob_data *)src);
  1753. skl = &md->skilltimerskill[data];
  1754. }
  1755. else if(src->type == BL_PET) { // [Valaris]
  1756. nullpo_retr(0, pd = (struct pet_data *)src);
  1757. skl = &pd->skilltimerskill[data];
  1758. }
  1759. else
  1760. return 0;
  1761. nullpo_retr(0, skl);
  1762. skl->timer = -1;
  1763. if(skl->target_id) {
  1764. struct block_list tbl;
  1765. target = map_id2bl(skl->target_id);
  1766. if(skl->skill_id == RG_INTIMIDATE) {
  1767. if(target == NULL) {
  1768. target = &tbl; //初期化してないのにアドレス突っ?んでいいのかな?
  1769. target->type = BL_NUL;
  1770. target->m = src->m;
  1771. target->prev = target->next = NULL;
  1772. }
  1773. }
  1774. if(target == NULL)
  1775. return 0;
  1776. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  1777. return 0;
  1778. if(src->m != target->m)
  1779. return 0;
  1780. if(sd && pc_isdead(sd))
  1781. return 0;
  1782. if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
  1783. return 0;
  1784. switch(skl->skill_id) {
  1785. case TF_BACKSLIDING:
  1786. clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
  1787. break;
  1788. case RG_INTIMIDATE:
  1789. if(sd && !map[src->m].flag.noteleport) {
  1790. int x,y,i,j,c;
  1791. pc_randomwarp(sd,3);
  1792. for(i=0;i<16;i++) {
  1793. j = rand()%8;
  1794. x = sd->bl.x + dirx[j];
  1795. y = sd->bl.y + diry[j];
  1796. if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5)
  1797. break;
  1798. }
  1799. if(i >= 16) {
  1800. x = sd->bl.x;
  1801. y = sd->bl.y;
  1802. }
  1803. if(target->prev != NULL) {
  1804. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  1805. pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
  1806. else if(target->type == BL_MOB)
  1807. mob_warp((struct mob_data *)target,-1,x,y,3);
  1808. }
  1809. }
  1810. else if(md && !map[src->m].flag.monster_noteleport) {
  1811. int x,y,i,j,c;
  1812. mob_warp(md,-1,-1,-1,3);
  1813. for(i=0;i<16;i++) {
  1814. j = rand()%8;
  1815. x = md->bl.x + dirx[j];
  1816. y = md->bl.y + diry[j];
  1817. if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5)
  1818. break;
  1819. }
  1820. if(i >= 16) {
  1821. x = md->bl.x;
  1822. y = md->bl.y;
  1823. }
  1824. if(target->prev != NULL) {
  1825. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  1826. pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
  1827. else if(target->type == BL_MOB)
  1828. mob_warp((struct mob_data *)target,-1,x,y,3);
  1829. }
  1830. }
  1831. break;
  1832. case BA_FROSTJOKE: /* 寒いジョ?ク */
  1833. case DC_SCREAM: /* スクリ?ム */
  1834. range=15; //視界全?
  1835. map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
  1836. src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
  1837. break;
  1838. default:
  1839. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1840. break;
  1841. }
  1842. }
  1843. else {
  1844. if(src->m != skl->map)
  1845. return 0;
  1846. switch(skl->skill_id) {
  1847. case WZ_METEOR:
  1848. if(skl->type >= 0) {
  1849. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
  1850. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1851. }
  1852. else
  1853. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  1854. break;
  1855. }
  1856. }
  1857. return 0;
  1858. }
  1859. /*==========================================
  1860. *
  1861. *------------------------------------------
  1862. */
  1863. 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)
  1864. {
  1865. int i;
  1866. nullpo_retr(1, src);
  1867. if(src->type == BL_PC) {
  1868. struct map_session_data *sd = (struct map_session_data *)src;
  1869. nullpo_retr(1, sd);
  1870. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1871. if(sd->skilltimerskill[i].timer == -1) {
  1872. sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1873. sd->skilltimerskill[i].src_id = src->id;
  1874. sd->skilltimerskill[i].target_id = target;
  1875. sd->skilltimerskill[i].skill_id = skill_id;
  1876. sd->skilltimerskill[i].skill_lv = skill_lv;
  1877. sd->skilltimerskill[i].map = src->m;
  1878. sd->skilltimerskill[i].x = x;
  1879. sd->skilltimerskill[i].y = y;
  1880. sd->skilltimerskill[i].type = type;
  1881. sd->skilltimerskill[i].flag = flag;
  1882. return 0;
  1883. }
  1884. }
  1885. return 1;
  1886. }
  1887. else if(src->type == BL_MOB) {
  1888. struct mob_data *md = (struct mob_data *)src;
  1889. nullpo_retr(1, md);
  1890. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  1891. if(md->skilltimerskill[i].timer == -1) {
  1892. md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1893. md->skilltimerskill[i].src_id = src->id;
  1894. md->skilltimerskill[i].target_id = target;
  1895. md->skilltimerskill[i].skill_id = skill_id;
  1896. md->skilltimerskill[i].skill_lv = skill_lv;
  1897. md->skilltimerskill[i].map = src->m;
  1898. md->skilltimerskill[i].x = x;
  1899. md->skilltimerskill[i].y = y;
  1900. md->skilltimerskill[i].type = type;
  1901. md->skilltimerskill[i].flag = flag;
  1902. return 0;
  1903. }
  1904. }
  1905. return 1;
  1906. }
  1907. else if(src->type == BL_PET) { // [Valaris]
  1908. struct pet_data *pd = (struct pet_data *)src;
  1909. nullpo_retr(1, pd);
  1910. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  1911. if(pd->skilltimerskill[i].timer == -1) {
  1912. pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  1913. pd->skilltimerskill[i].src_id = src->id;
  1914. pd->skilltimerskill[i].target_id = target;
  1915. pd->skilltimerskill[i].skill_id = skill_id;
  1916. pd->skilltimerskill[i].skill_lv = skill_lv;
  1917. pd->skilltimerskill[i].map = src->m;
  1918. pd->skilltimerskill[i].x = x;
  1919. pd->skilltimerskill[i].y = y;
  1920. pd->skilltimerskill[i].type = type;
  1921. pd->skilltimerskill[i].flag = flag;
  1922. return 0;
  1923. }
  1924. }
  1925. return 1;
  1926. }
  1927. return 1;
  1928. }
  1929. /*==========================================
  1930. *
  1931. *------------------------------------------
  1932. */
  1933. int skill_cleartimerskill(struct block_list *src)
  1934. {
  1935. int i;
  1936. nullpo_retr(0, src);
  1937. if(src->type == BL_PC) {
  1938. struct map_session_data *sd = (struct map_session_data *)src;
  1939. nullpo_retr(0, sd);
  1940. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1941. if(sd->skilltimerskill[i].timer != -1) {
  1942. delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
  1943. sd->skilltimerskill[i].timer = -1;
  1944. }
  1945. }
  1946. }
  1947. else if(src->type == BL_MOB) {
  1948. struct mob_data *md = (struct mob_data *)src;
  1949. nullpo_retr(0, md);
  1950. for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
  1951. if(md->skilltimerskill[i].timer != -1) {
  1952. delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
  1953. md->skilltimerskill[i].timer = -1;
  1954. }
  1955. }
  1956. }
  1957. return 0;
  1958. }
  1959. /* 範?スキル使用?理小分けここまで
  1960. * -------------------------------------------------------------------------
  1961. */
  1962. /*==========================================
  1963. * スキル使用(詠唱完了、ID指定攻?系)
  1964. * (スパゲッティに向けて1?前進!(ダメポ))
  1965. *------------------------------------------
  1966. */
  1967. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1968. {
  1969. struct map_session_data *sd=NULL;
  1970. struct status_change *sc_data = battle_get_sc_data(src);
  1971. int i;
  1972. if(skilllv <= 0) return 0;
  1973. nullpo_retr(1, src);
  1974. nullpo_retr(1, bl);
  1975. if(src->type==BL_PC)
  1976. sd=(struct map_session_data *)src;
  1977. if(sd && pc_isdead(sd))
  1978. return 1;
  1979. if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl)
  1980. bl = src;
  1981. if(bl->prev == NULL)
  1982. return 1;
  1983. if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
  1984. return 1;
  1985. map_freeblock_lock();
  1986. switch(skillid)
  1987. {
  1988. /* 武器攻?系スキル */
  1989. case SM_BASH: /* バッシュ */
  1990. case MC_MAMMONITE: /* メマ?ナイト */
  1991. case AC_DOUBLE: /* ダブルストレイフィング */
  1992. case AS_SONICBLOW: /* ソニックブロ? */
  1993. case KN_PIERCE: /* ピア?ス */
  1994. case KN_SPEARBOOMERANG: /* スピアブ?メラン */
  1995. case TF_POISON: /* インベナム */
  1996. case TF_SPRINKLESAND: /* 砂まき */
  1997. case AC_CHARGEARROW: /* チャ?ジアロ? */
  1998. case KN_SPEARSTAB: /* スピアスタブ */
  1999. case RG_RAID: /* サプライズアタック */
  2000. case RG_INTIMIDATE: /* インティミデイト */
  2001. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2002. case DC_THROWARROW: /* 矢?ち */
  2003. case BA_DISSONANCE: /* 不協和音 */
  2004. case CR_HOLYCROSS: /* ホ?リ?クロス */
  2005. case CR_SHIELDCHARGE:
  2006. case CR_SHIELDBOOMERANG:
  2007. /* 以下MOB?用 */
  2008. /* ??攻?、SP減少攻?、遠距離攻?、防御無視攻?、多段攻? */
  2009. case NPC_PIERCINGATT:
  2010. case NPC_MENTALBREAKER:
  2011. case NPC_RANGEATTACK:
  2012. case NPC_CRITICALSLASH:
  2013. case NPC_COMBOATTACK:
  2014. /* 必中攻?、毒攻?、暗?攻?、沈?攻?、スタン攻? */
  2015. case NPC_GUIDEDATTACK:
  2016. case NPC_POISON:
  2017. case NPC_BLINDATTACK:
  2018. case NPC_SILENCEATTACK:
  2019. case NPC_STUNATTACK:
  2020. /* 石化攻?、呪い攻?、睡眠攻?、ランダムATK攻? */
  2021. case NPC_PETRIFYATTACK:
  2022. case NPC_CURSEATTACK:
  2023. case NPC_SLEEPATTACK:
  2024. case NPC_RANDOMATTACK:
  2025. /* 水?性攻?、地?性攻?、火?性攻?、風?性攻? */
  2026. case NPC_WATERATTACK:
  2027. case NPC_GROUNDATTACK:
  2028. case NPC_FIREATTACK:
  2029. case NPC_WINDATTACK:
  2030. /* 毒?性攻?、聖?性攻?、闇?性攻?、念?性攻?、SP減少攻? */
  2031. case NPC_POISONATTACK:
  2032. case NPC_HOLYATTACK:
  2033. case NPC_DARKNESSATTACK:
  2034. case NPC_TELEKINESISATTACK:
  2035. case LK_AURABLADE: /* オ?ラブレ?ド */
  2036. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2037. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2038. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2039. case PA_PRESSURE: /* プレッシャ? */
  2040. case PA_SACRIFICE: /* サクリファイス */
  2041. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2042. case CG_ARROWVULCAN: /* アロ?バルカン */
  2043. case ASC_BREAKER: /* ソウルブレ?カ? */
  2044. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2045. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2046. break;
  2047. case NPC_DARKBREATH:
  2048. clif_emotion(src,7);
  2049. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2050. break;
  2051. case MO_INVESTIGATE: /* ?勁 */
  2052. {
  2053. struct status_change *sc_data = battle_get_sc_data(src);
  2054. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2055. if(sc_data[SC_BLADESTOP].timer != -1)
  2056. skill_status_change_end(src,SC_BLADESTOP,-1);
  2057. }
  2058. break;
  2059. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2060. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2061. break;
  2062. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2063. {
  2064. struct mob_data *md = (struct mob_data *)bl;
  2065. nullpo_retr(1, md);
  2066. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2067. if(md->hp > 0){
  2068. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  2069. if(bl->type == BL_MOB)
  2070. clif_fixmobpos((struct mob_data *)bl);
  2071. else if(bl->type == BL_PET)
  2072. clif_fixpetpos((struct pet_data *)bl);
  2073. else
  2074. clif_fixpos(bl);
  2075. }
  2076. }
  2077. break;
  2078. case RG_BACKSTAP: /* バックスタブ */
  2079. {
  2080. int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl);
  2081. int dist = distance(src->x,src->y,bl->x,bl->y);
  2082. if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
  2083. struct status_change *sc_data = battle_get_sc_data(src);
  2084. if(sc_data && sc_data[SC_HIDING].timer != -1)
  2085. skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
  2086. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2087. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2088. if (bl->type == BL_PC)
  2089. ((struct map_session_data *)bl)->dir=dir;
  2090. else if (bl->type == BL_MOB)
  2091. ((struct mob_data *)bl)->dir=dir;
  2092. //skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  2093. }
  2094. else if(src->type == BL_PC)
  2095. clif_skill_fail(sd,sd->skillid,0,0);
  2096. }
  2097. break;
  2098. case AM_ACIDTERROR: /* アシッドテラ? */
  2099. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2100. if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
  2101. pc_breakarmor((struct map_session_data *)bl);
  2102. break;
  2103. case MO_FINGEROFFENSIVE: /* 指? */
  2104. {
  2105. struct status_change *sc_data = battle_get_sc_data(src);
  2106. if(!battle_config.finger_offensive_type)
  2107. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2108. else {
  2109. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2110. if(sd) {
  2111. for(i=1;i<sd->spiritball_old;i++)
  2112. skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
  2113. sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
  2114. }
  2115. }
  2116. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2117. skill_status_change_end(src,SC_BLADESTOP,-1);
  2118. }
  2119. break;
  2120. case MO_CHAINCOMBO: /* 連打掌 */
  2121. {
  2122. struct status_change *sc_data = battle_get_sc_data(src);
  2123. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2124. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2125. skill_status_change_end(src,SC_BLADESTOP,-1);
  2126. }
  2127. break;
  2128. case MO_COMBOFINISH: /* 猛龍拳 */
  2129. case CH_TIGERFIST: /* 伏虎拳 */
  2130. case CH_CHAINCRUSH: /* 連柱崩? */
  2131. case CH_PALMSTRIKE: /* 猛虎硬派山 */
  2132. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2133. break;
  2134. case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
  2135. {
  2136. struct status_change *sc_data = battle_get_sc_data(src);
  2137. if(sd) {
  2138. struct walkpath_data wpd;
  2139. int dx,dy;
  2140. dx = bl->x - sd->bl.x;
  2141. dy = bl->y - sd->bl.y;
  2142. if(dx > 0) dx++;
  2143. else if(dx < 0) dx--;
  2144. if(dy > 0) dy++;
  2145. else if(dy < 0) dy--;
  2146. if(dx == 0 && dy == 0) dx++;
  2147. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2148. dx = bl->x - sd->bl.x;
  2149. dy = bl->y - sd->bl.y;
  2150. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2151. clif_skill_fail(sd,sd->skillid,0,0);
  2152. break;
  2153. }
  2154. }
  2155. sd->to_x = sd->bl.x + dx;
  2156. sd->to_y = sd->bl.y + dy;
  2157. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2158. clif_walkok(sd);
  2159. clif_movechar(sd);
  2160. if(dx < 0) dx = -dx;
  2161. if(dy < 0) dy = -dy;
  2162. sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2163. if(sd->canact_tick < sd->canmove_tick)
  2164. sd->canact_tick = sd->canmove_tick;
  2165. pc_movepos(sd,sd->to_x,sd->to_y);
  2166. skill_status_change_end(&sd->bl,SC_COMBO,-1);
  2167. }
  2168. else
  2169. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2170. skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2171. if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
  2172. skill_status_change_end(src,SC_BLADESTOP,-1);
  2173. }
  2174. break;
  2175. /* 武器系範?攻?スキル */
  2176. case AC_SHOWER: /* アロ?シャワ? */
  2177. case SM_MAGNUM: /* マグナムブレイク */
  2178. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2179. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2180. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2181. case ASC_METEORASSAULT: /* メテオアサルト */
  2182. case AS_SPLASHER: /* [Valaris] */
  2183. if(flag&1){
  2184. /* 個別にダメ?ジを?える */
  2185. if(bl->id!=skill_area_temp[1]){
  2186. int dist=0;
  2187. if(skillid==SM_MAGNUM){ /* マグナムブレイクなら中心からの距離を計算 */
  2188. int dx=abs( bl->x - skill_area_temp[2] );
  2189. int dy=abs( bl->y - skill_area_temp[3] );
  2190. dist=((dx>dy)?dx:dy);
  2191. }
  2192. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2193. 0x0500|dist );
  2194. }
  2195. }else{
  2196. int ar=1;
  2197. int x=bl->x,y=bl->y;
  2198. if( skillid==SM_MAGNUM){
  2199. x=src->x;
  2200. y=src->y;
  2201. }else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT) /* アロ?シャワ?、メテオアサルト範?5*5 */
  2202. ar=2;
  2203. else if(skillid==AS_SPLASHER) /* ベナムスプラッシャ?範?3*3 */
  2204. ar=1;
  2205. else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範?7*7 */
  2206. ar=3;
  2207. skill_area_temp[1]=bl->id;
  2208. skill_area_temp[2]=x;
  2209. skill_area_temp[3]=y;
  2210. /* まずタ?ゲットに攻?を加える */
  2211. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2212. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2213. map_foreachinarea(skill_area_sub,
  2214. bl->m,x-ar,y-ar,x+ar,y+ar,0,
  2215. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2216. skill_castend_damage_id);
  2217. if (skillid == SM_MAGNUM) // fire element for 10 seconds
  2218. skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
  2219. }
  2220. break;
  2221. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2222. if(flag&1){
  2223. /* 個別にダメ?ジを?える */
  2224. if(bl->id!=skill_area_temp[1])
  2225. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2226. }
  2227. else {
  2228. int damage;
  2229. map_freeblock_lock();
  2230. damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2231. if(damage > 0) {
  2232. 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>< */
  2233. c = skill_get_blewcount(skillid,skilllv);
  2234. if(map[bl->m].flag.gvg) c = 0;
  2235. for(i=0;i<c;i++){
  2236. skill_blown(src,bl,1);
  2237. if(bl->type == BL_MOB)
  2238. clif_fixmobpos((struct mob_data *)bl);
  2239. else if(bl->type == BL_PET)
  2240. clif_fixpetpos((struct pet_data *)bl);
  2241. else
  2242. clif_fixpos(bl);
  2243. skill_area_temp[0]=0;
  2244. map_foreachinarea(skill_area_sub,
  2245. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2246. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2247. skill_area_sub_count);
  2248. if(skill_area_temp[0]>1) break;
  2249. }
  2250. skill_area_temp[1]=bl->id;
  2251. skill_area_temp[2]=bl->x;
  2252. skill_area_temp[3]=bl->y;
  2253. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2254. map_foreachinarea(skill_area_sub,
  2255. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2256. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2257. skill_castend_damage_id);
  2258. battle_damage(src,bl,damage,1);
  2259. if(rdamage > 0)
  2260. battle_damage(bl,src,rdamage,0);
  2261. }
  2262. map_freeblock_unlock();
  2263. }
  2264. break;
  2265. case ALL_RESURRECTION: /* リザレクション */
  2266. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2267. if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
  2268. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2269. else {
  2270. map_freeblock_unlock();
  2271. return 1;
  2272. }
  2273. break;
  2274. /* 魔法系スキル */
  2275. case MG_SOULSTRIKE: /* ソウルストライク */
  2276. case MG_COLDBOLT: /* コ?ルドボルト */
  2277. case MG_FIREBOLT: /* ファイア?ボルト */
  2278. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2279. case WZ_EARTHSPIKE: /* ア?ススパイク */
  2280. case AL_HEAL: /* ヒ?ル */
  2281. case AL_HOLYLIGHT: /* ホ?リ?ライト */
  2282. case MG_FROSTDIVER: /* フロストダイバ? */
  2283. case WZ_JUPITEL: /* ユピテルサンダ? */
  2284. case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */
  2285. case PR_ASPERSIO: /* アスペルシオ */
  2286. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2287. break;
  2288. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2289. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2290. if(skilllv>1)
  2291. skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
  2292. break;
  2293. case PR_BENEDICTIO: /* 聖?降福 */
  2294. if(battle_get_race(bl)==1 || battle_get_race(bl)==6)
  2295. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2296. break;
  2297. /* 魔法系範?攻?スキル */
  2298. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2299. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2300. if(flag&1){
  2301. /* 個別にダメ?ジを?える */
  2302. if(bl->id!=skill_area_temp[1]){
  2303. if(skillid==MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */
  2304. int dx=abs( bl->x - skill_area_temp[2] );
  2305. int dy=abs( bl->y - skill_area_temp[3] );
  2306. skill_area_temp[0]=((dx>dy)?dx:dy);
  2307. }
  2308. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2309. skill_area_temp[0]| 0x0500);
  2310. }
  2311. }else{
  2312. int ar=(skillid==MG_NAPALMBEAT)?1:2;
  2313. skill_area_temp[1]=bl->id;
  2314. if(skillid==MG_NAPALMBEAT){ /* ナパ?ムでは先に?える */
  2315. skill_area_temp[0]=0;
  2316. map_foreachinarea(skill_area_sub,
  2317. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2318. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2319. skill_area_sub_count);
  2320. }else{
  2321. skill_area_temp[0]=0;
  2322. skill_area_temp[2]=bl->x;
  2323. skill_area_temp[3]=bl->y;
  2324. }
  2325. /* まずタ?ゲットに攻?を加える */
  2326. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2327. skill_area_temp[0] );
  2328. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2329. map_foreachinarea(skill_area_sub,
  2330. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
  2331. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2332. skill_castend_damage_id);
  2333. }
  2334. break;
  2335. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2336. if(flag&1){
  2337. if(bl->id!=skill_area_temp[1]){
  2338. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2339. skill_area_temp[0]);
  2340. }
  2341. }else{
  2342. int ar=(skillid==HW_NAPALMVULCAN)?1:2;
  2343. skill_area_temp[1]=bl->id;
  2344. if(skillid==HW_NAPALMVULCAN){
  2345. skill_area_temp[0]=0;
  2346. map_foreachinarea(skill_area_sub,
  2347. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2348. src,skillid,skilllv,tick, flag|BCT_ENEMY ,
  2349. skill_area_sub_count);
  2350. }else{
  2351. skill_area_temp[0]=0;
  2352. skill_area_temp[2]=bl->x;
  2353. skill_area_temp[3]=bl->y;
  2354. }
  2355. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
  2356. skill_area_temp[0] );
  2357. map_foreachinarea(skill_area_sub,
  2358. bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
  2359. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2360. skill_castend_damage_id);
  2361. }
  2362. break;
  2363. case WZ_FROSTNOVA: /* フロストノヴァ */
  2364. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2365. //skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2366. 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);
  2367. break;
  2368. case WZ_SIGHTRASHER:
  2369. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2370. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2371. skill_status_change_end(src,SC_SIGHT,-1);
  2372. break;
  2373. /* その他 */
  2374. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2375. if(flag&1){
  2376. /* 個別にダメ?ジを?える */
  2377. if(bl->id!=skill_area_temp[1])
  2378. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
  2379. }else{
  2380. skill_area_temp[0]=0;
  2381. skill_area_temp[1]=bl->id;
  2382. if(flag&0xf00000)
  2383. map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2384. src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
  2385. /* まずタ?ゲットに攻?を加える */
  2386. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
  2387. /* その後タ?ゲット以外の範??の敵全?に?理を行う */
  2388. map_foreachinarea(skill_area_sub,
  2389. bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
  2390. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2391. skill_castend_damage_id);
  2392. }
  2393. break;
  2394. case CR_GRANDCROSS: /* グランドクロス */
  2395. /* スキルユニット配置 */
  2396. skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2397. if(sd)
  2398. sd->canmove_tick = tick + 1000;
  2399. else if(src->type == BL_MOB)
  2400. mob_changestate((struct mob_data *)src,MS_DELAY,1000);
  2401. break;
  2402. case TF_THROWSTONE: /* 石投げ */
  2403. case NPC_SMOKING: /* スモ?キング */
  2404. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
  2405. break;
  2406. case NPC_SELFDESTRUCTION: /* 自爆 */
  2407. case NPC_SELFDESTRUCTION2: /* 自爆2 */
  2408. if(flag&1){
  2409. /* 個別にダメ?ジを?える */
  2410. if(src->type==BL_MOB){
  2411. struct mob_data* mb = (struct mob_data*)src;
  2412. nullpo_retr(1, mb);
  2413. mb->hp=skill_area_temp[2];
  2414. if(bl->id!=skill_area_temp[1])
  2415. skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
  2416. mb->hp=1;
  2417. }
  2418. }else{
  2419. struct mob_data *md;
  2420. if((md=(struct mob_data *)src)){
  2421. skill_area_temp[1]=bl->id;
  2422. skill_area_temp[2]=battle_get_hp(src);
  2423. clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
  2424. map_foreachinarea(skill_area_sub,
  2425. bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
  2426. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2427. skill_castend_damage_id);
  2428. battle_damage(src,src,md->hp,0);
  2429. }
  2430. }
  2431. break;
  2432. /* HP吸?/HP吸?魔法 */
  2433. case NPC_BLOODDRAIN:
  2434. case NPC_ENERGYDRAIN:
  2435. {
  2436. int heal;
  2437. heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2438. if( heal > 0 ){
  2439. struct block_list tbl;
  2440. tbl.id = 0;
  2441. tbl.m = src->m;
  2442. tbl.x = src->x;
  2443. tbl.y = src->y;
  2444. clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
  2445. battle_heal(NULL,src,heal,0,0);
  2446. }
  2447. }
  2448. break;
  2449. case 0:
  2450. if(sd) {
  2451. if(flag&3){
  2452. if(bl->id!=skill_area_temp[1])
  2453. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2454. }
  2455. else{
  2456. int ar=sd->splash_range;
  2457. skill_area_temp[1]=bl->id;
  2458. map_foreachinarea(skill_area_sub,
  2459. bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
  2460. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2461. skill_castend_damage_id);
  2462. }
  2463. }
  2464. break;
  2465. default:
  2466. map_freeblock_unlock();
  2467. return 1;
  2468. }
  2469. if(sc_data) {
  2470. if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了
  2471. skill_status_change_end(src,SC_MAGICPOWER,-1);
  2472. }
  2473. map_freeblock_unlock();
  2474. return 0;
  2475. }
  2476. /*==========================================
  2477. * スキル使用(詠唱完了、ID指定支援系)
  2478. *------------------------------------------
  2479. */
  2480. int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  2481. {
  2482. struct map_session_data *sd=NULL;
  2483. struct map_session_data *dstsd=NULL;
  2484. struct mob_data *md=NULL;
  2485. struct mob_data *dstmd=NULL;
  2486. int i,abra_skillid=0,abra_skilllv;
  2487. int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per;
  2488. int sc_dex,sc_luk;
  2489. //クラスチェンジ用ボスモンスタ?ID
  2490. int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  2491. ,1157,1159,1190,1272,1312,1373,1492};
  2492. int poringclass[]={1002};
  2493. if(skilllv <= 0) return 0;
  2494. nullpo_retr(1, src);
  2495. nullpo_retr(1, bl);
  2496. if(src->type==BL_PC)
  2497. sd=(struct map_session_data *)src;
  2498. else if(src->type==BL_MOB)
  2499. md=(struct mob_data *)src;
  2500. sc_dex=battle_get_mdef(bl);
  2501. sc_luk=battle_get_luk(bl);
  2502. sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
  2503. //sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
  2504. sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);
  2505. strip_fix = battle_get_dex(src) - battle_get_dex(bl);
  2506. if(bl->type==BL_PC){
  2507. nullpo_retr(1, dstsd=(struct map_session_data *)bl);
  2508. }else if(bl->type==BL_MOB){
  2509. nullpo_retr(1, dstmd=(struct mob_data *)bl);
  2510. if(sc_def_vit>50)
  2511. sc_def_vit=50;
  2512. if(sc_def_mdef>50)
  2513. sc_def_mdef=50;
  2514. }
  2515. if(sc_def_vit < 0)
  2516. sc_def_vit=0;
  2517. if(sc_def_mdef < 0)
  2518. sc_def_mdef=0;
  2519. if(strip_fix < 0)
  2520. strip_fix=0;
  2521. if(bl == NULL || bl->prev == NULL)
  2522. return 1;
  2523. if(sd && pc_isdead(sd))
  2524. return 1;
  2525. if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
  2526. return 1;
  2527. if(battle_get_class(bl) == 1288)
  2528. return 1;
  2529. if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
  2530. return 0;
  2531. map_freeblock_lock();
  2532. switch(skillid)
  2533. {
  2534. case AL_HEAL: /* ヒ?ル */
  2535. {
  2536. int heal=skill_calc_heal( src, skilllv );
  2537. int heal_get_jobexp;
  2538. int skill;
  2539. struct pc_base_job s_class;
  2540. if( dstsd && dstsd->special_state.no_magic_damage )
  2541. heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
  2542. if (sd){
  2543. s_class = pc_calc_base_job(sd->status.class);
  2544. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
  2545. heal += heal*(skill*2/100);
  2546. 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
  2547. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2548. }
  2549. clif_skill_nodamage(src,bl,skillid,heal,1);
  2550. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2551. // JOB??値獲得
  2552. if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){
  2553. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2554. if(heal_get_jobexp <= 0)
  2555. heal_get_jobexp = 1;
  2556. pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp);
  2557. }
  2558. }
  2559. break;
  2560. case ALL_RESURRECTION: /* リザレクション */
  2561. if(bl->type==BL_PC){
  2562. int per=0;
  2563. struct map_session_data *tsd = (struct map_session_data*)bl;
  2564. nullpo_retr(1, tsd);
  2565. if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
  2566. break; /* PVPで復活不可能?態 */
  2567. if(pc_isdead(tsd)){ /* 死亡判定 */
  2568. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2569. switch(skilllv){
  2570. case 1: per=10; break;
  2571. case 2: per=30; break;
  2572. case 3: per=50; break;
  2573. case 4: per=80; break;
  2574. }
  2575. tsd->status.hp=tsd->status.max_hp*per/100;
  2576. if(tsd->status.hp<=0) tsd->status.hp=1;
  2577. if(tsd->special_state.restart_full_recover ){ /* オシリスカ?ド */
  2578. tsd->status.hp=tsd->status.max_hp;
  2579. tsd->status.sp=tsd->status.max_sp;
  2580. }
  2581. pc_setstand(tsd);
  2582. if(battle_config.pc_invincible_time > 0)
  2583. pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
  2584. clif_updatestatus(tsd,SP_HP);
  2585. clif_resurrection(&tsd->bl,1);
  2586. if(src != bl && sd && battle_config.resurrection_exp > 0) {
  2587. int exp = 0,jexp = 0;
  2588. int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
  2589. if(lv > 0) {
  2590. exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2591. if(exp < 1) exp = 1;
  2592. }
  2593. if(jlv > 0) {
  2594. jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2595. if(jexp < 1) jexp = 1;
  2596. }
  2597. if(exp > 0 || jexp > 0)
  2598. pc_gainexp(sd,exp,jexp);
  2599. }
  2600. }
  2601. }
  2602. break;
  2603. case AL_DECAGI: /* 速度減少 */
  2604. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2605. break;
  2606. if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
  2607. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2608. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  2609. }
  2610. break;
  2611. case AL_CRUCIS:
  2612. if(flag&1) {
  2613. int race = battle_get_race(bl),ele = battle_get_elem_type(bl);
  2614. if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
  2615. int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate;
  2616. rate = 25 + skilllv*2 + slv - tlv;
  2617. if(rand()%100 < rate)
  2618. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
  2619. }
  2620. }
  2621. else {
  2622. int range = 15;
  2623. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2624. map_foreachinarea(skill_area_sub,
  2625. src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
  2626. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2627. skill_castend_nodamage_id);
  2628. }
  2629. break;
  2630. case PR_LEXDIVINA: /* レックスディビ?ナ */
  2631. {
  2632. struct status_change *sc_data = battle_get_sc_data(bl);
  2633. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2634. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2635. break;
  2636. if(sc_data && sc_data[SC_DIVINA].timer != -1)
  2637. skill_status_change_end(bl,SC_DIVINA,-1);
  2638. else if( rand()%100 < sc_def_vit ) {
  2639. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  2640. }
  2641. }
  2642. break;
  2643. case SA_ABRACADABRA:
  2644. //require 1 yellow gemstone even with mistress card or Into the Abyss
  2645. if (pc_search_inventory(sd, 715) <= 0 ) {
  2646. clif_skill_fail(sd,sd->skillid,0,0);
  2647. break;
  2648. }
  2649. pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
  2650. //
  2651. do{
  2652. abra_skillid=skill_abra_dataset(skilllv);
  2653. }while(abra_skillid == 0);
  2654. abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
  2655. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2656. sd->skillitem=abra_skillid;
  2657. sd->skillitemlv=abra_skilllv;
  2658. clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ");
  2659. break;
  2660. case SA_COMA:
  2661. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2662. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2663. break;
  2664. if(dstsd){
  2665. dstsd->status.hp=1;
  2666. dstsd->status.sp=1;
  2667. clif_updatestatus(dstsd,SP_HP);
  2668. clif_updatestatus(dstsd,SP_SP);
  2669. }
  2670. if(dstmd) dstmd->hp=1;
  2671. break;
  2672. case SA_FULLRECOVERY:
  2673. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2674. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2675. break;
  2676. if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
  2677. if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl);
  2678. break;
  2679. case SA_SUMMONMONSTER:
  2680. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2681. if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
  2682. break;
  2683. case SA_LEVELUP:
  2684. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2685. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
  2686. break;
  2687. case SA_INSTANTDEATH:
  2688. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2689. if (sd) pc_damage(NULL,sd,sd->status.max_hp);
  2690. break;
  2691. case SA_QUESTION:
  2692. case SA_GRAVITY:
  2693. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2694. break;
  2695. case SA_CLASSCHANGE:
  2696. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2697. if(dstmd) mob_class_change(dstmd,changeclass);
  2698. break;
  2699. case SA_MONOCELL:
  2700. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2701. if(dstmd) mob_class_change(dstmd,poringclass);
  2702. break;
  2703. case SA_DEATH:
  2704. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2705. if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
  2706. if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
  2707. break;
  2708. case SA_REVERSEORCISH:
  2709. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2710. if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
  2711. break;
  2712. case SA_FORTUNE:
  2713. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2714. if(sd) pc_getzeny(sd,battle_get_lv(bl)*100);
  2715. break;
  2716. case SA_TAMINGMONSTER:
  2717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2718. if (dstmd){
  2719. for(i=0;i<MAX_PET_DB;i++){
  2720. if(dstmd->class == pet_db[i].class){
  2721. pet_catch_process1(sd,dstmd->class);
  2722. break;
  2723. }
  2724. }
  2725. }
  2726. break;
  2727. case AL_INCAGI: /* 速度?加 */
  2728. case AL_BLESSING: /* ブレッシング */
  2729. case PR_SLOWPOISON:
  2730. case PR_IMPOSITIO: /* イムポシティオマヌス */
  2731. case PR_LEXAETERNA: /* レックスエ?テルナ */
  2732. case PR_SUFFRAGIUM: /* サフラギウム */
  2733. case PR_BENEDICTIO: /* 聖?降福 */
  2734. case CR_PROVIDENCE: /* プロヴィデンス */
  2735. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
  2736. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2737. }else{
  2738. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2739. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2740. }
  2741. break;
  2742. case CG_MARIONETTE: /* マリオネットコントロ?ル */
  2743. if(sd && dstsd){
  2744. struct status_change *sc_data = battle_get_sc_data(src);
  2745. struct status_change *tsc_data = battle_get_sc_data(bl);
  2746. int sc = SkillStatusChangeTable[skillid];
  2747. int sc2 = SC_MARIONETTE2;
  2748. if((dstsd->bl.type!=BL_PC)
  2749. || (sd->bl.id == dstsd->bl.id)
  2750. || (!sd->status.party_id)
  2751. || (sd->status.party_id != dstsd->status.party_id)) {
  2752. clif_skill_fail(sd,skillid,0,0);
  2753. map_freeblock_unlock();
  2754. return 1;
  2755. }
  2756. if(sc_data && tsc_data){
  2757. if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
  2758. skill_status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
  2759. skill_status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
  2760. }
  2761. else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
  2762. sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
  2763. skill_status_change_end(src, sc, -1);
  2764. skill_status_change_end(bl, sc2, -1);
  2765. }
  2766. else {
  2767. clif_skill_fail(sd,skillid,0,0);
  2768. map_freeblock_unlock();
  2769. return 1;
  2770. }
  2771. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2772. }
  2773. }
  2774. break;
  2775. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2776. case SA_FROSTWEAPON:
  2777. case SA_LIGHTNINGLOADER:
  2778. case SA_SEISMICWEAPON:
  2779. if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
  2780. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2781. break;
  2782. }
  2783. if(bl->type==BL_PC) {
  2784. struct map_session_data *sd2=(struct map_session_data *)bl;
  2785. if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
  2786. sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
  2787. sd2->sc_data[SC_ENCPOISON].timer!=-1) {
  2788. clif_skill_fail(sd,skillid,0,0);
  2789. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2790. break;
  2791. }
  2792. }
  2793. if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) {
  2794. clif_skill_fail(sd,skillid,0,0);
  2795. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2796. if(bl->type==BL_PC && battle_config.equipment_breaking) {
  2797. struct map_session_data *sd2=(struct map_session_data *)bl;
  2798. if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
  2799. pc_breakweapon(sd2);
  2800. }
  2801. break;
  2802. }
  2803. else {
  2804. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2805. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2806. }
  2807. break;
  2808. case PR_ASPERSIO: /* アスペルシオ */
  2809. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2810. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2811. break;
  2812. if(bl->type==BL_MOB)
  2813. break;
  2814. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2815. break;
  2816. case PR_KYRIE: /* キリエエレイソン */
  2817. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  2818. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  2819. break;
  2820. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2821. break;
  2822. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  2823. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  2824. case CR_SPEARQUICKEN: /* スピアクイッケン */
  2825. case CR_REFLECTSHIELD:
  2826. case AS_POISONREACT: /* ポイズンリアクト */
  2827. case MC_LOUD: /* ラウドボイス */
  2828. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  2829. case SM_ENDURE: /* インデュア */
  2830. case MG_SIGHT: /* サイト */
  2831. case AL_RUWACH: /* ルアフ */
  2832. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  2833. case MO_STEELBODY: // 金剛
  2834. case LK_AURABLADE: /* オ?ラブレ?ド */
  2835. case LK_PARRYING: /* パリイング */
  2836. case LK_CONCENTRATION: /* コンセントレ?ション */
  2837. // case LK_BERSERK: /* バ?サ?ク */
  2838. case HP_ASSUMPTIO: /* */
  2839. case WS_CARTBOOST: /* カ?トブ?スト */
  2840. case SN_SIGHT: /* トゥル?サイト */
  2841. case WS_MELTDOWN: /* メルトダウン */
  2842. case ST_REJECTSWORD: /* リジェクトソ?ド */
  2843. case HW_MAGICPOWER: /* 魔法力?幅 */
  2844. case PF_MEMORIZE: /* メモライズ */
  2845. case ASC_EDP: // [Celest]
  2846. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2847. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2848. break;
  2849. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  2850. if(bl->type==BL_PC) {
  2851. struct map_session_data *sd2=(struct map_session_data *)bl;
  2852. if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
  2853. sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
  2854. sd2->sc_data[SC_ENCPOISON].timer!=-1) {
  2855. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2856. clif_skill_fail(sd,skillid,0,0);
  2857. break;
  2858. }
  2859. }
  2860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2861. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2862. break;
  2863. case LK_TENSIONRELAX: /* テンションリラックス */
  2864. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2865. pc_setsit(sd);
  2866. clif_sitting(sd);
  2867. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2868. break;
  2869. case LK_BERSERK: /* バ?サ?ク */
  2870. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2871. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2872. //sd->status.hp = sd->status.max_hp * 3;
  2873. break;
  2874. case MC_CHANGECART:
  2875. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2876. break;
  2877. case AC_CONCENTRATION: /* 集中力向上 */
  2878. {
  2879. int range = 1;
  2880. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2881. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2882. map_foreachinarea( skill_status_change_timer_sub,
  2883. src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
  2884. src,SkillStatusChangeTable[skillid],tick);
  2885. }
  2886. break;
  2887. case SM_PROVOKE: /* プロボック */
  2888. {
  2889. struct status_change *sc_data = battle_get_sc_data(bl);
  2890. /* MVPmobと不死には?かない */
  2891. if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない
  2892. {
  2893. map_freeblock_unlock();
  2894. return 1;
  2895. }
  2896. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2897. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2898. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
  2899. skill_castcancel(bl,0);
  2900. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
  2901. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  2902. skill_castcancel(bl,0);
  2903. if(sc_data){
  2904. if(sc_data[SC_FREEZE].timer!=-1)
  2905. skill_status_change_end(bl,SC_FREEZE,-1);
  2906. if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  2907. skill_status_change_end(bl,SC_STONE,-1);
  2908. if(sc_data[SC_SLEEP].timer!=-1)
  2909. skill_status_change_end(bl,SC_SLEEP,-1);
  2910. }
  2911. if(bl->type==BL_MOB) {
  2912. int range = skill_get_range(skillid,skilllv);
  2913. if(range < 0)
  2914. range = battle_get_range(src) - (range + 1);
  2915. mob_target((struct mob_data *)bl,src,range);
  2916. }
  2917. }
  2918. break;
  2919. case CR_DEVOTION: /* ディボ?ション */
  2920. if(sd && dstsd){
  2921. //?生や養子の場合の元の職業を算出する
  2922. int lv = sd->status.base_level-dstsd->status.base_level;
  2923. lv = (lv<0)?-lv:lv;
  2924. if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ
  2925. ||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
  2926. ||(lv > 10) // レベル差±10まで
  2927. ||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ
  2928. ||((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、
  2929. &&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
  2930. ||(dstsd->status.class==14||dstsd->status.class==21
  2931. ||dstsd->status.class==4015||dstsd->status.class==4022)){ // クルセだめ
  2932. clif_skill_fail(sd,skillid,0,0);
  2933. map_freeblock_unlock();
  2934. return 1;
  2935. }
  2936. for(i=0;i<skilllv;i++){
  2937. if(!sd->dev.val1[i]){ // 空きがあったら入れる
  2938. sd->dev.val1[i] = bl->id;
  2939. sd->dev.val2[i] = bl->id;
  2940. break;
  2941. }else if(i==skilllv-1){ // 空きがなかった
  2942. clif_skill_fail(sd,skillid,0,0);
  2943. map_freeblock_unlock();
  2944. return 1;
  2945. }
  2946. }
  2947. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2948. clif_devotion(sd,bl->id);
  2949. skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
  2950. }
  2951. else clif_skill_fail(sd,skillid,0,0);
  2952. break;
  2953. case MO_CALLSPIRITS: // ?功
  2954. if(sd) {
  2955. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2956. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  2957. }
  2958. break;
  2959. case CH_SOULCOLLECT: // 狂?功
  2960. if(sd) {
  2961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2962. for(i=0;i<5;i++)
  2963. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  2964. }
  2965. break;
  2966. case MO_BLADESTOP: // 白刃取り
  2967. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2968. skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  2969. break;
  2970. case MO_ABSORBSPIRITS: // ?奪
  2971. i=0;
  2972. if(sd && dstsd) {
  2973. if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
  2974. if(dstsd->spiritball > 0) {
  2975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2976. i = dstsd->spiritball * 7;
  2977. pc_delspiritball(dstsd,dstsd->spiritball,0);
  2978. if(i > 0x7FFF)
  2979. i = 0x7FFF;
  2980. if(sd->status.sp + i > sd->status.max_sp)
  2981. i = sd->status.max_sp - sd->status.sp;
  2982. }
  2983. }
  2984. }else if(sd && dstmd){ //?象がモンスタ?の場合
  2985. //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????!!
  2986. if(rand()%100<20){
  2987. i=2*mob_db[dstmd->class].lv;
  2988. mob_target(dstmd,src,0);
  2989. }
  2990. }
  2991. if(i){
  2992. sd->status.sp += i;
  2993. clif_heal(sd->fd,SP_SP,i);
  2994. }
  2995. else
  2996. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2997. break;
  2998. case AC_MAKINGARROW: /* 矢作成 */
  2999. if(sd) {
  3000. clif_arrow_create_list(sd);
  3001. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3002. }
  3003. break;
  3004. case AM_PHARMACY: /* ポ?ション作成 */
  3005. if(sd) {
  3006. clif_skill_produce_mix_list(sd,32);
  3007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3008. }
  3009. break;
  3010. case WS_CREATECOIN: /* クリエイトコイン */
  3011. if(sd) {
  3012. clif_skill_produce_mix_list(sd,64);
  3013. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3014. }
  3015. break;
  3016. case WS_CREATENUGGET: /* 塊製造 */
  3017. if(sd) {
  3018. clif_skill_produce_mix_list(sd,128);
  3019. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3020. }
  3021. break;
  3022. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3023. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3024. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
  3025. break;
  3026. if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
  3027. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3028. }
  3029. break;
  3030. case RG_RAID: /* サプライズアタック */
  3031. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3032. {
  3033. int x=bl->x,y=bl->y;
  3034. skill_area_temp[1]=bl->id;
  3035. skill_area_temp[2]=x;
  3036. skill_area_temp[3]=y;
  3037. map_foreachinarea(skill_area_sub,
  3038. bl->m,x-1,y-1,x+1,y+1,0,
  3039. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3040. skill_castend_damage_id);
  3041. }
  3042. skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
  3043. break;
  3044. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3045. {
  3046. int c,n=4,ar;
  3047. int dir = map_calc_dir(src,bl->x,bl->y);
  3048. struct square tc;
  3049. int x=bl->x,y=bl->y;
  3050. ar=skilllv/3;
  3051. skill_brandishspear_first(&tc,dir,x,y);
  3052. skill_brandishspear_dir(&tc,dir,4);
  3053. /* 範?④ */
  3054. if(skilllv == 10){
  3055. for(c=1;c<4;c++){
  3056. map_foreachinarea(skill_area_sub,
  3057. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
  3058. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3059. skill_castend_damage_id);
  3060. }
  3061. }
  3062. /* 範?③② */
  3063. if(skilllv > 6){
  3064. skill_brandishspear_dir(&tc,dir,-1);
  3065. n--;
  3066. }else{
  3067. skill_brandishspear_dir(&tc,dir,-2);
  3068. n-=2;
  3069. }
  3070. if(skilllv > 3){
  3071. for(c=0;c<5;c++){
  3072. map_foreachinarea(skill_area_sub,
  3073. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
  3074. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3075. skill_castend_damage_id);
  3076. if(skilllv > 6 && n==3 && c==4){
  3077. skill_brandishspear_dir(&tc,dir,-1);
  3078. n--;c=-1;
  3079. }
  3080. }
  3081. }
  3082. /* 範?① */
  3083. for(c=0;c<10;c++){
  3084. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3085. map_foreachinarea(skill_area_sub,
  3086. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
  3087. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3088. skill_castend_damage_id);
  3089. }
  3090. }
  3091. break;
  3092. /* パ?ティスキル */
  3093. case AL_ANGELUS: /* エンジェラス */
  3094. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3095. case PR_GLORIA: /* グロリア */
  3096. case SN_WINDWALK: /* ウインドウォ?ク */
  3097. if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
  3098. /* 個別の?理 */
  3099. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  3100. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3101. break;
  3102. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3103. }
  3104. else{
  3105. /* パ?ティ全?への?理 */
  3106. party_foreachsamemap(skill_area_sub,
  3107. sd,1,
  3108. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3109. skill_castend_nodamage_id);
  3110. }
  3111. break;
  3112. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3113. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3114. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3115. if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
  3116. /* 個別の?理 */
  3117. clif_skill_nodamage(bl,bl,skillid,skilllv,1);
  3118. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
  3119. }
  3120. else{
  3121. /* パ?ティ全?への?理 */
  3122. party_foreachsamemap(skill_area_sub,
  3123. sd,1,
  3124. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3125. skill_castend_nodamage_id);
  3126. }
  3127. break;
  3128. /*(付加と解除が必要) */
  3129. case BS_MAXIMIZE: /* マキシマイズパワ? */
  3130. case NV_TRICKDEAD: /* 死んだふり */
  3131. case CR_DEFENDER: /* ディフェンダ? */
  3132. case CR_AUTOGUARD: /* オ?トガ?ド */
  3133. {
  3134. struct status_change *tsc_data = battle_get_sc_data(bl);
  3135. int sc=SkillStatusChangeTable[skillid];
  3136. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3137. if( tsc_data ){
  3138. if( tsc_data[sc].timer==-1 )
  3139. /* 付加する */
  3140. skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3141. else
  3142. /* 解除する */
  3143. skill_status_change_end(bl, sc, -1);
  3144. }
  3145. }
  3146. break;
  3147. case TF_HIDING: /* ハイディング */
  3148. {
  3149. struct status_change *tsc_data = battle_get_sc_data(bl);
  3150. int sc=SkillStatusChangeTable[skillid];
  3151. clif_skill_nodamage(src,bl,skillid,-1,1);
  3152. if( tsc_data ){
  3153. if( tsc_data[sc].timer==-1 )
  3154. /* 付加する */
  3155. skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3156. else
  3157. /* 解除する */
  3158. skill_status_change_end(bl, sc, -1);
  3159. }
  3160. }
  3161. break;
  3162. case AS_CLOAKING: /* クロ?キング */
  3163. {
  3164. struct status_change *tsc_data = battle_get_sc_data(bl);
  3165. int sc=SkillStatusChangeTable[skillid];
  3166. clif_skill_nodamage(src,bl,skillid,-1,1);
  3167. if( tsc_data ){
  3168. if( tsc_data[sc].timer==-1 )
  3169. /* 付加する */
  3170. skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3171. else
  3172. /* 解除する */
  3173. skill_status_change_end(bl, sc, -1);
  3174. }
  3175. skill_check_cloaking(bl);
  3176. }
  3177. break;
  3178. case ST_CHASEWALK: /* ハイディング */
  3179. {
  3180. struct status_change *tsc_data = battle_get_sc_data(bl);
  3181. int sc=SkillStatusChangeTable[skillid];
  3182. clif_skill_nodamage(src,bl,skillid,-1,1);
  3183. if( tsc_data ){
  3184. if( tsc_data[sc].timer==-1 )
  3185. /* 付加する */
  3186. skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3187. else
  3188. /* 解除する */
  3189. skill_status_change_end(bl, sc, -1);
  3190. }
  3191. }
  3192. break;
  3193. /* ?地スキル */
  3194. case BD_LULLABY: /* 子守唄 */
  3195. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3196. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  3197. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3198. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3199. case BD_ROKISWEIL: /* ロキの叫び */
  3200. case BD_INTOABYSS: /* 深淵の中に */
  3201. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  3202. case BA_DISSONANCE: /* 不協和音 */
  3203. case BA_POEMBRAGI: /* ブラギの詩 */
  3204. case BA_WHISTLE: /* 口笛 */
  3205. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  3206. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3207. case DC_UGLYDANCE: /* 自分勝手なダンス */
  3208. case DC_HUMMING: /* ハミング */
  3209. case DC_DONTFORGETME: /* 私を忘れないで… */
  3210. case DC_FORTUNEKISS: /* 幸運のキス */
  3211. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3212. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3213. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3214. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3215. break;
  3216. case HP_BASILICA: /* バジリカ */
  3217. case PA_GOSPEL: /* ゴスペル */
  3218. skill_clear_unitgroup(src);
  3219. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3220. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3221. break;
  3222. case BD_ADAPTATION: /* アドリブ */
  3223. {
  3224. struct status_change *sc_data = battle_get_sc_data(src);
  3225. if(sc_data && sc_data[SC_DANCING].timer!=-1){
  3226. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3227. skill_stop_dancing(src,0);
  3228. }
  3229. }
  3230. break;
  3231. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3232. case DC_SCREAM: /* スクリ?ム */
  3233. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3234. skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
  3235. break;
  3236. case TF_STEAL: // スティ?ル
  3237. if(sd) {
  3238. if(pc_steal_item(sd,bl))
  3239. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3240. else
  3241. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3242. }
  3243. break;
  3244. case RG_STEALCOIN: // スティ?ルコイン
  3245. if(sd) {
  3246. if(pc_steal_coin(sd,bl)) {
  3247. int range = skill_get_range(skillid,skilllv);
  3248. if(range < 0)
  3249. range = battle_get_range(src) - (range + 1);
  3250. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3251. mob_target((struct mob_data *)bl,src,range);
  3252. }
  3253. else
  3254. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3255. }
  3256. break;
  3257. case MG_STONECURSE: /* スト?ンカ?ス */
  3258. if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) {
  3259. clif_skill_fail(sd,sd->skillid,0,0);
  3260. break;
  3261. }
  3262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3263. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3264. break;
  3265. if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
  3266. skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3267. else if(sd)
  3268. clif_skill_fail(sd,skillid,0,0);
  3269. break;
  3270. case NV_FIRSTAID: /* ?急手? */
  3271. clif_skill_nodamage(src,bl,skillid,5,1);
  3272. battle_heal(NULL,bl,5,0,0);
  3273. break;
  3274. case AL_CURE: /* キュア? */
  3275. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3276. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3277. break;
  3278. skill_status_change_end(bl, SC_SILENCE , -1 );
  3279. skill_status_change_end(bl, SC_BLIND , -1 );
  3280. skill_status_change_end(bl, SC_CONFUSION, -1 );
  3281. if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3282. skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
  3283. }
  3284. break;
  3285. case TF_DETOXIFY: /* 解毒 */
  3286. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3287. skill_status_change_end(bl, SC_POISON , -1 );
  3288. break;
  3289. case PR_STRECOVERY: /* リカバリ? */
  3290. {
  3291. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3292. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3293. break;
  3294. skill_status_change_end(bl, SC_FREEZE , -1 );
  3295. skill_status_change_end(bl, SC_STONE , -1 );
  3296. skill_status_change_end(bl, SC_SLEEP , -1 );
  3297. skill_status_change_end(bl, SC_STAN , -1 );
  3298. if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3299. int blind_time;
  3300. //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
  3301. blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
  3302. if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
  3303. skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
  3304. }
  3305. if(dstmd){
  3306. dstmd->attacked_id=0;
  3307. dstmd->target_id=0;
  3308. dstmd->state.targettype = NONE_ATTACKABLE;
  3309. dstmd->state.skillstate=MSS_IDLE;
  3310. dstmd->next_walktime=tick+rand()%3000+3000;
  3311. }
  3312. }
  3313. break;
  3314. case WZ_ESTIMATION: /* モンスタ?情報 */
  3315. if(src->type==BL_PC){
  3316. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3317. clif_skill_estimation((struct map_session_data *)src,bl);
  3318. }
  3319. break;
  3320. case MC_IDENTIFY: /* アイテム鑑定 */
  3321. if(sd)
  3322. clif_item_identify_list(sd);
  3323. break;
  3324. case BS_REPAIRWEAPON: /* 武器修理 */
  3325. if(sd)
  3326. //動作しないのでとりあえずコメントアウト
  3327. // clif_item_repair_list(sd);
  3328. break;
  3329. case MC_VENDING: /* 露店開設 */
  3330. if(sd)
  3331. clif_openvendingreq(sd,2+sd->skilllv);
  3332. break;
  3333. case AL_TELEPORT: /* テレポ?ト */
  3334. if( sd ){
  3335. if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */
  3336. clif_skill_teleportmessage(sd,0);
  3337. break;
  3338. }
  3339. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3340. if( sd->skilllv==1 )
  3341. clif_skill_warppoint(sd,sd->skillid,"Random","","","");
  3342. else{
  3343. clif_skill_warppoint(sd,sd->skillid,"Random",
  3344. sd->status.save_point.map,"","");
  3345. }
  3346. }else if( bl->type==BL_MOB )
  3347. mob_warp((struct mob_data *)bl,-1,-1,-1,3);
  3348. break;
  3349. case AL_HOLYWATER: /* アクアベネディクタ */
  3350. if(sd) {
  3351. int eflag;
  3352. struct item item_tmp;
  3353. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3354. memset(&item_tmp,0,sizeof(item_tmp));
  3355. item_tmp.nameid = 523;
  3356. item_tmp.identify = 1;
  3357. if(battle_config.holywater_name_input) {
  3358. item_tmp.card[0] = 0xfe;
  3359. item_tmp.card[1] = 0;
  3360. *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */
  3361. }
  3362. eflag = pc_additem(sd,&item_tmp,1);
  3363. if(eflag) {
  3364. clif_additem(sd,0,0,eflag);
  3365. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3366. }
  3367. }
  3368. break;
  3369. case TF_PICKSTONE:
  3370. if(sd) {
  3371. int eflag;
  3372. struct item item_tmp;
  3373. struct block_list tbl;
  3374. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3375. memset(&item_tmp,0,sizeof(item_tmp));
  3376. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3377. item_tmp.nameid = 7049;
  3378. item_tmp.identify = 1;
  3379. tbl.id = 0;
  3380. clif_takeitem(&sd->bl,&tbl);
  3381. eflag = pc_additem(sd,&item_tmp,1);
  3382. if(eflag) {
  3383. clif_additem(sd,0,0,eflag);
  3384. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3385. }
  3386. }
  3387. break;
  3388. case RG_STRIPWEAPON: /* ストリップウェポン */
  3389. {
  3390. struct status_change *tsc_data = battle_get_sc_data(bl);
  3391. if(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1 )
  3392. break;
  3393. strip_per = 5+2*skilllv+strip_fix/5;
  3394. strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
  3395. if(rand()%100 < strip_per){
  3396. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3397. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
  3398. if(dstsd){
  3399. for(i=0;i<MAX_INVENTORY;i++){
  3400. if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){
  3401. pc_unequipitem(dstsd,i,0);
  3402. break;
  3403. }
  3404. }
  3405. }
  3406. }
  3407. }
  3408. break;
  3409. case RG_STRIPSHIELD: /* ストリップシ?ルド */
  3410. {
  3411. struct status_change *tsc_data = battle_get_sc_data(bl);
  3412. if(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1 )
  3413. break;
  3414. strip_per = 5+2*skilllv+strip_fix/5;
  3415. strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
  3416. if(rand()%100 < strip_per){
  3417. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3418. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
  3419. if(dstsd){
  3420. for(i=0;i<MAX_INVENTORY;i++){
  3421. if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){
  3422. pc_unequipitem(dstsd,i,0);
  3423. break;
  3424. }
  3425. }
  3426. }
  3427. }
  3428. }
  3429. break;
  3430. case RG_STRIPARMOR: /* ストリップア?マ? */
  3431. {
  3432. struct status_change *tsc_data = battle_get_sc_data(bl);
  3433. if(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1 )
  3434. break;
  3435. strip_per = 5+2*skilllv+strip_fix/5;
  3436. strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
  3437. if(rand()%100 < strip_per){
  3438. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3439. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
  3440. if(dstsd){
  3441. for(i=0;i<MAX_INVENTORY;i++){
  3442. if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){
  3443. pc_unequipitem(dstsd,i,0);
  3444. break;
  3445. }
  3446. }
  3447. }
  3448. }
  3449. }
  3450. break;
  3451. case RG_STRIPHELM: /* ストリップヘルム */
  3452. {
  3453. struct status_change *tsc_data = battle_get_sc_data(bl);
  3454. if(tsc_data && tsc_data[SC_CP_HELM].timer != -1 )
  3455. break;
  3456. strip_per = 5+2*skilllv+strip_fix/5;
  3457. strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
  3458. if(rand()%100 < strip_per){
  3459. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3460. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
  3461. if(dstsd){
  3462. for(i=0;i<MAX_INVENTORY;i++){
  3463. if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
  3464. pc_unequipitem(dstsd,i,0);
  3465. break;
  3466. }
  3467. }
  3468. }
  3469. }
  3470. }
  3471. break;
  3472. /* PotionPitcher */
  3473. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  3474. {
  3475. struct block_list tbl;
  3476. int i,x,hp = 0,sp = 0;
  3477. if(sd) {
  3478. if(sd==dstsd) { // cancel use on oneself
  3479. map_freeblock_unlock();
  3480. return 1;
  3481. }
  3482. x = skilllv%11 - 1;
  3483. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3484. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3485. clif_skill_fail(sd,skillid,0,0);
  3486. map_freeblock_unlock();
  3487. return 1;
  3488. }
  3489. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3490. clif_skill_fail(sd,skillid,0,0);
  3491. map_freeblock_unlock();
  3492. return 1;
  3493. }
  3494. sd->state.potionpitcher_flag = 1;
  3495. sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
  3496. sd->skilltarget = bl->id;
  3497. run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
  3498. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3499. sd->state.potionpitcher_flag = 0;
  3500. if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
  3501. hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
  3502. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3503. if(dstsd) {
  3504. sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
  3505. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3506. }
  3507. }
  3508. else {
  3509. if(sd->potion_hp > 0) {
  3510. hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3511. hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
  3512. if(dstsd)
  3513. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3514. }
  3515. if(sd->potion_sp > 0) {
  3516. sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  3517. sp = sp * (100 + (battle_get_int(bl)<<1)) / 100;
  3518. if(dstsd)
  3519. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3520. }
  3521. }
  3522. }
  3523. else {
  3524. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3525. hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
  3526. if(dstsd)
  3527. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3528. }
  3529. tbl.id = 0;
  3530. tbl.m = src->m;
  3531. tbl.x = src->x;
  3532. tbl.y = src->y;
  3533. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3534. if(hp > 0 || (hp <= 0 && sp <= 0))
  3535. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  3536. if(sp > 0)
  3537. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  3538. battle_heal(src,bl,hp,sp,0);
  3539. }
  3540. break;
  3541. case AM_CP_WEAPON:
  3542. {
  3543. struct status_change *tsc_data = battle_get_sc_data(bl);
  3544. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3545. if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
  3546. skill_status_change_end(bl, SC_STRIPWEAPON, -1 );
  3547. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3548. }
  3549. break;
  3550. case AM_CP_SHIELD:
  3551. {
  3552. struct status_change *tsc_data = battle_get_sc_data(bl);
  3553. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3554. if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
  3555. skill_status_change_end(bl, SC_STRIPSHIELD, -1 );
  3556. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3557. }
  3558. break;
  3559. case AM_CP_ARMOR:
  3560. {
  3561. struct status_change *tsc_data = battle_get_sc_data(bl);
  3562. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3563. if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
  3564. skill_status_change_end(bl, SC_STRIPARMOR, -1 );
  3565. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3566. }
  3567. break;
  3568. case AM_CP_HELM:
  3569. {
  3570. struct status_change *tsc_data = battle_get_sc_data(bl);
  3571. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3572. if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
  3573. skill_status_change_end(bl, SC_STRIPHELM, -1 );
  3574. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3575. }
  3576. break;
  3577. case SA_DISPELL: /* ディスペル */
  3578. {
  3579. int i;
  3580. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3581. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3582. break;
  3583. for(i=0;i<136;i++){
  3584. if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
  3585. || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
  3586. || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
  3587. || i==SC_CP_HELM || i==SC_COMBO)
  3588. continue;
  3589. skill_status_change_end(bl,i,-1);
  3590. }
  3591. }
  3592. break;
  3593. case TF_BACKSLIDING: /* バックステップ */
  3594. battle_stopwalking(src,1);
  3595. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  3596. if(src->type == BL_MOB)
  3597. clif_fixmobpos((struct mob_data *)src);
  3598. else if(src->type == BL_PET)
  3599. clif_fixpetpos((struct pet_data *)src);
  3600. else if(src->type == BL_PC)
  3601. clif_fixpos(src);
  3602. skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
  3603. break;
  3604. case SA_CASTCANCEL:
  3605. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3606. skill_castcancel(src,1);
  3607. if(sd) {
  3608. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3609. sp = sp * (90 - (skilllv-1)*20) / 100;
  3610. if(sp < 0) sp = 0;
  3611. pc_heal(sd,0,-sp);
  3612. }
  3613. break;
  3614. case SA_SPELLBREAKER: // スペルブレイカ?
  3615. {
  3616. struct status_change *sc_data = battle_get_sc_data(bl);
  3617. int sp;
  3618. if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
  3619. if(dstsd) {
  3620. sp = skill_get_sp(skillid,skilllv);
  3621. sp = sp * sc_data[SC_MAGICROD].val2 / 100;
  3622. if(sp > 0x7fff) sp = 0x7fff;
  3623. else if(sp < 1) sp = 1;
  3624. if(dstsd->status.sp + sp > dstsd->status.max_sp) {
  3625. sp = dstsd->status.max_sp - dstsd->status.sp;
  3626. dstsd->status.sp = dstsd->status.max_sp;
  3627. }
  3628. else
  3629. dstsd->status.sp += sp;
  3630. clif_heal(dstsd->fd,SP_SP,sp);
  3631. }
  3632. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
  3633. if(sd) {
  3634. sp = sd->status.max_sp/5;
  3635. if(sp < 1) sp = 1;
  3636. pc_heal(sd,0,-sp);
  3637. }
  3638. }
  3639. else {
  3640. int bl_skillid=0,bl_skilllv=0;
  3641. if(bl->type == BL_PC) {
  3642. if(dstsd && dstsd->skilltimer != -1) {
  3643. bl_skillid = dstsd->skillid;
  3644. bl_skilllv = dstsd->skilllv;
  3645. }
  3646. }
  3647. else if(bl->type == BL_MOB) {
  3648. if(dstmd && dstmd->skilltimer != -1) {
  3649. bl_skillid = dstmd->skillid;
  3650. bl_skilllv = dstmd->skilllv;
  3651. }
  3652. }
  3653. if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
  3654. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3655. skill_castcancel(bl,0);
  3656. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3657. if(dstsd)
  3658. pc_heal(dstsd,0,-sp);
  3659. if(sd) {
  3660. sp = sp*(25*(skilllv-1))/100;
  3661. if(skilllv > 1 && sp < 1) sp = 1;
  3662. if(sp > 0x7fff) sp = 0x7fff;
  3663. else if(sp < 1) sp = 1;
  3664. if(sd->status.sp + sp > sd->status.max_sp) {
  3665. sp = sd->status.max_sp - sd->status.sp;
  3666. sd->status.sp = sd->status.max_sp;
  3667. }
  3668. else
  3669. sd->status.sp += sp;
  3670. clif_heal(sd->fd,SP_SP,sp);
  3671. }
  3672. }
  3673. else if(sd)
  3674. clif_skill_fail(sd,skillid,0,0);
  3675. }
  3676. }
  3677. break;
  3678. case SA_MAGICROD:
  3679. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3680. break;
  3681. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3682. break;
  3683. case SA_AUTOSPELL: /* オ?トスペル */
  3684. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3685. if(sd)
  3686. clif_autospell(sd,skilllv);
  3687. else {
  3688. int maxlv=1,spellid=0;
  3689. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3690. if(skilllv >= 10) {
  3691. spellid = MG_FROSTDIVER;
  3692. maxlv = skilllv - 9;
  3693. }
  3694. else if(skilllv >=8) {
  3695. spellid = MG_FIREBALL;
  3696. maxlv = skilllv - 7;
  3697. }
  3698. else if(skilllv >=5) {
  3699. spellid = MG_SOULSTRIKE;
  3700. maxlv = skilllv - 4;
  3701. }
  3702. else if(skilllv >=2) {
  3703. int i = rand()%3;
  3704. spellid = spellarray[i];
  3705. maxlv = skilllv - 1;
  3706. }
  3707. else if(skilllv > 0) {
  3708. spellid = MG_NAPALMBEAT;
  3709. maxlv = 3;
  3710. }
  3711. if(spellid > 0)
  3712. skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
  3713. skill_get_time(SA_AUTOSPELL,skilllv),0);
  3714. }
  3715. break;
  3716. /* ランダム?性?化、水?性?化、地、火、風 */
  3717. case NPC_ATTRICHANGE:
  3718. case NPC_CHANGEWATER:
  3719. case NPC_CHANGEGROUND:
  3720. case NPC_CHANGEFIRE:
  3721. case NPC_CHANGEWIND:
  3722. /* 毒、聖、念、闇 */
  3723. case NPC_CHANGEPOISON:
  3724. case NPC_CHANGEHOLY:
  3725. case NPC_CHANGEDARKNESS:
  3726. case NPC_CHANGETELEKINESIS:
  3727. if(md){
  3728. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3729. md->def_ele=skill_get_pl(skillid);
  3730. if(md->def_ele==0) /* ランダム?化、ただし、*/
  3731. md->def_ele=rand()%10; /* 不死?性は除く */
  3732. md->def_ele+=(1+rand()%4)*20; /* ?性レベルはランダム */
  3733. }
  3734. break;
  3735. case NPC_PROVOCATION:
  3736. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3737. if(md)
  3738. clif_pet_performance(src,mob_db[md->class].skill[md->skillidx].val[0]);
  3739. break;
  3740. case NPC_HALLUCINATION:
  3741. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3742. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3743. break;
  3744. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3745. break;
  3746. case NPC_KEEPING:
  3747. case NPC_BARRIER:
  3748. {
  3749. int skill_time = skill_get_time(skillid,skilllv);
  3750. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3751. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
  3752. if (bl->type == BL_MOB)
  3753. mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
  3754. else if (bl->type == BL_PC)
  3755. sd->attackabletime = sd->canmove_tick = tick + skill_time;
  3756. }
  3757. break;
  3758. case NPC_DARKBLESSING:
  3759. {
  3760. int sc_def = 100 - battle_get_mdef(bl);
  3761. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3762. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  3763. break;
  3764. if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
  3765. break;
  3766. if(rand()%100 < sc_def*(50+skilllv*5)/100) {
  3767. if(dstsd) {
  3768. int hp = battle_get_hp(bl)-1;
  3769. pc_heal(dstsd,-hp,0);
  3770. }
  3771. else if(dstmd)
  3772. dstmd->hp = 1;
  3773. }
  3774. }
  3775. break;
  3776. case NPC_SELFDESTRUCTION: /* 自爆 */
  3777. case NPC_SELFDESTRUCTION2: /* 自爆2 */
  3778. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
  3779. break;
  3780. case NPC_LICK:
  3781. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3782. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
  3783. break;
  3784. if(dstsd)
  3785. pc_heal(dstsd,0,-100);
  3786. if(rand()%100 < (skilllv*5)*sc_def_vit/100)
  3787. skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  3788. break;
  3789. case NPC_SUICIDE: /* 自決 */
  3790. if(src && bl){
  3791. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3792. if (md)
  3793. mob_damage(NULL,md,md->hp,0);
  3794. else if (sd)
  3795. pc_damage(NULL,sd,sd->status.hp);
  3796. }
  3797. break;
  3798. case NPC_SUMMONSLAVE: /* 手下召喚 */
  3799. case NPC_SUMMONMONSTER: /* MOB召喚 */
  3800. if(md && !md->master_id){
  3801. mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
  3802. }
  3803. break;
  3804. case NPC_TRANSFORMATION:
  3805. case NPC_METAMORPHOSIS:
  3806. if(md)
  3807. mob_class_change(md,mob_db[md->class].skill[md->skillidx].val);
  3808. break;
  3809. case NPC_EMOTION: /* エモ?ション */
  3810. if(md)
  3811. clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]);
  3812. break;
  3813. case NPC_DEFENDER:
  3814. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3815. break;
  3816. case WE_MALE: /* 君だけは護るよ */
  3817. if(sd && dstsd){
  3818. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  3819. int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
  3820. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  3821. battle_heal(NULL,bl,gain_hp,0,0);
  3822. }
  3823. break;
  3824. case WE_FEMALE: /* あなたの?に?牲になります */
  3825. if(sd && dstsd){
  3826. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  3827. int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
  3828. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  3829. battle_heal(NULL,bl,0,gain_sp,0);
  3830. }
  3831. break;
  3832. case WE_CALLPARTNER: /* あなたに?いたい */
  3833. if(sd && dstsd){
  3834. if(map[sd->bl.m].flag.nomemo){
  3835. clif_skill_teleportmessage(sd,1);
  3836. return 0;
  3837. }
  3838. if((dstsd = pc_get_partner(sd)) == NULL){
  3839. clif_skill_fail(sd,skillid,0,0);
  3840. return 0;
  3841. }
  3842. skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
  3843. }
  3844. break;
  3845. case PF_HPCONVERSION: /* ライフ置き換え */
  3846. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3847. if(sd){
  3848. int conv_hp=0,conv_sp=0;
  3849. conv_hp=sd->status.hp/10; //基本はHPの10%
  3850. sd->status.hp -= conv_hp; //HPを減らす
  3851. conv_sp=conv_hp*10*skilllv/100;
  3852. conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
  3853. sd->status.sp += conv_sp; //SPを?やす
  3854. pc_heal(sd,-conv_hp,conv_sp);
  3855. clif_heal(sd->fd,SP_SP,conv_sp);
  3856. }
  3857. break;
  3858. case HT_REMOVETRAP: /* リム?ブトラップ */
  3859. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3860. {
  3861. struct skill_unit *su=NULL;
  3862. struct item item_tmp;
  3863. int flag;
  3864. if((bl->type==BL_SKILL) &&
  3865. (su=(struct skill_unit *)bl) &&
  3866. (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
  3867. (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
  3868. (su->group->unit_id != 0x92)){ //?を取り返す
  3869. if(sd){
  3870. if(battle_config.skill_removetrap_type == 1){
  3871. for(i=0;i<10;i++) {
  3872. if(skill_db[su->group->skill_id].itemid[i] > 0){
  3873. memset(&item_tmp,0,sizeof(item_tmp));
  3874. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  3875. item_tmp.identify = 1;
  3876. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  3877. clif_additem(sd,0,0,flag);
  3878. 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);
  3879. }
  3880. }
  3881. }
  3882. }else{
  3883. memset(&item_tmp,0,sizeof(item_tmp));
  3884. item_tmp.nameid = 1065;
  3885. item_tmp.identify = 1;
  3886. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  3887. clif_additem(sd,0,0,flag);
  3888. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3889. }
  3890. }
  3891. }
  3892. if(su->group->unit_id == 0x91 && su->group->val2){
  3893. struct block_list *target=map_id2bl(su->group->val2);
  3894. if(target && (target->type == BL_PC || target->type == BL_MOB))
  3895. skill_status_change_end(target,SC_ANKLE,-1);
  3896. }
  3897. skill_delunit(su);
  3898. }
  3899. }
  3900. break;
  3901. case HT_SPRINGTRAP: /* スプリングトラップ */
  3902. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3903. {
  3904. struct skill_unit *su=NULL;
  3905. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  3906. switch(su->group->unit_id){
  3907. case 0x8f: /* ブラストマイン */
  3908. case 0x90: /* スキッドトラップ */
  3909. case 0x93: /* ランドマイン */
  3910. case 0x94: /* ショックウェ?ブトラップ */
  3911. case 0x95: /* サンドマン */
  3912. case 0x96: /* フラッシャ? */
  3913. case 0x97: /* フリ?ジングトラップ */
  3914. case 0x98: /* クレイモア?トラップ */
  3915. case 0x99: /* ト?キ?ボックス */
  3916. su->group->unit_id = 0x8c;
  3917. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  3918. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  3919. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  3920. }
  3921. }
  3922. }
  3923. break;
  3924. case BD_ENCORE: /* アンコ?ル */
  3925. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3926. if(sd)
  3927. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  3928. break;
  3929. case AS_SPLASHER: /* ベナムスプラッシャ? */
  3930. if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上?っていたら失敗
  3931. return 1;
  3932. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3933. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
  3934. break;
  3935. case ASC_CDP: // Temporary skill for Create Deadly Poison[Celest]
  3936. if(sd) {
  3937. int eflag;
  3938. struct item item_tmp;
  3939. struct block_list tbl;
  3940. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3941. memset(&item_tmp,0,sizeof(item_tmp));
  3942. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3943. item_tmp.nameid = 678;
  3944. item_tmp.identify = 1;
  3945. tbl.id = 0;
  3946. eflag = pc_additem(sd,&item_tmp,1);
  3947. if(eflag) {
  3948. clif_additem(sd,0,0,eflag);
  3949. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  3950. }
  3951. }
  3952. break;
  3953. case PF_MINDBREAKER: /* プロボック */
  3954. {
  3955. struct status_change *sc_data = battle_get_sc_data(bl);
  3956. /* MVPmobと不死には?かない */
  3957. if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には?かない
  3958. {
  3959. map_freeblock_unlock();
  3960. return 1;
  3961. }
  3962. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3963. skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3964. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害
  3965. skill_castcancel(bl,0);
  3966. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
  3967. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3968. skill_castcancel(bl,0);
  3969. if(sc_data){
  3970. if(sc_data[SC_FREEZE].timer!=-1)
  3971. skill_status_change_end(bl,SC_FREEZE,-1);
  3972. if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
  3973. skill_status_change_end(bl,SC_STONE,-1);
  3974. if(sc_data[SC_SLEEP].timer!=-1)
  3975. skill_status_change_end(bl,SC_SLEEP,-1);
  3976. }
  3977. if(bl->type==BL_MOB) {
  3978. int range = skill_get_range(skillid,skilllv);
  3979. if(range < 0)
  3980. range = battle_get_range(src) - (range + 1);
  3981. mob_target((struct mob_data *)bl,src,range);
  3982. }
  3983. }
  3984. break;
  3985. case RG_CLEANER: //AppleGirl
  3986. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3987. {
  3988. struct skill_unit *su=NULL;
  3989. if((bl->type==BL_SKILL) &&
  3990. (su=(struct skill_unit *)bl) &&
  3991. (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
  3992. (su->group->unit_id == 0xb0)){ //?を取り返す
  3993. if(sd)
  3994. skill_delunit(su);
  3995. }
  3996. }
  3997. break;
  3998. default:
  3999. printf("Unknown skill used:%d\n",skillid);
  4000. map_freeblock_unlock();
  4001. return 1;
  4002. }
  4003. map_freeblock_unlock();
  4004. return 0;
  4005. }
  4006. /*==========================================
  4007. * スキル使用(詠唱完了、ID指定)
  4008. *------------------------------------------
  4009. */
  4010. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  4011. {
  4012. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  4013. struct block_list *bl;
  4014. int range,inf2;
  4015. nullpo_retr(0, sd);
  4016. if( sd->bl.prev == NULL ) //prevが無いのはありなの?
  4017. return 0;
  4018. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */
  4019. return 0;
  4020. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
  4021. sd->speed = sd->prev_speed;
  4022. clif_updatestatus(sd,SP_SPEED);
  4023. }
  4024. if(sd->skillid != SA_CASTCANCEL)
  4025. sd->skilltimer=-1;
  4026. if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
  4027. sd->canact_tick = tick;
  4028. sd->canmove_tick = tick;
  4029. sd->skillitem = sd->skillitemlv = -1;
  4030. return 0;
  4031. }
  4032. if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる
  4033. sd->canact_tick = tick;
  4034. sd->canmove_tick = tick;
  4035. sd->skillitem = sd->skillitemlv = -1;
  4036. return 0;
  4037. }
  4038. if(sd->skillid == PR_LEXAETERNA) {
  4039. struct status_change *sc_data = battle_get_sc_data(bl);
  4040. if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
  4041. clif_skill_fail(sd,sd->skillid,0,0);
  4042. sd->canact_tick = tick;
  4043. sd->canmove_tick = tick;
  4044. sd->skillitem = sd->skillitemlv = -1;
  4045. return 0;
  4046. }
  4047. }
  4048. else if(sd->skillid == RG_BACKSTAP) {
  4049. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
  4050. int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
  4051. if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
  4052. clif_skill_fail(sd,sd->skillid,0,0);
  4053. sd->canact_tick = tick;
  4054. sd->canmove_tick = tick;
  4055. sd->skillitem = sd->skillitemlv = -1;
  4056. return 0;
  4057. }
  4058. }
  4059. inf2 = skill_get_inf2(sd->skillid);
  4060. if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵??係チェック
  4061. battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
  4062. sd->canact_tick = tick;
  4063. sd->canmove_tick = tick;
  4064. sd->skillitem = sd->skillitemlv = -1;
  4065. return 0;
  4066. }
  4067. if(inf2 & 0xC00 && sd->bl.id != bl->id) {
  4068. int fail_flag = 1;
  4069. if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  4070. fail_flag = 0;
  4071. if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
  4072. fail_flag = 0;
  4073. if(fail_flag) {
  4074. clif_skill_fail(sd,sd->skillid,0,0);
  4075. sd->canact_tick = tick;
  4076. sd->canmove_tick = tick;
  4077. sd->skillitem = sd->skillitemlv = -1;
  4078. return 0;
  4079. }
  4080. }
  4081. range = skill_get_range(sd->skillid,sd->skilllv);
  4082. if(range < 0)
  4083. range = battle_get_range(&sd->bl) - (range + 1);
  4084. range += battle_config.pc_skill_add_range;
  4085. if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4086. (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4087. (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
  4088. (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
  4089. range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
  4090. if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
  4091. if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
  4092. clif_skill_fail(sd,sd->skillid,0,0);
  4093. sd->canact_tick = tick;
  4094. sd->canmove_tick = tick;
  4095. sd->skillitem = sd->skillitemlv = -1;
  4096. return 0;
  4097. }
  4098. }
  4099. if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
  4100. sd->canact_tick = tick;
  4101. sd->canmove_tick = tick;
  4102. sd->skillitem = sd->skillitemlv = -1;
  4103. return 0;
  4104. }
  4105. sd->skillitem = sd->skillitemlv = -1;
  4106. if(battle_config.skill_out_range_consume) {
  4107. if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
  4108. clif_skill_fail(sd,sd->skillid,0,0);
  4109. sd->canact_tick = tick;
  4110. sd->canmove_tick = tick;
  4111. return 0;
  4112. }
  4113. }
  4114. if(battle_config.pc_skill_log)
  4115. printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  4116. pc_stop_walking(sd,0);
  4117. switch( skill_get_nk(sd->skillid) )
  4118. {
  4119. /* 攻?系/吹き飛ばし系 */
  4120. case 0: case 2:
  4121. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4122. break;
  4123. case 1:/* 支援系 */
  4124. if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
  4125. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4126. else
  4127. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  4128. break;
  4129. }
  4130. return 0;
  4131. }
  4132. /*==========================================
  4133. * スキル使用(詠唱完了、場所指定の?際の?理)
  4134. *------------------------------------------
  4135. */
  4136. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  4137. {
  4138. struct map_session_data *sd=NULL;
  4139. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  4140. if(skilllv <= 0) return 0;
  4141. nullpo_retr(0, src);
  4142. if(src->type==BL_PC){
  4143. nullpo_retr(0, sd=(struct map_session_data *)src);
  4144. }
  4145. if( skillid != WZ_METEOR &&
  4146. skillid != WZ_SIGHTRASHER &&
  4147. skillid != AM_CANNIBALIZE &&
  4148. skillid != AM_SPHEREMINE)
  4149. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4150. if (skillnotok(skillid, sd)) // [MouseJstr]
  4151. return 0;
  4152. switch(skillid)
  4153. {
  4154. case PR_BENEDICTIO: /* 聖?降福 */
  4155. skill_area_temp[1]=src->id;
  4156. map_foreachinarea(skill_area_sub,
  4157. src->m,x-1,y-1,x+1,y+1,0,
  4158. src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
  4159. skill_castend_nodamage_id);
  4160. map_foreachinarea(skill_area_sub,
  4161. src->m,x-1,y-1,x+1,y+1,0,
  4162. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4163. skill_castend_damage_id);
  4164. break;
  4165. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  4166. skill_area_temp[1]=src->id;
  4167. skill_area_temp[2]=x;
  4168. skill_area_temp[3]=y;
  4169. map_foreachinarea(skill_area_sub,
  4170. src->m,x-2,y-2,x+2,y+2,0,
  4171. src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
  4172. skill_castend_nodamage_id);
  4173. break;
  4174. case HT_DETECTING: /* ディテクティング */
  4175. {
  4176. const int range=7;
  4177. map_foreachinarea( skill_status_change_timer_sub,
  4178. src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
  4179. src,SC_SIGHT,tick);
  4180. }
  4181. break;
  4182. case MG_SAFETYWALL: /* セイフティウォ?ル */
  4183. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  4184. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  4185. case AL_PNEUMA: /* ニュ?マ */
  4186. case WZ_ICEWALL: /* アイスウォ?ル */
  4187. case WZ_FIREPILLAR: /* ファイアピラ? */
  4188. case WZ_SIGHTRASHER:
  4189. case WZ_QUAGMIRE: /* クァグマイア */
  4190. case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
  4191. case WZ_FROSTNOVA: /* フロストノヴァ */
  4192. case WZ_STORMGUST: /* スト?ムガスト */
  4193. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  4194. case PR_SANCTUARY: /* サンクチュアリ */
  4195. case PR_MAGNUS: /* マグヌスエクソシズム */
  4196. case CR_GRANDCROSS: /* グランドクロス */
  4197. case HT_SKIDTRAP: /* スキッドトラップ */
  4198. case HT_LANDMINE: /* ランドマイン */
  4199. case HT_ANKLESNARE: /* アンクルスネア */
  4200. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  4201. case HT_SANDMAN: /* サンドマン */
  4202. case HT_FLASHER: /* フラッシャ? */
  4203. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  4204. case HT_BLASTMINE: /* ブラストマイン */
  4205. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  4206. case AS_VENOMDUST: /* ベノムダスト */
  4207. case AM_DEMONSTRATION: /* デモンストレ?ション */
  4208. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  4209. case PF_FOGWALL: /* フォグウォ?ル */
  4210. case HT_TALKIEBOX: /* ト?キ?ボックス */
  4211. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4212. break;
  4213. case RG_GRAFFITI: /* Graffiti [Valaris] */
  4214. skill_clear_unitgroup(src);
  4215. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4216. break;
  4217. case SA_VOLCANO: /* ボルケ?ノ */
  4218. case SA_DELUGE: /* デリュ?ジ */
  4219. case SA_VIOLENTGALE: /* バイオレントゲイル */
  4220. case SA_LANDPROTECTOR: /* ランドプロテクタ? */
  4221. skill_clear_element_field(src);//?に自分が?動している?性場をクリア
  4222. skill_unitsetting(src,skillid,skilllv,x,y,0);
  4223. break;
  4224. case WZ_METEOR: //メテオスト?ム
  4225. {
  4226. int flag=0;
  4227. for(i=0;i<2+(skilllv>>1);i++) {
  4228. int j=0, c;
  4229. do {
  4230. tmpx = x + (rand()%7 - 3);
  4231. tmpy = y + (rand()%7 - 3);
  4232. if(tmpx < 0)
  4233. tmpx = 0;
  4234. else if(tmpx >= map[src->m].xs)
  4235. tmpx = map[src->m].xs - 1;
  4236. if(tmpy < 0)
  4237. tmpy = 0;
  4238. else if(tmpy >= map[src->m].ys)
  4239. tmpy = map[src->m].ys - 1;
  4240. j++;
  4241. } while(((c=map_getcell(src->m,tmpx,tmpy))==1 || c==5) && j<100);
  4242. if(j >= 100)
  4243. continue;
  4244. if(flag==0){
  4245. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  4246. flag=1;
  4247. }
  4248. if(i > 0)
  4249. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
  4250. x1 = tmpx;
  4251. y1 = tmpy;
  4252. }
  4253. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
  4254. }
  4255. break;
  4256. case AL_WARP: /* ワ?プポ?タル */
  4257. if(sd) {
  4258. if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
  4259. break;
  4260. clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
  4261. (sd->skilllv>1)?sd->status.memo_point[0].map:"",
  4262. (sd->skilllv>2)?sd->status.memo_point[1].map:"",
  4263. (sd->skilllv>3)?sd->status.memo_point[2].map:"");
  4264. }
  4265. break;
  4266. case MO_BODYRELOCATION:
  4267. if(sd){
  4268. pc_movepos(sd,x,y);
  4269. }else if( src->type==BL_MOB )
  4270. mob_warp((struct mob_data *)src,-1,x,y,0);
  4271. break;
  4272. case AM_CANNIBALIZE: // バイオプラント
  4273. if(sd){
  4274. int mx,my,id=0;
  4275. struct mob_data *md;
  4276. mx = x;// + (rand()%10 - 5);
  4277. my = y;// + (rand()%10 - 5);
  4278. id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,"");
  4279. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  4280. md->master_id=sd->bl.id;
  4281. md->hp=2210+skilllv*200;
  4282. md->state.special_mob_ai=1;
  4283. md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
  4284. }
  4285. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4286. }
  4287. break;
  4288. case AM_SPHEREMINE: // スフィア?マイン
  4289. if(sd){
  4290. int mx,my,id=0;
  4291. struct mob_data *md;
  4292. mx = x;// + (rand()%10 - 5);
  4293. my = y;// + (rand()%10 - 5);
  4294. id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
  4295. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  4296. md->master_id=sd->bl.id;
  4297. md->hp=1000+skilllv*200;
  4298. md->state.special_mob_ai=2;
  4299. md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
  4300. }
  4301. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  4302. }
  4303. break;
  4304. }
  4305. return 0;
  4306. }
  4307. /*==========================================
  4308. * スキル使用(詠唱完了、map指定)
  4309. *------------------------------------------
  4310. */
  4311. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  4312. {
  4313. int x=0,y=0;
  4314. nullpo_retr(0, sd);
  4315. if( sd->bl.prev == NULL || pc_isdead(sd) )
  4316. return 0;
  4317. if(skillnotok(skill_num, sd))
  4318. return 0;
  4319. if( sd->opt1>0 || sd->status.option&2 )
  4320. return 0;
  4321. //スキルが使えない?態異常中
  4322. if(sd->sc_data){
  4323. if( sd->sc_data[SC_DIVINA].timer!=-1 ||
  4324. sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
  4325. sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
  4326. sd->sc_data[SC_STEELBODY].timer != -1 ||
  4327. sd->sc_data[SC_DANCING].timer!=-1 ||
  4328. sd->sc_data[SC_BERSERK].timer != -1 ||
  4329. sd->sc_data[SC_MARIONETTE].timer != -1)
  4330. return 0;
  4331. }
  4332. if( skill_num != sd->skillid) /* 不正パケットらしい */
  4333. return 0;
  4334. pc_stopattack(sd);
  4335. if(battle_config.pc_skill_log)
  4336. printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  4337. pc_stop_walking(sd,0);
  4338. if(strcmp(map,"cancel")==0)
  4339. return 0;
  4340. switch(skill_num){
  4341. case AL_TELEPORT: /* テレポ?ト */
  4342. if(strcmp(map,"Random")==0)
  4343. pc_randomwarp(sd,3);
  4344. else
  4345. pc_setpos(sd,sd->status.save_point.map,
  4346. sd->status.save_point.x,sd->status.save_point.y,3);
  4347. break;
  4348. case AL_WARP: /* ワ?プポ?タル */
  4349. {
  4350. const struct point *p[]={
  4351. &sd->status.save_point,&sd->status.memo_point[0],
  4352. &sd->status.memo_point[1],&sd->status.memo_point[2],
  4353. };
  4354. struct skill_unit_group *group;
  4355. int i;
  4356. int maxcount=0;
  4357. if((maxcount = skill_get_maxcount(sd->skillid)) > 0) {
  4358. int c;
  4359. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  4360. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  4361. c++;
  4362. }
  4363. if(c >= maxcount) {
  4364. clif_skill_fail(sd,sd->skillid,0,0);
  4365. sd->canact_tick = gettick();
  4366. sd->canmove_tick = gettick();
  4367. sd->skillitem = sd->skillitemlv = -1;
  4368. return 0;
  4369. }
  4370. }
  4371. if(sd->skilllv <= 0) return 0;
  4372. for(i=0;i<sd->skilllv;i++){
  4373. if(strcmp(map,p[i]->map)==0){
  4374. x=p[i]->x;
  4375. y=p[i]->y;
  4376. break;
  4377. }
  4378. }
  4379. if(x==0 || y==0) /* 不正パケット? */
  4380. return 0;
  4381. if(!skill_check_condition(sd,3))
  4382. return 0;
  4383. if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
  4384. return 0;
  4385. group->valstr=(char *)aCalloc(24,sizeof(char));
  4386. memcpy(group->valstr,map,24);
  4387. group->val2=(x<<16)|y;
  4388. }
  4389. break;
  4390. }
  4391. return 0;
  4392. }
  4393. /*==========================================
  4394. * スキルユニット設定?理
  4395. *------------------------------------------
  4396. */
  4397. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  4398. {
  4399. struct skill_unit_group *group;
  4400. int i,count=1,limit=10000,val1=0,val2=0;
  4401. int target=BCT_ENEMY,interval=1000,range=0;
  4402. int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  4403. struct status_change *sc_data = battle_get_sc_data(src); // for firewall and fogwall - celest
  4404. nullpo_retr(0, src);
  4405. switch(skillid){ /* 設定 */
  4406. case MG_SAFETYWALL: /* セイフティウォ?ル */
  4407. limit=skill_get_time(skillid,skilllv);
  4408. val2=skilllv+1;
  4409. interval = -1;
  4410. target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
  4411. break;
  4412. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  4413. if(src->x == x && src->y == y)
  4414. dir = 2;
  4415. else
  4416. dir=map_calc_dir(src,x,y);
  4417. if(dir&1) count=5;
  4418. else count=3;
  4419. limit=skill_get_time(skillid,skilllv);
  4420. if(sc_data) {
  4421. if (sc_data[SC_VIOLENTGALE].timer!=-1) limit *= 1.5;
  4422. }
  4423. // check for sc_data first - Celest
  4424. // if (((struct map_session_data *)src)->sc_data[SC_VIOLENTGALE].timer!=-1)
  4425. // limit *= 1.5;
  4426. val2=4+skilllv;
  4427. interval=1;
  4428. break;
  4429. case AL_PNEUMA: /* ニュ?マ */
  4430. limit=skill_get_time(skillid,skilllv);
  4431. interval = -1;
  4432. target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
  4433. count = 9;
  4434. break;
  4435. case AL_WARP: /* ワ?プポ?タル */
  4436. target=BCT_ALL;
  4437. val1=skilllv+6;
  4438. if(flag==0)
  4439. limit=2000;
  4440. else
  4441. limit=skill_get_time(skillid,skilllv);
  4442. break;
  4443. case PR_SANCTUARY: /* サンクチュアリ */
  4444. count=21;
  4445. limit=skill_get_time(skillid,skilllv);
  4446. val1=skilllv+3;
  4447. val2=(skilllv>6)?777:skilllv*100;
  4448. target=BCT_ALL;
  4449. range=1;
  4450. break;
  4451. case PR_MAGNUS: /* マグヌスエクソシズム */
  4452. count=33;
  4453. limit=skill_get_time(skillid,skilllv);
  4454. interval=3000;
  4455. break;
  4456. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  4457. if(flag==0)
  4458. limit=skill_get_time(skillid,skilllv);
  4459. else
  4460. limit=1000;
  4461. interval=2000;
  4462. val1=skilllv+2;
  4463. if(skilllv < 6)
  4464. range=1;
  4465. else
  4466. range=2;
  4467. break;
  4468. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  4469. limit=500;
  4470. range=1;
  4471. break;
  4472. case WZ_FROSTNOVA: /* フロストノヴァ */
  4473. limit=500;
  4474. range=5;
  4475. break;
  4476. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  4477. limit=500;
  4478. range=2;
  4479. break;
  4480. case WZ_METEOR: /* メテオスト?ム */
  4481. limit=500;
  4482. range=3;
  4483. break;
  4484. case WZ_SIGHTRASHER:
  4485. limit=500;
  4486. count=41;
  4487. break;
  4488. case WZ_VERMILION: /* ロ?ドオブヴァ?ミリオン */
  4489. limit=4100;
  4490. interval=1000;
  4491. range=6;
  4492. break;
  4493. case WZ_ICEWALL: /* アイスウォ?ル */
  4494. limit=skill_get_time(skillid,skilllv);
  4495. count=5;
  4496. break;
  4497. case WZ_STORMGUST: /* スト?ムガスト */
  4498. limit=4600;
  4499. interval=450;
  4500. range=5;
  4501. break;
  4502. case WZ_QUAGMIRE: /* クァグマイア */
  4503. limit=skill_get_time(skillid,skilllv);
  4504. interval=200;
  4505. count=25;
  4506. break;
  4507. case HT_SANDMAN: /* サンドマン */
  4508. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  4509. limit=skill_get_time(skillid,skilllv);
  4510. range=2;
  4511. break;
  4512. case HT_SKIDTRAP: /* スキッドトラップ */
  4513. case HT_LANDMINE: /* ランドマイン */
  4514. case HT_ANKLESNARE: /* アンクルスネア */
  4515. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  4516. case HT_FLASHER: /* フラッシャ? */
  4517. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  4518. case HT_BLASTMINE: /* ブラストマイン */
  4519. limit=skill_get_time(skillid,skilllv);
  4520. range=1;
  4521. break;
  4522. case HT_TALKIEBOX: /* ト?キ?ボックス */
  4523. limit=skill_get_time(skillid,skilllv);
  4524. range=1;
  4525. target=BCT_ALL;
  4526. break;
  4527. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  4528. limit=skill_get_time(skillid,skilllv);
  4529. range=1;
  4530. val1=skilllv*15+10;
  4531. break;
  4532. case AS_VENOMDUST: /* ベノムダスト */
  4533. limit=skill_get_time(skillid,skilllv);
  4534. interval=1000;
  4535. count=5;
  4536. break;
  4537. case CR_GRANDCROSS: /* グランドクロス */
  4538. count=29;
  4539. limit=1000;
  4540. interval=300;
  4541. break;
  4542. case SA_VOLCANO: /* ボルケ?ノ */
  4543. case SA_DELUGE: /* デリュ?ジ */
  4544. case SA_VIOLENTGALE: /* バイオレントゲイル */
  4545. limit=skill_get_time(skillid,skilllv);
  4546. count=skilllv<=2?25:(skilllv<=4?49:81);
  4547. target=BCT_ALL;
  4548. break;
  4549. case SA_LANDPROTECTOR: /* グランドクロス */
  4550. limit=skill_get_time(skillid,skilllv); // changed to get duration from cast_db (moonsoul)
  4551. val1=skilllv*15+10;
  4552. aoe_diameter=skilllv+skilllv%2+5;
  4553. target=BCT_ALL;
  4554. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  4555. break;
  4556. case BD_LULLABY: /* 子守唄 */
  4557. case BD_ETERNALCHAOS: /* エタ?ナルカオス */
  4558. case BD_ROKISWEIL: /* ロキの叫び */
  4559. count=81;
  4560. limit=skill_get_time(skillid,skilllv);
  4561. range=5;
  4562. target=BCT_ALL;
  4563. break;
  4564. case BD_RICHMANKIM:
  4565. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  4566. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  4567. case BD_INTOABYSS: /* 深淵の中に */
  4568. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  4569. count=81;
  4570. limit=skill_get_time(skillid,skilllv);
  4571. range=5;
  4572. target=BCT_PARTY;
  4573. break;
  4574. case BA_WHISTLE: /* 口笛 */
  4575. count=49;
  4576. limit=skill_get_time(skillid,skilllv);
  4577. range=5;
  4578. target=BCT_NOENEMY;
  4579. if(src->type == BL_PC)
  4580. val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
  4581. val2 = ((battle_get_agi(src)/10)&0xffff)<<16;
  4582. val2 |= (battle_get_luk(src)/10)&0xffff;
  4583. break;
  4584. case DC_HUMMING: /* ハミング */
  4585. count=49;
  4586. limit=skill_get_time(skillid,skilllv);
  4587. range=5;
  4588. target=BCT_NOENEMY;
  4589. if(src->type == BL_PC)
  4590. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  4591. val2 = battle_get_dex(src)/10;
  4592. break;
  4593. case BA_DISSONANCE: /* 不協和音 */
  4594. case DC_UGLYDANCE: /* 自分勝手なダンス */
  4595. count=49;
  4596. limit=skill_get_time(skillid,skilllv);
  4597. range=5;
  4598. target=BCT_ENEMY;
  4599. break;
  4600. case DC_DONTFORGETME: /* 私を忘れないで… */
  4601. count=49;
  4602. limit=skill_get_time(skillid,skilllv);
  4603. range=5;
  4604. target=BCT_ENEMY;
  4605. if(src->type == BL_PC)
  4606. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  4607. val2 = ((battle_get_str(src)/20)&0xffff)<<16;
  4608. val2 |= (battle_get_agi(src)/10)&0xffff;
  4609. break;
  4610. case BA_POEMBRAGI: /* ブラギの詩 */
  4611. count=49;
  4612. limit=skill_get_time(skillid,skilllv);
  4613. range=5;
  4614. target=BCT_NOENEMY;
  4615. if(src->type == BL_PC)
  4616. val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  4617. val2 = ((battle_get_dex(src)/10)&0xffff)<<16;
  4618. val2 |= (battle_get_int(src)/5)&0xffff;
  4619. break;
  4620. case BA_APPLEIDUN: /* イドゥンの林檎 */
  4621. count=49;
  4622. limit=skill_get_time(skillid,skilllv);
  4623. range=5;
  4624. target=BCT_NOENEMY;
  4625. if(src->type == BL_PC)
  4626. val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
  4627. else
  4628. val1 = 0;
  4629. val1 |= (battle_get_vit(src))&0xffff;
  4630. val2 = 0;//回復用タイムカウンタ(6秒?に1?加)
  4631. break;
  4632. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  4633. count=49;
  4634. limit=skill_get_time(skillid,skilllv);
  4635. range=5;
  4636. target=BCT_PARTY;
  4637. if(src->type == BL_PC)
  4638. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  4639. val2 = battle_get_int(src)/10;
  4640. break;
  4641. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  4642. count=49;
  4643. limit=skill_get_time(skillid,skilllv);
  4644. range=5;
  4645. target=BCT_NOENEMY;
  4646. if(src->type == BL_PC)
  4647. val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
  4648. val2 = battle_get_agi(src)/20;
  4649. break;
  4650. case DC_FORTUNEKISS: /* 幸運のキス */
  4651. count=49;
  4652. limit=skill_get_time(skillid,skilllv);
  4653. range=5;
  4654. target=BCT_NOENEMY;
  4655. if(src->type == BL_PC)
  4656. val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
  4657. val2 = battle_get_luk(src)/10;
  4658. break;
  4659. case AM_DEMONSTRATION: /* デモンストレ?ション */
  4660. limit=skill_get_time(skillid,skilllv);
  4661. interval=1000;
  4662. range=1;
  4663. target=BCT_ENEMY;
  4664. break;
  4665. case WE_CALLPARTNER: /* あなたに逢いたい */
  4666. limit=skill_get_time(skillid,skilllv);
  4667. range=-1;
  4668. break;
  4669. case HP_BASILICA: /* バジリカ */
  4670. limit=skill_get_time(skillid,skilllv);
  4671. target=BCT_ALL;
  4672. range=3;
  4673. //Fix to prevent the priest from walking while Basilica is up.
  4674. battle_stopwalking(src,1);
  4675. skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
  4676. break;
  4677. case PA_GOSPEL: /* ゴスペル */
  4678. count=49;
  4679. target=BCT_PARTY;
  4680. limit=skill_get_time(skillid,skilllv);
  4681. break;
  4682. case PF_FOGWALL: /* フォグウォ?ル */
  4683. count=15;
  4684. limit=skill_get_time(skillid,skilllv);
  4685. if(sc_data) {
  4686. if (sc_data[SC_DELUGE].timer!=-1) limit *= 2;
  4687. }
  4688. break;
  4689. case RG_GRAFFITI: /* Graffiti */
  4690. count=1; // Leave this at 1 [Valaris]
  4691. limit=600000; // Time length [Valaris]
  4692. break;
  4693. };
  4694. nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
  4695. group->limit=limit;
  4696. group->val1=val1;
  4697. group->val2=val2;
  4698. group->target_flag=target;
  4699. group->interval=interval;
  4700. group->range=range;
  4701. if(skillid==HT_TALKIEBOX ||
  4702. skillid==RG_GRAFFITI){
  4703. group->valstr=calloc(80, 1);
  4704. if(group->valstr==NULL){
  4705. printf("skill_castend_map: out of memory !\n");
  4706. exit(1);
  4707. }
  4708. memcpy(group->valstr,talkie_mes,80);
  4709. }
  4710. for(i=0;i<count;i++){
  4711. struct skill_unit *unit;
  4712. int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
  4713. int range=group->range;
  4714. switch(skillid){ /* 設定 */
  4715. case AL_PNEUMA: /* ニュ?マ */
  4716. {
  4717. static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
  4718. static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
  4719. ux+=dx[i];
  4720. uy+=dy[i];
  4721. }
  4722. break;
  4723. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  4724. {
  4725. if(dir&1){ /* 斜め配置 */
  4726. static const int dx[][5]={
  4727. { 1,1,0,0,-1 }, { -1,-1,0,0,1 },
  4728. },dy[][5]={
  4729. { 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
  4730. };
  4731. ux+=dx[(dir>>1)&1][i];
  4732. uy+=dy[(dir>>1)&1][i];
  4733. }else{ /* 上下配置 */
  4734. if(dir%4==0) /* 上下 */
  4735. ux+=i-1;
  4736. else /* 左右 */
  4737. uy+=i-1;
  4738. }
  4739. val2=group->val2;
  4740. }
  4741. break;
  4742. case PR_SANCTUARY: /* サンクチュアリ */
  4743. {
  4744. static const int dx[]={
  4745. -1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 };
  4746. static const int dy[]={
  4747. -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, };
  4748. ux+=dx[i];
  4749. uy+=dy[i];
  4750. }
  4751. break;
  4752. case PR_MAGNUS: /* マグヌスエクソシズム */
  4753. {
  4754. static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3,
  4755. -3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, };
  4756. static const int dy[]={
  4757. -3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1,
  4758. 0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 };
  4759. ux+=dx[i];
  4760. uy+=dy[i];
  4761. }
  4762. break;
  4763. case WZ_SIGHTRASHER:
  4764. {
  4765. static const int dx[]={
  4766. -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 };
  4767. static const int dy[]={
  4768. -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 };
  4769. ux+=dx[i];
  4770. uy+=dy[i];
  4771. }
  4772. break;
  4773. case WZ_ICEWALL: /* アイスウォ?ル */
  4774. {
  4775. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  4776. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  4777. if(skilllv <= 1)
  4778. val1 = 500;
  4779. else
  4780. val1 = 200 + 200*skilllv;
  4781. if(src->x == x && src->y == y)
  4782. dir = 2;
  4783. else
  4784. dir=map_calc_dir(src,x,y);
  4785. ux+=(2-i)*diry[dir];
  4786. uy+=(i-2)*dirx[dir];
  4787. }
  4788. break;
  4789. case WZ_QUAGMIRE: /* クァグマイア */
  4790. ux+=(i%5-2);
  4791. uy+=(i/5-2);
  4792. if(i==12)
  4793. range=2;
  4794. else
  4795. range=-1;
  4796. break;
  4797. case AS_VENOMDUST: /* ベノムダスト */
  4798. {
  4799. static const int dx[]={-1,0,0,0,1};
  4800. static const int dy[]={0,-1,0,1,0};
  4801. ux+=dx[i];
  4802. uy+=dy[i];
  4803. }
  4804. break;
  4805. case CR_GRANDCROSS: /* グランドクロス */
  4806. {
  4807. static const int dx[]={
  4808. 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, };
  4809. static const int dy[]={
  4810. -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, };
  4811. ux+=dx[i];
  4812. uy+=dy[i];
  4813. }
  4814. break;
  4815. case SA_VOLCANO: /* ボルケ?ノ */
  4816. case SA_DELUGE: /* デリュ?ジ */
  4817. case SA_VIOLENTGALE: /* バイオレントゲイル */
  4818. {
  4819. int u_range=0,central=0;
  4820. if(skilllv<=2){
  4821. u_range=2;
  4822. central=12;
  4823. }else if(skilllv<=4){
  4824. u_range=3;
  4825. central=24;
  4826. }else if(skilllv>=5){
  4827. u_range=4;
  4828. central=40;
  4829. }
  4830. ux+=(i%(u_range*2+1)-u_range);
  4831. uy+=(i/(u_range*2+1)-u_range);
  4832. if(i==central)
  4833. range=u_range;//中央のユニットの?果範?は全範?
  4834. else
  4835. range=-1;//中央以外のユニットは飾り
  4836. }
  4837. break;
  4838. case SA_LANDPROTECTOR: /* ランドプロテクタ? */
  4839. {
  4840. int u_range=0;
  4841. if(skilllv<=2) u_range=3;
  4842. else if(skilllv<=4) u_range=4;
  4843. else if(skilllv>=5) u_range=5;
  4844. ux+=(i%(u_range*2+1)-u_range);
  4845. uy+=(i/(u_range*2+1)-u_range);
  4846. range=0;
  4847. }
  4848. break;
  4849. /* ダンスなど */
  4850. case BD_LULLABY: /* 子守歌 */
  4851. case BD_RICHMANKIM: /* ニヨルドの宴 */
  4852. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  4853. case BD_DRUMBATTLEFIELD:/* ?太鼓の響き */
  4854. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  4855. case BD_ROKISWEIL: /* ロキの叫び */
  4856. case BD_INTOABYSS: /* 深淵の中に */
  4857. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  4858. ux+=(i%9-4);
  4859. uy+=(i/9-4);
  4860. if(i==40)
  4861. range=4; /* 中心の場合は範?を4にオ?バ?ライド */
  4862. else
  4863. range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
  4864. break;
  4865. case BA_DISSONANCE: /* 不協和音 */
  4866. case BA_WHISTLE: /* 口笛 */
  4867. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  4868. case BA_POEMBRAGI: /* ブラギの詩 */
  4869. case BA_APPLEIDUN: /* イドゥンの林檎 */
  4870. case DC_UGLYDANCE: /* 自分勝手なダンス */
  4871. case DC_HUMMING: /* ハミング */
  4872. case DC_DONTFORGETME: /* 私を忘れないで… */
  4873. case DC_FORTUNEKISS: /* 幸運のキス */
  4874. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  4875. ux+=(i%7-3);
  4876. uy+=(i/7-3);
  4877. if(i==40)
  4878. range=4; /* 中心の場合は範?を4にオ?バ?ライド */
  4879. else
  4880. range=-1; /* 中心じゃない場合は範?を-1にオ?バ?ライド */
  4881. break;
  4882. case PA_GOSPEL: /* ゴスペル */
  4883. ux+=(i%7-3);
  4884. uy+=(i/7-3);
  4885. break;
  4886. case PF_FOGWALL: /* フォグウォ?ル */
  4887. ux+=(i%5-2);
  4888. uy+=(i/5-1);
  4889. break;
  4890. case RG_GRAFFITI: /* Graffiti [Valaris] */
  4891. ux+=(i%5-2);
  4892. uy+=(i/5-2);
  4893. break;
  4894. }
  4895. //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
  4896. if(range<=0)
  4897. map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);
  4898. if(skillid==WZ_ICEWALL && alive){
  4899. val2=map_getcell(src->m,ux,uy);
  4900. if(val2==5 || val2==1)
  4901. alive=0;
  4902. else {
  4903. map_setcell(src->m,ux,uy,5);
  4904. clif_changemapcell(src->m,ux,uy,5,0);
  4905. }
  4906. }
  4907. if(alive){
  4908. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  4909. unit->val1=val1;
  4910. unit->val2=val2;
  4911. unit->limit=limit;
  4912. unit->range=range;
  4913. }
  4914. }
  4915. return group;
  4916. }
  4917. /*==========================================
  4918. * スキルユニットの?動イベント
  4919. *------------------------------------------
  4920. */
  4921. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  4922. {
  4923. struct skill_unit_group *sg;
  4924. struct block_list *ss;
  4925. struct skill_unit_group_tickset *ts;
  4926. struct map_session_data *srcsd=NULL;
  4927. int diff,goflag,splash_count=0;
  4928. nullpo_retr(0, src);
  4929. nullpo_retr(0, bl);
  4930. if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
  4931. return 0;
  4932. nullpo_retr(0, sg=src->group);
  4933. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  4934. if(ss->type == BL_PC)
  4935. nullpo_retr(0, srcsd=(struct map_session_data *)ss);
  4936. if(srcsd && srcsd->chatID)
  4937. return 0;
  4938. if( bl->type!=BL_PC && bl->type!=BL_MOB )
  4939. return 0;
  4940. nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id));
  4941. diff=DIFF_TICK(tick,ts->tick);
  4942. goflag=(diff>sg->interval || diff<0);
  4943. if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
  4944. goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);
  4945. //?象がLP上に居る場合は無?
  4946. map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);
  4947. if(!goflag)
  4948. return 0;
  4949. ts->tick=tick;
  4950. ts->group_id=sg->group_id;
  4951. switch(sg->unit_id){
  4952. case 0x83: /* サンクチュアリ */
  4953. {
  4954. int race=battle_get_race(bl);
  4955. int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
  4956. if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag)
  4957. break;
  4958. if((sg->val1--)<=0){
  4959. skill_delunitgroup(sg);
  4960. return 0;
  4961. }
  4962. if(!damage_flag) {
  4963. int heal=sg->val2;
  4964. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
  4965. heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
  4966. clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
  4967. battle_heal(NULL,bl,heal,0,0);
  4968. }
  4969. else
  4970. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  4971. }
  4972. break;
  4973. case 0x84: /* マグヌスエクソシズム */
  4974. {
  4975. int race=battle_get_race(bl);
  4976. int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;
  4977. if(!damage_flag)
  4978. return 0;
  4979. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  4980. }
  4981. break;
  4982. case 0x85: /* ニュ?マ */
  4983. {
  4984. struct skill_unit *unit2;
  4985. struct status_change *sc_data=battle_get_sc_data(bl);
  4986. int type=SC_PNEUMA;
  4987. if(sc_data && sc_data[type].timer==-1)
  4988. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  4989. else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
  4990. if(DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  4991. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  4992. ts->tick-=sg->interval;
  4993. }
  4994. }
  4995. break;
  4996. case 0x7e: /* セイフティウォ?ル */
  4997. {
  4998. struct skill_unit *unit2;
  4999. struct status_change *sc_data=battle_get_sc_data(bl);
  5000. int type=SC_SAFETYWALL;
  5001. if(sc_data && sc_data[type].timer==-1)
  5002. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  5003. else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
  5004. if(sg->val1 < unit2->group->val1 )
  5005. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
  5006. ts->tick-=sg->interval;
  5007. }
  5008. }
  5009. break;
  5010. 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) */
  5011. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5012. break;
  5013. case 0x7f: /* ファイヤ?ウォ?ル */
  5014. if( (src->val2--)>0)
  5015. skill_attack(BF_MAGIC,ss,&src->bl,bl,
  5016. sg->skill_id,sg->skill_lv,tick,0);
  5017. if( src->val2<=0 )
  5018. skill_delunit(src);
  5019. break;
  5020. case 0x87: /* ファイア?ピラ?(?動前) */
  5021. skill_delunit(src);
  5022. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  5023. break;
  5024. case 0x88: /* ファイア?ピラ?(?動後) */
  5025. if(DIFF_TICK(tick,sg->tick) < 150)
  5026. //skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5027. 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]
  5028. break;
  5029. case 0x90: /* スキッドトラップ */
  5030. {
  5031. int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
  5032. if(map[bl->m].flag.gvg) c = 0;
  5033. for(i=0;i<c;i++)
  5034. skill_blown(&src->bl,bl,1|0x30000);
  5035. sg->unit_id = 0x8c;
  5036. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5037. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5038. }
  5039. break;
  5040. case 0x93: /* ランドマイン */
  5041. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5042. sg->unit_id = 0x8c;
  5043. clif_changelook(&src->bl,LOOK_BASE,0x88);
  5044. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5045. break;
  5046. case 0x8f: /* ブラストマイン */
  5047. case 0x94: /* ショックウェ?ブトラップ */
  5048. case 0x95: /* サンドマン */
  5049. case 0x96: /* フラッシャ? */
  5050. case 0x97: /* フリ?ジングトラップ */
  5051. case 0x98: /* クレイモア?トラップ */
  5052. map_foreachinarea(skill_count_target,src->bl.m
  5053. ,src->bl.x-src->range,src->bl.y-src->range
  5054. ,src->bl.x+src->range,src->bl.y+src->range
  5055. ,0,&src->bl,&splash_count);
  5056. map_foreachinarea(skill_trap_splash,src->bl.m
  5057. ,src->bl.x-src->range,src->bl.y-src->range
  5058. ,src->bl.x+src->range,src->bl.y+src->range
  5059. ,0,&src->bl,tick,splash_count);
  5060. sg->unit_id = 0x8c;
  5061. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5062. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  5063. break;
  5064. case 0x91: /* アンクルスネア */
  5065. {
  5066. struct status_change *sc_data=battle_get_sc_data(bl);
  5067. if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
  5068. int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
  5069. int sec=skill_get_time2(sg->skill_id,sg->skill_lv) - (double)battle_get_agi(bl)*0.1;
  5070. if(battle_get_mode(bl)&0x20)
  5071. sec = sec/5;
  5072. battle_stopwalking(bl,1);
  5073. skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
  5074. if(moveblock) map_delblock(bl);
  5075. bl->x = src->bl.x;
  5076. bl->y = src->bl.y;
  5077. if(moveblock) map_addblock(bl);
  5078. if(bl->type == BL_MOB)
  5079. clif_fixmobpos((struct mob_data *)bl);
  5080. else if(bl->type == BL_PET)
  5081. clif_fixpetpos((struct pet_data *)bl);
  5082. else
  5083. clif_fixpos(bl);
  5084. clif_01ac(&src->bl);
  5085. sg->limit=DIFF_TICK(tick,sg->tick) + sec;
  5086. sg->val2=bl->id;
  5087. }
  5088. }
  5089. break;
  5090. case 0x80: /* ワ?プポ?タル(?動後) */
  5091. if(bl->type==BL_PC){
  5092. struct map_session_data *sd = (struct map_session_data *)bl;
  5093. 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) {
  5094. if( battle_config.chat_warpportal || !sd->chatID ){
  5095. if((sg->val1--)>0){
  5096. pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
  5097. 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) ))
  5098. skill_delunitgroup(sg);
  5099. }else
  5100. skill_delunitgroup(sg);
  5101. }
  5102. }
  5103. }else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  5104. int m=map_mapname2mapid(sg->valstr);
  5105. struct mob_data *md;
  5106. md=(struct mob_data *)bl;
  5107. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5108. }
  5109. break;
  5110. case 0x8e: /* クァグマイア */
  5111. {
  5112. int type=SkillStatusChangeTable[sg->skill_id];
  5113. if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
  5114. break;
  5115. if( battle_get_sc_data(bl)[type].timer==-1 )
  5116. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5117. }
  5118. break;
  5119. case 0x92: /* ベノムダスト */
  5120. {
  5121. struct status_change *sc_data=battle_get_sc_data(bl);
  5122. int type=SkillStatusChangeTable[sg->skill_id];
  5123. if( sc_data && sc_data[type].timer==-1 )
  5124. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5125. }
  5126. break;
  5127. case 0x9a: /* ボルケ?ノ */
  5128. case 0x9b: /* デリュ?ジ */
  5129. case 0x9c: /* バイオレントゲイル */
  5130. {
  5131. struct skill_unit *unit2;
  5132. struct status_change *sc_data=battle_get_sc_data(bl);
  5133. int type=SkillStatusChangeTable[sg->skill_id];
  5134. if(sc_data && sc_data[type].timer==-1)
  5135. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5136. else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
  5137. if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5138. skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5139. ts->tick-=sg->interval;
  5140. }
  5141. } break;
  5142. case 0x9e: /* 子守唄 */
  5143. case 0x9f: /* ニヨルドの宴 */
  5144. case 0xa0: /* 永遠の混沌 */
  5145. case 0xa1: /* ?太鼓の響き */
  5146. case 0xa2: /* ニ?ベルングの指輪 */
  5147. case 0xa3: /* ロキの叫び */
  5148. case 0xa4: /* 深淵の中に */
  5149. case 0xa5: /* 不死身のジ?クフリ?ド */
  5150. case 0xa6: /* 不協和音 */
  5151. case 0xa7: /* 口笛 */
  5152. case 0xa8: /* 夕陽のアサシンクロス */
  5153. case 0xa9: /* ブラギの詩 */
  5154. case 0xab: /* 自分勝手なダンス */
  5155. case 0xac: /* ハミング */
  5156. case 0xad: /* 私を忘れないで… */
  5157. case 0xae: /* 幸運のキス */
  5158. case 0xaf: /* サ?ビスフォ?ユ? */
  5159. case 0xb4:
  5160. case 0xb6: /* フォグウォ?ル */
  5161. {
  5162. struct skill_unit *unit2;
  5163. struct status_change *sc_data=battle_get_sc_data(bl);
  5164. int type=SkillStatusChangeTable[sg->skill_id];
  5165. if(sg->src_id == bl->id)
  5166. break;
  5167. if(sc_data && sc_data[type].timer==-1)
  5168. skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5169. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5170. else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5171. if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5172. skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
  5173. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5174. ts->tick-=sg->interval;
  5175. }
  5176. } break;
  5177. case 0xaa: /* イドゥンの林檎 */
  5178. {
  5179. struct skill_unit *unit2;
  5180. struct status_change *sc_data=battle_get_sc_data(bl);
  5181. int type=SkillStatusChangeTable[sg->skill_id];
  5182. if(sg->src_id == bl->id)
  5183. break;
  5184. if( sc_data && sc_data[type].timer==-1)
  5185. skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
  5186. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5187. else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
  5188. if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
  5189. skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
  5190. (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  5191. ts->tick-=sg->interval;
  5192. }
  5193. } break;
  5194. case 0xb1: /* デモンストレ?ション */
  5195. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  5196. if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
  5197. pc_breakweapon((struct map_session_data *)bl);
  5198. break;
  5199. case 0x99: /* ト?キ?ボックス */
  5200. if(sg->src_id == bl->id) //自分が踏んでも?動しない
  5201. break;
  5202. if(sg->val2==0){
  5203. clif_talkiebox(&src->bl,sg->valstr);
  5204. sg->unit_id = 0x8c;
  5205. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  5206. sg->limit=DIFF_TICK(tick,sg->tick)+5000;
  5207. sg->val2=-1; //踏んだ
  5208. }
  5209. break;
  5210. case 0xb2: /* あなたを_?いたいです */
  5211. case 0xb3: /* ゴスペル */
  5212. //case 0xb6: /* フォグウォ?ル */ - moved [celest]
  5213. //とりあえず何もしない
  5214. break;
  5215. case 0xb7: /* スパイダ?ウェッブ */
  5216. if(sg->val2==0){
  5217. int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
  5218. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  5219. if(moveblock) map_delblock(bl);
  5220. bl->x = (&src->bl)->x;
  5221. bl->y = (&src->bl)->y;
  5222. if(moveblock) map_addblock(bl);
  5223. if(bl->type == BL_MOB)
  5224. clif_fixmobpos((struct mob_data *)bl);
  5225. else if(bl->type == BL_PET)
  5226. clif_fixpetpos((struct pet_data *)bl);
  5227. else
  5228. clif_fixpos(bl);
  5229. clif_01ac(&src->bl);
  5230. sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
  5231. sg->val2=bl->id;
  5232. }
  5233. break;
  5234. /* default:
  5235. if(battle_config.error_log)
  5236. printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5237. break;*/
  5238. }
  5239. if(bl->type==BL_MOB && ss!=bl) /* スキル使用?件のMOBスキル */
  5240. {
  5241. if(battle_config.mob_changetarget_byskill == 1)
  5242. {
  5243. int target=((struct mob_data *)bl)->target_id;
  5244. if(ss->type == BL_PC)
  5245. ((struct mob_data *)bl)->target_id=ss->id;
  5246. mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
  5247. ((struct mob_data *)bl)->target_id=target;
  5248. }
  5249. else
  5250. mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
  5251. }
  5252. return 0;
  5253. }
  5254. /*==========================================
  5255. * スキルユニットから離?する(もしくはしている)場合
  5256. *------------------------------------------
  5257. */
  5258. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5259. {
  5260. struct skill_unit_group *sg;
  5261. nullpo_retr(0, src);
  5262. nullpo_retr(0, bl);
  5263. nullpo_retr(0, sg=src->group);
  5264. if( bl->prev==NULL || !src->alive )
  5265. return 0;
  5266. if( bl->type!=BL_PC && bl->type!=BL_MOB )
  5267. return 0;
  5268. switch(sg->unit_id){
  5269. case 0x7e: /* セイフティウォ?ル */
  5270. case 0x85: /* ニュ?マ */
  5271. case 0x8e: /* クァグマイア */
  5272. {
  5273. struct status_change *sc_data=battle_get_sc_data(bl);
  5274. int type=
  5275. (sg->unit_id==0x85)?SC_PNEUMA:
  5276. ((sg->unit_id==0x7e)?SC_SAFETYWALL:
  5277. SC_QUAGMIRE);
  5278. if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
  5279. sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
  5280. skill_status_change_end(bl,type,-1);
  5281. }
  5282. } break;
  5283. case 0x91: /* アンクルスネア */
  5284. {
  5285. struct block_list *target=map_id2bl(sg->val2);
  5286. if( target && target==bl ){
  5287. skill_status_change_end(bl,SC_ANKLE,-1);
  5288. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5289. }
  5290. }
  5291. break;
  5292. case 0xb5:
  5293. case 0xb8:
  5294. {
  5295. struct block_list *target=map_id2bl(sg->val2);
  5296. if( target==bl )
  5297. skill_status_change_end(bl,SC_SPIDERWEB,-1);
  5298. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5299. }
  5300. break;
  5301. case 0xb6:
  5302. {
  5303. struct block_list *target=map_id2bl(sg->val2);
  5304. struct status_change *sc_data=battle_get_sc_data(bl);
  5305. if( target==bl ) {
  5306. skill_status_change_end(bl,SC_FOGWALL,-1);
  5307. if (sc_data && sc_data[SC_BLIND].timer!=-1)
  5308. sc_data[SC_BLIND].timer = add_timer(
  5309. gettick() + 30000, skill_status_change_timer, bl->id, 0);
  5310. }
  5311. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5312. }
  5313. break;
  5314. case 0x9a: /* ボルケ?ノ */
  5315. case 0x9b: /* デリュ?ジ */
  5316. case 0x9c: /* バイオレントゲイル */
  5317. {
  5318. struct status_change *sc_data=battle_get_sc_data(bl);
  5319. struct skill_unit *su;
  5320. int type=SkillStatusChangeTable[sg->skill_id];
  5321. if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
  5322. skill_status_change_end(bl,type,-1);
  5323. }
  5324. }
  5325. break;
  5326. case 0x9e: /* 子守唄 */
  5327. case 0x9f: /* ニヨルドの宴 */
  5328. case 0xa0: /* 永遠の混沌 */
  5329. case 0xa1: /* ?太鼓の響き */
  5330. case 0xa2: /* ニ?ベルングの指輪 */
  5331. case 0xa3: /* ロキの叫び */
  5332. case 0xa4: /* 深淵の中に */
  5333. case 0xa5: /* 不死身のジ?クフリ?ド */
  5334. case 0xa6: /* 不協和音 */
  5335. case 0xa7: /* 口笛 */
  5336. case 0xa8: /* 夕陽のアサシンクロス */
  5337. case 0xa9: /* ブラギの詩 */
  5338. case 0xaa: /* イドゥンの林檎 */
  5339. case 0xab: /* 自分勝手なダンス */
  5340. case 0xac: /* ハミング */
  5341. case 0xad: /* 私を忘れないで… */
  5342. case 0xae: /* 幸運のキス */
  5343. case 0xaf: /* サ?ビスフォ?ユ? */
  5344. case 0xb4:
  5345. {
  5346. struct status_change *sc_data=battle_get_sc_data(bl);
  5347. struct skill_unit *su;
  5348. int type=SkillStatusChangeTable[sg->skill_id];
  5349. if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
  5350. skill_status_change_end(bl,type,-1);
  5351. }
  5352. }
  5353. break;
  5354. case 0xb7: /* スパイダ?ウェッブ */
  5355. {
  5356. struct block_list *target=map_id2bl(sg->val2);
  5357. if( target && target==bl )
  5358. skill_status_change_end(bl,SC_SPIDERWEB,-1);
  5359. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  5360. }
  5361. break;
  5362. /* default:
  5363. if(battle_config.error_log)
  5364. printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5365. break;*/
  5366. }
  5367. skill_unitgrouptickset_delete(bl,sg->group_id);
  5368. return 0;
  5369. }
  5370. /*==========================================
  5371. * スキルユニットの削除イベント
  5372. *------------------------------------------
  5373. */
  5374. int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  5375. {
  5376. struct skill_unit_group *sg;
  5377. nullpo_retr(0, src);
  5378. nullpo_retr(0, bl);
  5379. nullpo_retr(0, sg = src->group);
  5380. if( bl->prev==NULL || !src->alive )
  5381. return 0;
  5382. if( bl->type!=BL_PC && bl->type!=BL_MOB )
  5383. return 0;
  5384. switch(sg->unit_id){
  5385. case 0x85: /* ニュ?マ */
  5386. case 0x7e: /* セイフティウォ?ル */
  5387. case 0x8e: /* クァグマイヤ */
  5388. case 0x9a: /* ボルケ?ノ */
  5389. case 0x9b: /* デリュ?ジ */
  5390. case 0x9c: /* バイオレントゲイル */
  5391. case 0x9e: /* 子守唄 */
  5392. case 0x9f: /* ニヨルドの宴 */
  5393. case 0xa0: /* 永遠の混沌 */
  5394. case 0xa1: /* ?太鼓の響き */
  5395. case 0xa2: /* ニ?ベルングの指輪 */
  5396. case 0xa3: /* ロキの叫び */
  5397. case 0xa4: /* 深淵の中に */
  5398. case 0xa5: /* 不死身のジ?クフリ?ド */
  5399. case 0xa6: /* 不協和音 */
  5400. case 0xa7: /* 口笛 */
  5401. case 0xa8: /* 夕陽のアサシンクロス */
  5402. case 0xa9: /* ブラギの詩 */
  5403. case 0xaa: /* イドゥンの林檎 */
  5404. case 0xab: /* 自分勝手なダンス */
  5405. case 0xac: /* ハミング */
  5406. case 0xad: /* 私を忘れないで… */
  5407. case 0xae: /* 幸運のキス */
  5408. case 0xaf: /* サ?ビスフォ?ユ? */
  5409. case 0xb4:
  5410. return skill_unit_onout(src,bl,tick);
  5411. /* default:
  5412. if(battle_config.error_log)
  5413. printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
  5414. break;*/
  5415. }
  5416. skill_unitgrouptickset_delete(bl,sg->group_id);
  5417. return 0;
  5418. }
  5419. /*==========================================
  5420. * スキルユニットの限界イベント
  5421. *------------------------------------------
  5422. */
  5423. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  5424. {
  5425. struct skill_unit_group *sg;
  5426. nullpo_retr(0, src);
  5427. nullpo_retr(0, sg=src->group);
  5428. switch(sg->unit_id){
  5429. case 0x81: /* ワ?プポ?タル(?動前) */
  5430. {
  5431. struct skill_unit_group *group=
  5432. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  5433. src->bl.x,src->bl.y,1);
  5434. if(group == NULL)
  5435. return 0;
  5436. group->valstr=calloc(24, 1);
  5437. if(group->valstr==NULL){
  5438. printf("skill_unit_onlimit: out of memory !\n");
  5439. exit(1);
  5440. }
  5441. memcpy(group->valstr,sg->valstr,24);
  5442. group->val2=sg->val2;
  5443. }
  5444. break;
  5445. case 0x8d: /* アイスウォ?ル */
  5446. map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
  5447. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  5448. break;
  5449. case 0xb2: /* あなたに?いたい */
  5450. {
  5451. struct map_session_data *sd = NULL;
  5452. struct map_session_data *p_sd = NULL;
  5453. if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
  5454. return 0;
  5455. if((p_sd = pc_get_partner(sd)) == NULL)
  5456. return 0;
  5457. pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
  5458. }
  5459. break;
  5460. }
  5461. return 0;
  5462. }
  5463. /*==========================================
  5464. * スキルユニットのダメ?ジイベント
  5465. *------------------------------------------
  5466. */
  5467. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  5468. int damage,unsigned int tick)
  5469. {
  5470. struct skill_unit_group *sg;
  5471. nullpo_retr(0, src);
  5472. nullpo_retr(0, sg=src->group);
  5473. switch(sg->unit_id){
  5474. case 0x8d: /* アイスウォ?ル */
  5475. src->val1-=damage;
  5476. break;
  5477. case 0x8f: /* ブラストマイン */
  5478. case 0x98: /* クレイモア?トラップ */
  5479. skill_blown(bl,&src->bl,2); //吹き飛ばしてみる
  5480. break;
  5481. default:
  5482. damage = 0;
  5483. break;
  5484. }
  5485. return damage;
  5486. }
  5487. /*---------------------------------------------------------------------------- */
  5488. /*==========================================
  5489. * スキル使用(詠唱完了、場所指定)
  5490. *------------------------------------------
  5491. */
  5492. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5493. {
  5494. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  5495. int range,maxcount;
  5496. nullpo_retr(0, sd);
  5497. if( sd->bl.prev == NULL )
  5498. return 0;
  5499. if( sd->skilltimer != tid ) /* タイマIDの確認 */
  5500. return 0;
  5501. if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
  5502. sd->speed = sd->prev_speed;
  5503. clif_updatestatus(sd,SP_SPEED);
  5504. }
  5505. sd->skilltimer=-1;
  5506. if(pc_isdead(sd)) {
  5507. sd->canact_tick = tick;
  5508. sd->canmove_tick = tick;
  5509. sd->skillitem = sd->skillitemlv = -1;
  5510. return 0;
  5511. }
  5512. if(battle_config.pc_skill_reiteration == 0) {
  5513. range = -1;
  5514. switch(sd->skillid) {
  5515. case MG_SAFETYWALL:
  5516. case WZ_FIREPILLAR:
  5517. case HT_SKIDTRAP:
  5518. case HT_LANDMINE:
  5519. case HT_ANKLESNARE:
  5520. case HT_SHOCKWAVE:
  5521. case HT_SANDMAN:
  5522. case HT_FLASHER:
  5523. case HT_FREEZINGTRAP:
  5524. case HT_BLASTMINE:
  5525. case HT_CLAYMORETRAP:
  5526. case HT_TALKIEBOX:
  5527. case AL_WARP:
  5528. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5529. case RG_GRAFFITI: /* グラフィティ */
  5530. range = 0;
  5531. break;
  5532. case AL_PNEUMA:
  5533. range = 1;
  5534. break;
  5535. }
  5536. if(range >= 0) {
  5537. if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
  5538. clif_skill_fail(sd,sd->skillid,0,0);
  5539. sd->canact_tick = tick;
  5540. sd->canmove_tick = tick;
  5541. sd->skillitem = sd->skillitemlv = -1;
  5542. return 0;
  5543. }
  5544. }
  5545. }
  5546. if(battle_config.pc_skill_nofootset) {
  5547. range = -1;
  5548. switch(sd->skillid) {
  5549. case WZ_FIREPILLAR:
  5550. case HT_SKIDTRAP:
  5551. case HT_LANDMINE:
  5552. case HT_ANKLESNARE:
  5553. case HT_SHOCKWAVE:
  5554. case HT_SANDMAN:
  5555. case HT_FLASHER:
  5556. case HT_FREEZINGTRAP:
  5557. case HT_BLASTMINE:
  5558. case HT_CLAYMORETRAP:
  5559. case HT_TALKIEBOX:
  5560. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5561. case WZ_ICEWALL:
  5562. range = 1;
  5563. break;
  5564. case AL_WARP:
  5565. range = 0;
  5566. break;
  5567. }
  5568. if(range >= 0) {
  5569. if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
  5570. clif_skill_fail(sd,sd->skillid,0,0);
  5571. sd->canact_tick = tick;
  5572. sd->canmove_tick = tick;
  5573. sd->skillitem = sd->skillitemlv = -1;
  5574. return 0;
  5575. }
  5576. }
  5577. }
  5578. if(battle_config.pc_land_skill_limit) {
  5579. maxcount = skill_get_maxcount(sd->skillid);
  5580. if(maxcount > 0) {
  5581. int i,c;
  5582. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5583. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  5584. c++;
  5585. }
  5586. if(c >= maxcount) {
  5587. clif_skill_fail(sd,sd->skillid,0,0);
  5588. sd->canact_tick = tick;
  5589. sd->canmove_tick = tick;
  5590. sd->skillitem = sd->skillitemlv = -1;
  5591. return 0;
  5592. }
  5593. }
  5594. }
  5595. if(sd->skilllv <= 0) return 0;
  5596. range = skill_get_range(sd->skillid,sd->skilllv);
  5597. if(range < 0)
  5598. range = battle_get_range(&sd->bl) - (range + 1);
  5599. range += battle_config.pc_skill_add_range;
  5600. if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
  5601. if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
  5602. clif_skill_fail(sd,sd->skillid,0,0);
  5603. sd->canact_tick = tick;
  5604. sd->canmove_tick = tick;
  5605. sd->skillitem = sd->skillitemlv = -1;
  5606. return 0;
  5607. }
  5608. }
  5609. if(!skill_check_condition(sd,1)) { /* 使用?件チェック */
  5610. sd->canact_tick = tick;
  5611. sd->canmove_tick = tick;
  5612. sd->skillitem = sd->skillitemlv = -1;
  5613. return 0;
  5614. }
  5615. sd->skillitem = sd->skillitemlv = -1;
  5616. if(battle_config.skill_out_range_consume) {
  5617. if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
  5618. clif_skill_fail(sd,sd->skillid,0,0);
  5619. sd->canact_tick = tick;
  5620. sd->canmove_tick = tick;
  5621. return 0;
  5622. }
  5623. }
  5624. if(battle_config.pc_skill_log)
  5625. printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5626. pc_stop_walking(sd,0);
  5627. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  5628. return 0;
  5629. }
  5630. /*==========================================
  5631. * 範??キャラ存在確認判定?理(foreachinarea)
  5632. *------------------------------------------
  5633. */
  5634. static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
  5635. {
  5636. int *c;
  5637. struct block_list *src;
  5638. struct map_session_data *sd;
  5639. struct map_session_data *ssd;
  5640. struct pc_base_job s_class;
  5641. struct pc_base_job ss_class;
  5642. nullpo_retr(0, bl);
  5643. nullpo_retr(0, ap);
  5644. nullpo_retr(0, sd=(struct map_session_data*)bl);
  5645. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  5646. nullpo_retr(0, c=va_arg(ap,int *));
  5647. nullpo_retr(0, ssd=(struct map_session_data*)src);
  5648. s_class = pc_calc_base_job(sd->status.class);
  5649. //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
  5650. 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
  5651. (*c)=99;
  5652. return 0;
  5653. }
  5654. ;
  5655. ss_class = pc_calc_base_job(ssd->status.class);
  5656. switch(ssd->skillid){
  5657. case PR_BENEDICTIO: /* 聖?降福 */
  5658. if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
  5659. sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
  5660. (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
  5661. (*c)++;
  5662. break;
  5663. case BD_LULLABY: /* 子守歌 */
  5664. case BD_RICHMANKIM: /* ニヨルドの宴 */
  5665. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  5666. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  5667. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  5668. case BD_ROKISWEIL: /* ロキの叫び */
  5669. case BD_INTOABYSS: /* 深淵の中に */
  5670. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  5671. case BD_RAGNAROK: /* 神?の?昏 */
  5672. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  5673. if(sd != ssd &&
  5674. ((ssd->status.class==19 && sd->status.class==20) ||
  5675. (ssd->status.class==20 && sd->status.class==19) ||
  5676. (ssd->status.class==4020 && sd->status.class==4021) ||
  5677. (ssd->status.class==4021 && sd->status.class==4020) ||
  5678. (ssd->status.class==20 && sd->status.class==4020) ||
  5679. (ssd->status.class==19 && sd->status.class==4021)) &&
  5680. pc_checkskill(sd,ssd->skillid) > 0 &&
  5681. (*c)==0 &&
  5682. sd->status.party_id == ssd->status.party_id &&
  5683. !pc_issit(sd) &&
  5684. sd->sc_data[SC_DANCING].timer==-1
  5685. )
  5686. (*c)=pc_checkskill(sd,ssd->skillid);
  5687. break;
  5688. }
  5689. return 0;
  5690. }
  5691. /*==========================================
  5692. * 範??キャラ存在確認判定後スキル使用?理(foreachinarea)
  5693. *------------------------------------------
  5694. */
  5695. static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
  5696. {
  5697. int *c;
  5698. struct block_list *src;
  5699. struct map_session_data *sd;
  5700. struct map_session_data *ssd;
  5701. struct pc_base_job s_class;
  5702. struct pc_base_job ss_class;
  5703. int skillid,skilllv;
  5704. nullpo_retr(0, bl);
  5705. nullpo_retr(0, ap);
  5706. nullpo_retr(0, sd=(struct map_session_data*)bl);
  5707. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  5708. nullpo_retr(0, c=va_arg(ap,int *));
  5709. nullpo_retr(0, ssd=(struct map_session_data*)src);
  5710. s_class = pc_calc_base_job(sd->status.class);
  5711. //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
  5712. 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
  5713. (*c)=99;
  5714. return 0;
  5715. }
  5716. ss_class = pc_calc_base_job(ssd->status.class);
  5717. skillid=ssd->skillid;
  5718. skilllv=ssd->skilllv;
  5719. if(skilllv <= 0) return 0;
  5720. switch(skillid){
  5721. case PR_BENEDICTIO: /* 聖?降福 */
  5722. if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
  5723. sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
  5724. (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
  5725. sd->status.sp -= 10;
  5726. pc_calcstatus(sd,0);
  5727. (*c)++;
  5728. }
  5729. break;
  5730. case BD_LULLABY: /* 子守歌 */
  5731. case BD_RICHMANKIM: /* ニヨルドの宴 */
  5732. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  5733. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  5734. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  5735. case BD_ROKISWEIL: /* ロキの叫び */
  5736. case BD_INTOABYSS: /* 深淵の中に */
  5737. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  5738. case BD_RAGNAROK: /* 神?の?昏 */
  5739. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  5740. if(sd != ssd && //本人以外で
  5741. ((ssd->status.class==19 && sd->status.class==20) ||
  5742. (ssd->status.class==20 && sd->status.class==19) ||
  5743. (ssd->status.class==4020 && sd->status.class==4021) ||
  5744. (ssd->status.class==4021 && sd->status.class==4020) ||
  5745. (ssd->status.class==20 && sd->status.class==4020) ||
  5746. (ssd->status.class==19 && sd->status.class==4021)) && //自分がダンサ?ならバ?ドで
  5747. pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
  5748. (*c)==0 && //最初の一人で
  5749. sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
  5750. !pc_issit(sd) && //座ってない
  5751. sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない
  5752. ){
  5753. ssd->sc_data[SC_DANCING].val4=bl->id;
  5754. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  5755. skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
  5756. sd->skillid_dance=sd->skillid=skillid;
  5757. sd->skilllv_dance=sd->skilllv=skilllv;
  5758. (*c)++;
  5759. }
  5760. break;
  5761. }
  5762. return 0;
  5763. }
  5764. /*==========================================
  5765. * 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)
  5766. *------------------------------------------
  5767. */
  5768. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  5769. {
  5770. int *c,src_id=0,mob_class=0;
  5771. struct mob_data *md;
  5772. nullpo_retr(0, bl);
  5773. nullpo_retr(0, ap);
  5774. nullpo_retr(0, md=(struct mob_data*)bl);
  5775. nullpo_retr(0, src_id=va_arg(ap,int));
  5776. nullpo_retr(0, mob_class=va_arg(ap,int));
  5777. nullpo_retr(0, c=va_arg(ap,int *));
  5778. if(md->class==mob_class && md->master_id==src_id)
  5779. (*c)++;
  5780. return 0;
  5781. }
  5782. /*==========================================
  5783. * スキル使用?件(?で使用失敗)
  5784. *------------------------------------------
  5785. */
  5786. int skill_check_condition(struct map_session_data *sd,int type)
  5787. {
  5788. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  5789. int index[10],itemid[10],amount[10];
  5790. nullpo_retr(0, sd);
  5791. if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
  5792. sd->skillitem = sd->skillitemlv = -1;
  5793. return 1;
  5794. }
  5795. if( sd->opt1>0) {
  5796. clif_skill_fail(sd,sd->skillid,0,0);
  5797. sd->skillitem = sd->skillitemlv = -1;
  5798. return 0;
  5799. }
  5800. if(pc_is90overweight(sd)) {
  5801. clif_skill_fail(sd,sd->skillid,9,0);
  5802. sd->skillitem = sd->skillitemlv = -1;
  5803. return 0;
  5804. }
  5805. if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) {
  5806. sd->skillitem = sd->skillitemlv = -1;
  5807. return 0;
  5808. }
  5809. if(sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) {
  5810. sd->skillitem = sd->skillitemlv = -1;
  5811. return 0;
  5812. }
  5813. if(sd->skillitem == sd->skillid) { /* アイテムの場合無?件成功 */
  5814. if(type&1)
  5815. sd->skillitem = sd->skillitemlv = -1;
  5816. return 1;
  5817. }
  5818. if( sd->opt1>0 ){
  5819. clif_skill_fail(sd,sd->skillid,0,0);
  5820. return 0;
  5821. }
  5822. if(sd->sc_data){
  5823. if( sd->sc_data[SC_DIVINA].timer!=-1 ||
  5824. sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
  5825. (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  5826. sd->sc_data[SC_STEELBODY].timer != -1 ||
  5827. sd->sc_data[SC_BERSERK].timer != -1 ||
  5828. (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  5829. clif_skill_fail(sd,sd->skillid,0,0);
  5830. return 0; /* ?態異常や沈?など */
  5831. }
  5832. }
  5833. skill = sd->skillid;
  5834. lv = sd->skilllv;
  5835. if(lv <= 0) return 0;
  5836. hp=skill_get_hp(skill, lv); /* 消費HP */
  5837. sp=skill_get_sp(skill, lv); /* 消費SP */
  5838. if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
  5839. sp=sp/2; //アンコ?ル時はSP消費が半分
  5840. hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
  5841. sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
  5842. zeny = skill_get_zeny(skill,lv);
  5843. weapon = skill_db[skill].weapon;
  5844. state = skill_db[skill].state;
  5845. spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
  5846. mhp=skill_get_mhp(skill, lv); /* 消費HP */
  5847. for(i=0;i<10;i++) {
  5848. itemid[i] = skill_db[skill].itemid[i];
  5849. amount[i] = skill_db[skill].amount[i];
  5850. }
  5851. if(mhp > 0)
  5852. hp += (sd->status.max_hp * mhp)/100;
  5853. if(hp_rate > 0)
  5854. hp += (sd->status.hp * hp_rate)/100;
  5855. else
  5856. hp += (sd->status.max_hp * abs(hp_rate))/100;
  5857. if(sp_rate > 0)
  5858. sp += (sd->status.sp * sp_rate)/100;
  5859. else
  5860. sp += (sd->status.max_sp * abs(sp_rate))/100;
  5861. if(sd->dsprate!=100)
  5862. sp=sp*sd->dsprate/100; /* 消費SP修正 */
  5863. switch(skill) {
  5864. case SA_CASTCANCEL:
  5865. if(sd->skilltimer == -1) {
  5866. clif_skill_fail(sd,skill,0,0);
  5867. return 0;
  5868. }
  5869. break;
  5870. case BS_MAXIMIZE: /* マキシマイズパワ? */
  5871. case NV_TRICKDEAD: /* 死んだふり */
  5872. case TF_HIDING: /* ハイディング */
  5873. case AS_CLOAKING: /* クロ?キング */
  5874. case CR_AUTOGUARD: /* オ?トガ?ド */
  5875. case CR_DEFENDER: /* ディフェンダ? */
  5876. case ST_CHASEWALK:
  5877. if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
  5878. return 1; /* 解除する場合はSP消費しない */
  5879. break;
  5880. case AL_TELEPORT:
  5881. case AL_WARP:
  5882. if(map[sd->bl.m].flag.noteleport) {
  5883. clif_skill_teleportmessage(sd,0);
  5884. return 0;
  5885. }
  5886. break;
  5887. case MO_CALLSPIRITS: /* ?功 */
  5888. if(sd->spiritball >= lv) {
  5889. clif_skill_fail(sd,skill,0,0);
  5890. return 0;
  5891. }
  5892. break;
  5893. case CH_SOULCOLLECT: /* 狂?功 */
  5894. if(sd->spiritball >= 5) {
  5895. clif_skill_fail(sd,skill,0,0);
  5896. return 0;
  5897. }
  5898. break;
  5899. case MO_FINGEROFFENSIVE: //指?
  5900. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  5901. spiritball = sd->spiritball;
  5902. sd->spiritball_old = sd->spiritball;
  5903. }
  5904. else sd->spiritball_old = lv;
  5905. break;
  5906. case MO_CHAINCOMBO: //連打掌
  5907. if(sd->sc_data[SC_BLADESTOP].timer==-1){
  5908. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  5909. return 0;
  5910. }
  5911. break;
  5912. case MO_COMBOFINISH: //猛龍拳
  5913. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
  5914. return 0;
  5915. break;
  5916. case CH_TIGERFIST: //伏虎拳
  5917. if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
  5918. return 0;
  5919. break;
  5920. case CH_CHAINCRUSH: //連柱崩?
  5921. if(sd->sc_data[SC_COMBO].timer == -1)
  5922. return 0;
  5923. if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
  5924. return 0;
  5925. break;
  5926. case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
  5927. 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)
  5928. spiritball--;
  5929. break;
  5930. case BD_ADAPTATION: /* アドリブ */
  5931. {
  5932. struct skill_unit_group *group=NULL;
  5933. 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?
  5934. clif_skill_fail(sd,skill,0,0);
  5935. return 0;
  5936. }
  5937. }
  5938. break;
  5939. case PR_BENEDICTIO: /* 聖?降福 */
  5940. {
  5941. int range=1;
  5942. int c=0;
  5943. if(!(type&1)){
  5944. map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
  5945. sd->bl.x-range,sd->bl.y-range,
  5946. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  5947. if(c<2){
  5948. clif_skill_fail(sd,skill,0,0);
  5949. return 0;
  5950. }
  5951. }else{
  5952. map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
  5953. sd->bl.x-range,sd->bl.y-range,
  5954. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  5955. }
  5956. }
  5957. break;
  5958. case WE_CALLPARTNER: /* あなたに逢いたい */
  5959. if(!sd->status.partner_id){
  5960. clif_skill_fail(sd,skill,0,0);
  5961. return 0;
  5962. }
  5963. break;
  5964. case AM_CANNIBALIZE: /* バイオプラント */
  5965. case AM_SPHEREMINE: /* スフィア?マイン */
  5966. if(type&1){
  5967. int c=0;
  5968. int maxcount=skill_get_maxcount(skill);
  5969. int mob_class=(skill==AM_CANNIBALIZE)?1118:1142;
  5970. if(battle_config.pc_land_skill_limit && maxcount>0) {
  5971. 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 );
  5972. if(c >= maxcount){
  5973. clif_skill_fail(sd,skill,0,0);
  5974. return 0;
  5975. }
  5976. }
  5977. }
  5978. break;
  5979. case MG_FIREWALL: /* ファイア?ウォ?ル */
  5980. case WZ_QUAGMIRE:
  5981. case WZ_FIREPILLAR: // celest
  5982. case PF_FOGWALL:
  5983. /* ?制限 */
  5984. if(battle_config.pc_land_skill_limit) {
  5985. int maxcount = skill_get_maxcount(skill);
  5986. if(maxcount > 0) {
  5987. int i,c;
  5988. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5989. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  5990. c++;
  5991. }
  5992. if(c >= maxcount) {
  5993. clif_skill_fail(sd,skill,0,0);
  5994. return 0;
  5995. }
  5996. }
  5997. }
  5998. break;
  5999. }
  6000. if(!(type&2)){
  6001. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  6002. clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
  6003. return 0;
  6004. }
  6005. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  6006. clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
  6007. return 0;
  6008. }
  6009. if( zeny>0 && sd->status.zeny < zeny) {
  6010. clif_skill_fail(sd,skill,5,0);
  6011. return 0;
  6012. }
  6013. if(!(weapon & (1<<sd->status.weapon) ) ) {
  6014. clif_skill_fail(sd,skill,6,0);
  6015. return 0;
  6016. }
  6017. if( spiritball > 0 && sd->spiritball < spiritball) {
  6018. clif_skill_fail(sd,skill,0,0); // 氣球不足
  6019. return 0;
  6020. }
  6021. }
  6022. switch(state) {
  6023. case ST_HIDING:
  6024. if(!(sd->status.option&2)) {
  6025. clif_skill_fail(sd,skill,0,0);
  6026. return 0;
  6027. }
  6028. break;
  6029. case ST_CLOAKING:
  6030. if(!(sd->status.option&4)) {
  6031. clif_skill_fail(sd,skill,0,0);
  6032. return 0;
  6033. }
  6034. break;
  6035. case ST_HIDDEN:
  6036. if(!pc_ishiding(sd)) {
  6037. clif_skill_fail(sd,skill,0,0);
  6038. return 0;
  6039. }
  6040. break;
  6041. case ST_RIDING:
  6042. if(!pc_isriding(sd)) {
  6043. clif_skill_fail(sd,skill,0,0);
  6044. return 0;
  6045. }
  6046. break;
  6047. case ST_FALCON:
  6048. if(!pc_isfalcon(sd)) {
  6049. clif_skill_fail(sd,skill,0,0);
  6050. return 0;
  6051. }
  6052. break;
  6053. case ST_CART:
  6054. if(!pc_iscarton(sd)) {
  6055. clif_skill_fail(sd,skill,0,0);
  6056. return 0;
  6057. }
  6058. break;
  6059. case ST_SHIELD:
  6060. if(sd->status.shield <= 0) {
  6061. clif_skill_fail(sd,skill,0,0);
  6062. return 0;
  6063. }
  6064. break;
  6065. case ST_SIGHT:
  6066. if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
  6067. clif_skill_fail(sd,skill,0,0);
  6068. return 0;
  6069. }
  6070. break;
  6071. case ST_EXPLOSIONSPIRITS:
  6072. if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
  6073. clif_skill_fail(sd,skill,0,0);
  6074. return 0;
  6075. }
  6076. break;
  6077. case ST_RECOV_WEIGHT_RATE:
  6078. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  6079. clif_skill_fail(sd,skill,0,0);
  6080. return 0;
  6081. }
  6082. break;
  6083. case ST_MOVE_ENABLE:
  6084. {
  6085. struct walkpath_data wpd;
  6086. if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
  6087. clif_skill_fail(sd,skill,0,0);
  6088. return 0;
  6089. }
  6090. }
  6091. break;
  6092. case ST_WATER:
  6093. if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定
  6094. clif_skill_fail(sd,skill,0,0);
  6095. return 0;
  6096. }
  6097. break;
  6098. }
  6099. for(i=0;i<10;i++) {
  6100. int x = lv%11 - 1;
  6101. index[i] = -1;
  6102. if(itemid[i] <= 0)
  6103. continue;
  6104. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
  6105. continue;
  6106. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
  6107. continue;
  6108. if(skill == WZ_FIREPILLAR && lv<=5)
  6109. continue; // no gemstones for 1-5 [Celest]
  6110. if(skill == AM_POTIONPITCHER && i != x)
  6111. continue;
  6112. index[i] = pc_search_inventory(sd,itemid[i]);
  6113. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  6114. if(itemid[i] == 716 || itemid[i] == 717)
  6115. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  6116. else
  6117. clif_skill_fail(sd,skill,0,0);
  6118. return 0;
  6119. }
  6120. }
  6121. if(!(type&1))
  6122. return 1;
  6123. if(skill != AM_POTIONPITCHER) {
  6124. if(skill == AL_WARP && !(type&2))
  6125. return 1;
  6126. for(i=0;i<10;i++) {
  6127. if(index[i] >= 0)
  6128. pc_delitem(sd,index[i],amount[i],0); // アイテム消費
  6129. }
  6130. }
  6131. if(type&2)
  6132. return 1;
  6133. if(sp > 0) { // SP消費
  6134. sd->status.sp-=sp;
  6135. clif_updatestatus(sd,SP_SP);
  6136. }
  6137. if(hp > 0) { // HP消費
  6138. sd->status.hp-=hp;
  6139. clif_updatestatus(sd,SP_HP);
  6140. }
  6141. if(zeny > 0) // Zeny消費
  6142. pc_payzeny(sd,zeny);
  6143. if(spiritball > 0) // 氣球消費
  6144. pc_delspiritball(sd,spiritball,0);
  6145. return 1;
  6146. }
  6147. /*==========================================
  6148. * 詠唱時間計算
  6149. *------------------------------------------
  6150. */
  6151. int skill_castfix( struct block_list *bl, int time )
  6152. {
  6153. struct map_session_data *sd;
  6154. struct mob_data *md; // [Valaris]
  6155. struct status_change *sc_data;
  6156. int dex;
  6157. int castrate=100;
  6158. int skill,lv,castnodex;
  6159. nullpo_retr(0, bl);
  6160. if(bl->type==BL_MOB){ // Crash fix [Valaris]
  6161. md=(struct mob_data*)bl;
  6162. skill = md->skillid;
  6163. lv = md->skilllv;
  6164. }
  6165. else {
  6166. sd=(struct map_session_data*)bl;
  6167. skill = sd->skillid;
  6168. lv = sd->skilllv;
  6169. }
  6170. if(lv <= 0) return 0;
  6171. sc_data = battle_get_sc_data(bl);
  6172. dex=battle_get_dex(bl);
  6173. if (skill > MAX_SKILL_DB || skill < 0)
  6174. return 0;
  6175. castnodex=skill_get_castnodex(skill, lv);
  6176. if(time==0)
  6177. return 0;
  6178. if(castnodex > 0 && bl->type==BL_PC)
  6179. castrate=((struct map_session_data *)bl)->castrate;
  6180. else if (castnodex <= 0 && bl->type==BL_PC) {
  6181. castrate=((struct map_session_data *)bl)->castrate;
  6182. time=time*castrate*(battle_config.castrate_dex_scale - dex)/(battle_config.castrate_dex_scale * 100);
  6183. time=time*battle_config.cast_rate/100;
  6184. }
  6185. /* サフラギウム */
  6186. if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ){
  6187. time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
  6188. skill_status_change_end( bl, SC_SUFFRAGIUM, -1);
  6189. }
  6190. /* ブラギの詩 */
  6191. if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
  6192. time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
  6193. +(sc_data[SC_POEMBRAGI].val3>>16)))/100;
  6194. return (time>0)?time:0;
  6195. }
  6196. /*==========================================
  6197. * ディレイ計算
  6198. *------------------------------------------
  6199. */
  6200. int skill_delayfix( struct block_list *bl, int time )
  6201. {
  6202. struct status_change *sc_data;
  6203. nullpo_retr(0, bl);
  6204. sc_data = battle_get_sc_data(bl);
  6205. if(time<=0)
  6206. return 0;
  6207. if(bl->type == BL_PC) {
  6208. if( battle_config.delay_dependon_dex ) /* dexの影響を計算する */
  6209. time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale;
  6210. time=time*battle_config.delay_rate/100;
  6211. }
  6212. /* ブラギの詩 */
  6213. if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
  6214. time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
  6215. +(sc_data[SC_POEMBRAGI].val3&0xffff)))/100;
  6216. return (time>0)?time:0;
  6217. }
  6218. /*==========================================
  6219. * スキル使用(ID指定)
  6220. *------------------------------------------
  6221. */
  6222. int skill_use_id( struct map_session_data *sd, int target_id,
  6223. int skill_num, int skill_lv)
  6224. {
  6225. unsigned int tick;
  6226. int casttime=0,delay=0,skill,range;
  6227. struct map_session_data* target_sd=NULL;
  6228. int forcecast=0;
  6229. struct block_list *bl;
  6230. struct status_change *sc_data;
  6231. tick=gettick();
  6232. nullpo_retr(0, sd);
  6233. if( (bl=map_id2bl(target_id)) == NULL ){
  6234. /* if(battle_config.error_log)
  6235. printf("skill target not found %d\n",target_id); */
  6236. return 0;
  6237. }
  6238. if(sd->bl.m != bl->m || pc_isdead(sd))
  6239. return 0;
  6240. if(skillnotok(skill_num, sd)) // [MouseJstr]
  6241. return 0;
  6242. sc_data=sd->sc_data;
  6243. /* 沈?や異常(ただし、グリムなどの判定をする) */
  6244. if( sd->opt1>0 )
  6245. return 0;
  6246. if(sd->sc_data){
  6247. if(sc_data[SC_CHASEWALK].timer != -1) return 0;
  6248. if(sc_data[SC_VOLCANO].timer != -1){
  6249. if(skill_num==WZ_ICEWALL) return 0;
  6250. }
  6251. if(sc_data[SC_ROKISWEIL].timer!=-1){
  6252. if(skill_num==BD_ADAPTATION) return 0;
  6253. }
  6254. if( sd->sc_data[SC_DIVINA].timer!=-1 ||
  6255. sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
  6256. (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  6257. sd->sc_data[SC_STEELBODY].timer != -1 ||
  6258. sd->sc_data[SC_BERSERK].timer != -1 ||
  6259. (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  6260. return 0; /* ?態異常や沈?など */
  6261. }
  6262. if(sc_data[SC_BLADESTOP].timer != -1){
  6263. int lv = sc_data[SC_BLADESTOP].val1;
  6264. if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ
  6265. if(lv==1) return 0;
  6266. if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
  6267. if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
  6268. if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
  6269. if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
  6270. }
  6271. }
  6272. if(sd->status.option&4 && skill_num==TF_HIDING)
  6273. return 0;
  6274. if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
  6275. return 0;
  6276. if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル
  6277. switch(skill_num){
  6278. case SM_ENDURE:
  6279. case AL_TELEPORT:
  6280. case AL_WARP:
  6281. case WZ_ICEWALL:
  6282. case TF_BACKSLIDING:
  6283. //case LK_BERSERK: // now usable in WoE - celest
  6284. case HP_BASILICA:
  6285. case HP_ASSUMPTIO:
  6286. case ST_CHASEWALK:
  6287. return 0;
  6288. }
  6289. }
  6290. /* 演奏/ダンス中 */
  6291. if( sc_data && sc_data[SC_DANCING].timer!=-1 ){
  6292. // if(battle_config.pc_skill_log)
  6293. // printf("dancing! %d\n",skill_num);
  6294. if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可
  6295. return 0;
  6296. if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
  6297. return 0;
  6298. }
  6299. }
  6300. if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
  6301. return 0;
  6302. //直前のスキルが何か?える必要のあるスキル
  6303. switch(skill_num){
  6304. case SA_CASTCANCEL:
  6305. if(sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  6306. sd->skillid_old = sd->skillid;
  6307. sd->skilllv_old = sd->skilllv;
  6308. break;
  6309. }
  6310. case BD_ENCORE: /* アンコ?ル */
  6311. if(!sd->skillid_dance){ //前回使用した踊りがないとだめ
  6312. clif_skill_fail(sd,skill_num,0,0);
  6313. return 0;
  6314. }else{
  6315. sd->skillid_old = skill_num;
  6316. }
  6317. break;
  6318. }
  6319. sd->skillid = skill_num;
  6320. sd->skilllv = skill_lv;
  6321. switch(skill_num){ //事前にレベルが?わったりするスキル
  6322. case BD_LULLABY: /* 子守歌 */
  6323. case BD_RICHMANKIM: /* ニヨルドの宴 */
  6324. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  6325. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  6326. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  6327. case BD_ROKISWEIL: /* ロキの叫び */
  6328. case BD_INTOABYSS: /* 深淵の中に */
  6329. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  6330. case BD_RAGNAROK: /* 神?の?昏 */
  6331. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  6332. {
  6333. int range=1;
  6334. int c=0;
  6335. map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
  6336. sd->bl.x-range,sd->bl.y-range,
  6337. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  6338. if(c<1){
  6339. clif_skill_fail(sd,skill_num,0,0);
  6340. return 0;
  6341. }else if(c==99){ //相方不要設定だった
  6342. ;
  6343. }else{
  6344. sd->skilllv=(c + skill_lv)/2;
  6345. }
  6346. }
  6347. break;
  6348. }
  6349. if(!skill_check_condition(sd,0)) return 0;
  6350. /* 射程と障害物チェック */
  6351. range = skill_get_range(skill_num,skill_lv);
  6352. if(range < 0)
  6353. range = battle_get_range(&sd->bl) - (range + 1);
  6354. if(!battle_check_range(&sd->bl,bl,range) )
  6355. return 0;
  6356. if(bl->type==BL_PC) {
  6357. target_sd=(struct map_session_data*)bl;
  6358. if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
  6359. return 0;
  6360. }
  6361. if((skill_num != MO_CHAINCOMBO &&
  6362. skill_num != MO_COMBOFINISH &&
  6363. skill_num != MO_EXTREMITYFIST &&
  6364. skill_num != CH_TIGERFIST &&
  6365. skill_num != CH_CHAINCRUSH) ||
  6366. (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
  6367. pc_stopattack(sd);
  6368. casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
  6369. if(skill_num != SA_MAGICROD)
  6370. delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
  6371. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  6372. switch(skill_num){ /* 何か特殊な?理が必要 */
  6373. // case AL_HEAL: /* ヒ?ル */
  6374. // if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
  6375. // forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */
  6376. // break;
  6377. case ALL_RESURRECTION: /* リザレクション */
  6378. if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){ /* 敵がアンデッドなら */
  6379. forcecast=1; /* タ?ンアンデットと同じ詠唱時間 */
  6380. casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
  6381. }
  6382. break;
  6383. case MO_FINGEROFFENSIVE: /* 指? */
  6384. casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
  6385. break;
  6386. case MO_CHAINCOMBO: /*連打掌*/
  6387. target_id = sd->attacktarget;
  6388. if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
  6389. struct block_list *tbl;
  6390. if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  6391. return 0;
  6392. target_id = tbl->id;
  6393. }
  6394. break;
  6395. case MO_COMBOFINISH: /*猛龍拳*/
  6396. case CH_TIGERFIST: /* 伏虎拳 */
  6397. case CH_CHAINCRUSH: /* 連柱崩? */
  6398. target_id = sd->attacktarget;
  6399. break;
  6400. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  6401. //
  6402. case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
  6403. if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
  6404. casttime = 0;
  6405. target_id = sd->attacktarget;
  6406. }
  6407. forcecast=1;
  6408. break;
  6409. case SA_MAGICROD:
  6410. case SA_SPELLBREAKER:
  6411. forcecast=1;
  6412. break;
  6413. case WE_MALE:
  6414. case WE_FEMALE:
  6415. {
  6416. struct map_session_data *p_sd = NULL;
  6417. if((p_sd = pc_get_partner(sd)) == NULL)
  6418. return 0;
  6419. target_id = p_sd->bl.id;
  6420. //rangeをもう1回?査
  6421. range = skill_get_range(skill_num,skill_lv);
  6422. if(range < 0)
  6423. range = battle_get_range(&sd->bl) - (range + 1);
  6424. if(!battle_check_range(&sd->bl,&p_sd->bl,range) ){
  6425. return 0;
  6426. }
  6427. }
  6428. break;
  6429. case AS_SPLASHER: /* ベナムスプラッシャ? */
  6430. {
  6431. struct status_change *t_sc_data = battle_get_sc_data(bl);
  6432. if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
  6433. clif_skill_fail(sd,skill_num,0,10);
  6434. return 0;
  6435. }
  6436. }
  6437. break;
  6438. case PF_MEMORIZE: /* メモライズ */
  6439. casttime = 12000;
  6440. break;
  6441. }
  6442. //メモライズ?態ならキャストタイムが1/3
  6443. if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
  6444. casttime = casttime/2;
  6445. if((--sc_data[SC_MEMORIZE].val2)<=0)
  6446. skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
  6447. }
  6448. if(battle_config.pc_skill_log)
  6449. 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);
  6450. // if(sd->skillitem == skill_num)
  6451. // casttime = delay = 0;
  6452. if( casttime>0 || forcecast ){ /* 詠唱が必要 */
  6453. struct mob_data *md;
  6454. clif_skillcasting( &sd->bl,
  6455. sd->bl.id, target_id, 0,0, skill_num,casttime);
  6456. /* 詠唱反?モンスタ? */
  6457. if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 &&
  6458. md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
  6459. md->target_id=sd->bl.id;
  6460. md->state.targettype = ATTACKABLE;
  6461. md->min_chase=13;
  6462. }
  6463. }
  6464. if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
  6465. sd->state.skillcastcancel=0;
  6466. sd->skilltarget = target_id;
  6467. /* sd->cast_target_bl = bl; */
  6468. sd->skillx = 0;
  6469. sd->skilly = 0;
  6470. sd->canact_tick = tick + casttime + delay;
  6471. sd->canmove_tick = tick;
  6472. if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
  6473. skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
  6474. if(casttime > 0) {
  6475. sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
  6476. if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  6477. sd->prev_speed = sd->speed;
  6478. sd->speed = sd->speed*(175 - skill*5)/100;
  6479. clif_updatestatus(sd,SP_SPEED);
  6480. }
  6481. else
  6482. pc_stop_walking(sd,0);
  6483. }
  6484. else {
  6485. if(skill_num != SA_CASTCANCEL)
  6486. sd->skilltimer = -1;
  6487. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  6488. }
  6489. //マジックパワ?の?果終了
  6490. //if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
  6491. // skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); // moved
  6492. return 0;
  6493. }
  6494. /*==========================================
  6495. * スキル使用(場所指定)
  6496. *------------------------------------------
  6497. */
  6498. int skill_use_pos( struct map_session_data *sd,
  6499. int skill_x, int skill_y, int skill_num, int skill_lv)
  6500. {
  6501. struct block_list bl;
  6502. struct status_change *sc_data;
  6503. unsigned int tick;
  6504. int casttime=0,delay=0,skill,range;
  6505. nullpo_retr(0, sd);
  6506. if(pc_isdead(sd))
  6507. return 0;
  6508. if (skillnotok(skill_num, sd)) // [MoueJstr]
  6509. return 0;
  6510. if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris]
  6511. clif_skill_fail(sd,sd->skillid,0,0);
  6512. return 0;
  6513. }
  6514. sc_data=sd->sc_data;
  6515. if( sd->opt1>0 )
  6516. return 0;
  6517. if(sc_data){
  6518. if( sc_data[SC_DIVINA].timer!=-1 ||
  6519. sc_data[SC_ROKISWEIL].timer!=-1 ||
  6520. sc_data[SC_AUTOCOUNTER].timer != -1 ||
  6521. sc_data[SC_STEELBODY].timer != -1 ||
  6522. sc_data[SC_DANCING].timer!=-1 ||
  6523. sc_data[SC_BERSERK].timer != -1 ||
  6524. sd->sc_data[SC_MARIONETTE].timer != -1)
  6525. return 0; /* ?態異常や沈?など */
  6526. }
  6527. if(sd->status.option&2)
  6528. return 0;
  6529. if(map[sd->bl.m].flag.gvg &&
  6530. (skill_num == SM_ENDURE || skill_num == AL_TELEPORT ||
  6531. skill_num == AL_WARP || skill_num == WZ_ICEWALL ||
  6532. skill_num == TF_BACKSLIDING))
  6533. return 0;
  6534. sd->skillid = skill_num;
  6535. sd->skilllv = skill_lv;
  6536. if(skill_lv <= 0) return 0;
  6537. sd->skillx = skill_x;
  6538. sd->skilly = skill_y;
  6539. if(!skill_check_condition(sd,0)) return 0;
  6540. /* 射程と障害物チェック */
  6541. bl.type = BL_NUL;
  6542. bl.m = sd->bl.m;
  6543. bl.x = skill_x;
  6544. bl.y = skill_y;
  6545. range = skill_get_range(skill_num,skill_lv);
  6546. if(range < 0)
  6547. range = battle_get_range(&sd->bl) - (range + 1);
  6548. if(!battle_check_range(&sd->bl,&bl,range) )
  6549. return 0;
  6550. pc_stopattack(sd);
  6551. casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
  6552. delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
  6553. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  6554. if(battle_config.pc_skill_log)
  6555. 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);
  6556. // if(sd->skillitem == skill_num)
  6557. // casttime = delay = 0;
  6558. //メモライズ?態ならキャストタイムが1/3
  6559. if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
  6560. casttime = casttime/3;
  6561. if((--sc_data[SC_MEMORIZE].val2)<=0)
  6562. skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
  6563. }
  6564. if( casttime>0 ) /* 詠唱が必要 */
  6565. clif_skillcasting( &sd->bl,
  6566. sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  6567. if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
  6568. sd->state.skillcastcancel=0;
  6569. sd->skilltarget = 0;
  6570. /* sd->cast_target_bl = NULL; */
  6571. tick=gettick();
  6572. sd->canact_tick = tick + casttime + delay;
  6573. sd->canmove_tick = tick;
  6574. if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
  6575. skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
  6576. if(casttime > 0) {
  6577. sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
  6578. if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
  6579. sd->prev_speed = sd->speed;
  6580. sd->speed = sd->speed*(175 - skill*5)/100;
  6581. clif_updatestatus(sd,SP_SPEED);
  6582. }
  6583. else
  6584. pc_stop_walking(sd,0);
  6585. }
  6586. else {
  6587. sd->skilltimer = -1;
  6588. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  6589. }
  6590. //マジックパワ?の?果終了
  6591. if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
  6592. skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  6593. return 0;
  6594. }
  6595. /*==========================================
  6596. * スキル詠唱キャンセル
  6597. *------------------------------------------
  6598. */
  6599. int skill_castcancel(struct block_list *bl,int type)
  6600. {
  6601. int inf;
  6602. int ret=0;
  6603. nullpo_retr(0, bl);
  6604. if(bl->type==BL_PC){
  6605. struct map_session_data *sd=(struct map_session_data *)bl;
  6606. unsigned long tick=gettick();
  6607. nullpo_retr(0, sd);
  6608. sd->canact_tick=tick;
  6609. sd->canmove_tick = tick;
  6610. if( sd->skilltimer!=-1){
  6611. if(pc_checkskill(sd,SA_FREECAST) > 0) {
  6612. sd->speed = sd->prev_speed;
  6613. clif_updatestatus(sd,SP_SPEED);
  6614. }
  6615. if(!type) {
  6616. if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
  6617. ret=delete_timer( sd->skilltimer, skill_castend_pos );
  6618. else
  6619. ret=delete_timer( sd->skilltimer, skill_castend_id );
  6620. if(ret<0)
  6621. printf("delete timer error : skillid : %d\n",sd->skillid);
  6622. }
  6623. else {
  6624. if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
  6625. ret=delete_timer( sd->skilltimer, skill_castend_pos );
  6626. else
  6627. ret=delete_timer( sd->skilltimer, skill_castend_id );
  6628. if(ret<0)
  6629. printf("delete timer error : skillid : %d\n",sd->skillid_old);
  6630. }
  6631. sd->skilltimer=-1;
  6632. clif_skillcastcancel(bl);
  6633. }
  6634. return 0;
  6635. }else if(bl->type==BL_MOB){
  6636. struct mob_data *md=(struct mob_data *)bl;
  6637. nullpo_retr(0, md);
  6638. if( md->skilltimer!=-1 ){
  6639. if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
  6640. ret=delete_timer( md->skilltimer, mobskill_castend_pos );
  6641. else
  6642. ret=delete_timer( md->skilltimer, mobskill_castend_id );
  6643. md->skilltimer=-1;
  6644. clif_skillcastcancel(bl);
  6645. }
  6646. if(ret<0)
  6647. printf("delete timer error : skillid : %d\n",md->skillid);
  6648. return 0;
  6649. }
  6650. return 1;
  6651. }
  6652. /*=========================================
  6653. * ブランディッシュスピア 初期範?決定
  6654. *----------------------------------------
  6655. */
  6656. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  6657. nullpo_retv(tc);
  6658. if(dir == 0){
  6659. tc->val1[0]=x-2;
  6660. tc->val1[1]=x-1;
  6661. tc->val1[2]=x;
  6662. tc->val1[3]=x+1;
  6663. tc->val1[4]=x+2;
  6664. tc->val2[0]=
  6665. tc->val2[1]=
  6666. tc->val2[2]=
  6667. tc->val2[3]=
  6668. tc->val2[4]=y-1;
  6669. }
  6670. else if(dir==2){
  6671. tc->val1[0]=
  6672. tc->val1[1]=
  6673. tc->val1[2]=
  6674. tc->val1[3]=
  6675. tc->val1[4]=x+1;
  6676. tc->val2[0]=y+2;
  6677. tc->val2[1]=y+1;
  6678. tc->val2[2]=y;
  6679. tc->val2[3]=y-1;
  6680. tc->val2[4]=y-2;
  6681. }
  6682. else if(dir==4){
  6683. tc->val1[0]=x-2;
  6684. tc->val1[1]=x-1;
  6685. tc->val1[2]=x;
  6686. tc->val1[3]=x+1;
  6687. tc->val1[4]=x+2;
  6688. tc->val2[0]=
  6689. tc->val2[1]=
  6690. tc->val2[2]=
  6691. tc->val2[3]=
  6692. tc->val2[4]=y+1;
  6693. }
  6694. else if(dir==6){
  6695. tc->val1[0]=
  6696. tc->val1[1]=
  6697. tc->val1[2]=
  6698. tc->val1[3]=
  6699. tc->val1[4]=x-1;
  6700. tc->val2[0]=y+2;
  6701. tc->val2[1]=y+1;
  6702. tc->val2[2]=y;
  6703. tc->val2[3]=y-1;
  6704. tc->val2[4]=y-2;
  6705. }
  6706. else if(dir==1){
  6707. tc->val1[0]=x-1;
  6708. tc->val1[1]=x;
  6709. tc->val1[2]=x+1;
  6710. tc->val1[3]=x+2;
  6711. tc->val1[4]=x+3;
  6712. tc->val2[0]=y-4;
  6713. tc->val2[1]=y-3;
  6714. tc->val2[2]=y-1;
  6715. tc->val2[3]=y;
  6716. tc->val2[4]=y+1;
  6717. }
  6718. else if(dir==3){
  6719. tc->val1[0]=x+3;
  6720. tc->val1[1]=x+2;
  6721. tc->val1[2]=x+1;
  6722. tc->val1[3]=x;
  6723. tc->val1[4]=x-1;
  6724. tc->val2[0]=y-1;
  6725. tc->val2[1]=y;
  6726. tc->val2[2]=y+1;
  6727. tc->val2[3]=y+2;
  6728. tc->val2[4]=y+3;
  6729. }
  6730. else if(dir==5){
  6731. tc->val1[0]=x+1;
  6732. tc->val1[1]=x;
  6733. tc->val1[2]=x-1;
  6734. tc->val1[3]=x-2;
  6735. tc->val1[4]=x-3;
  6736. tc->val2[0]=y+3;
  6737. tc->val2[1]=y+2;
  6738. tc->val2[2]=y+1;
  6739. tc->val2[3]=y;
  6740. tc->val2[4]=y-1;
  6741. }
  6742. else if(dir==7){
  6743. tc->val1[0]=x-3;
  6744. tc->val1[1]=x-2;
  6745. tc->val1[2]=x-1;
  6746. tc->val1[3]=x;
  6747. tc->val1[4]=x+1;
  6748. tc->val2[1]=y;
  6749. tc->val2[0]=y+1;
  6750. tc->val2[2]=y-1;
  6751. tc->val2[3]=y-2;
  6752. tc->val2[4]=y-3;
  6753. }
  6754. }
  6755. /*=========================================
  6756. * ブランディッシュスピア 方向判定 範??張
  6757. *-----------------------------------------
  6758. */
  6759. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  6760. int c;
  6761. nullpo_retv(tc);
  6762. for(c=0;c<5;c++){
  6763. if(dir==0){
  6764. tc->val2[c]+=are;
  6765. }else if(dir==1){
  6766. tc->val1[c]-=are; tc->val2[c]+=are;
  6767. }else if(dir==2){
  6768. tc->val1[c]-=are;
  6769. }else if(dir==3){
  6770. tc->val1[c]-=are; tc->val2[c]-=are;
  6771. }else if(dir==4){
  6772. tc->val2[c]-=are;
  6773. }else if(dir==5){
  6774. tc->val1[c]+=are; tc->val2[c]-=are;
  6775. }else if(dir==6){
  6776. tc->val1[c]+=are;
  6777. }else if(dir==7){
  6778. tc->val1[c]+=are; tc->val2[c]+=are;
  6779. }
  6780. }
  6781. }
  6782. /*==========================================
  6783. * ディボ?ション 有?確認
  6784. *------------------------------------------
  6785. */
  6786. void skill_devotion(struct map_session_data *md,int target)
  6787. {
  6788. // ?確認
  6789. int n;
  6790. nullpo_retv(md);
  6791. for(n=0;n<5;n++){
  6792. if(md->dev.val1[n]){
  6793. struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
  6794. // 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
  6795. if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
  6796. skill_devotion_end(md,sd,n);
  6797. }
  6798. }
  6799. }
  6800. }
  6801. void skill_devotion2(struct block_list *bl,int crusader)
  6802. {
  6803. // 被ディボ?ションが?いた時の距離チェック
  6804. struct map_session_data *sd = map_id2sd(crusader);
  6805. nullpo_retv(bl);
  6806. if(sd) skill_devotion3(&sd->bl,bl->id);
  6807. }
  6808. int skill_devotion3(struct block_list *bl,int target)
  6809. {
  6810. // クルセが?いた時の距離チェック
  6811. struct map_session_data *md;
  6812. struct map_session_data *sd;
  6813. int n,r=0;
  6814. nullpo_retr(1, bl);
  6815. if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL )
  6816. return 1;
  6817. else
  6818. r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);
  6819. if(pc_checkskill(sd,CR_DEVOTION)+6 < r){ // 許容範?を超えてた
  6820. for(n=0;n<5;n++)
  6821. if(md->dev.val1[n]==target)
  6822. md->dev.val2[n]=0; // 離れた時は、?を切るだけ
  6823. clif_devotion(md,sd->bl.id);
  6824. return 1;
  6825. }
  6826. return 0;
  6827. }
  6828. void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
  6829. {
  6830. // クルセと被ディボキャラのリセット
  6831. nullpo_retv(md);
  6832. nullpo_retv(sd);
  6833. md->dev.val1[target]=md->dev.val2[target]=0;
  6834. if(sd && sd->sc_data){
  6835. // skill_status_change_end(sd->bl,SC_DEVOTION,-1);
  6836. sd->sc_data[SC_DEVOTION].val1=0;
  6837. sd->sc_data[SC_DEVOTION].val2=0;
  6838. clif_status_change(&sd->bl,SC_DEVOTION,0);
  6839. clif_devotion(md,sd->bl.id);
  6840. }
  6841. }
  6842. /*==========================================
  6843. * オ?トスペル
  6844. *------------------------------------------
  6845. */
  6846. int skill_autospell(struct map_session_data *sd,int skillid)
  6847. {
  6848. int skilllv;
  6849. int maxlv=1,lv;
  6850. nullpo_retr(0, sd);
  6851. skilllv = pc_checkskill(sd,SA_AUTOSPELL);
  6852. if(skilllv <= 0) return 0;
  6853. if(skillid==MG_NAPALMBEAT) maxlv=3;
  6854. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  6855. if(skilllv==2) maxlv=1;
  6856. else if(skilllv==3) maxlv=2;
  6857. else if(skilllv>=4) maxlv=3;
  6858. }
  6859. else if(skillid==MG_SOULSTRIKE){
  6860. if(skilllv==5) maxlv=1;
  6861. else if(skilllv==6) maxlv=2;
  6862. else if(skilllv>=7) maxlv=3;
  6863. }
  6864. else if(skillid==MG_FIREBALL){
  6865. if(skilllv==8) maxlv=1;
  6866. else if(skilllv>=9) maxlv=2;
  6867. }
  6868. else if(skillid==MG_FROSTDIVER) maxlv=1;
  6869. else return 0;
  6870. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  6871. maxlv = lv;
  6872. skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
  6873. skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い????
  6874. return 0;
  6875. }
  6876. /*==========================================
  6877. * ギャングスタ?パラダイス判定?理(foreachinarea)
  6878. *------------------------------------------
  6879. */
  6880. static int skill_gangster_count(struct block_list *bl,va_list ap)
  6881. {
  6882. int *c;
  6883. struct map_session_data *sd;
  6884. nullpo_retr(0, bl);
  6885. nullpo_retr(0, ap);
  6886. sd=(struct map_session_data*)bl;
  6887. c=va_arg(ap,int *);
  6888. if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  6889. (*c)++;
  6890. return 0;
  6891. }
  6892. static int skill_gangster_in(struct block_list *bl,va_list ap)
  6893. {
  6894. struct map_session_data *sd;
  6895. nullpo_retr(0, bl);
  6896. nullpo_retr(0, ap);
  6897. sd=(struct map_session_data*)bl;
  6898. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  6899. sd->state.gangsterparadise=1;
  6900. return 0;
  6901. }
  6902. static int skill_gangster_out(struct block_list *bl,va_list ap)
  6903. {
  6904. struct map_session_data *sd;
  6905. nullpo_retr(0, bl);
  6906. nullpo_retr(0, ap);
  6907. sd=(struct map_session_data*)bl;
  6908. if(sd && sd->state.gangsterparadise)
  6909. sd->state.gangsterparadise=0;
  6910. return 0;
  6911. }
  6912. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  6913. {
  6914. int range=1;
  6915. int c=0;
  6916. nullpo_retr(0, sd);
  6917. if(pc_checkskill(sd,RG_GANGSTER) <= 0)
  6918. return 0;
  6919. if(type==1) {/* 座った時の?理 */
  6920. map_foreachinarea(skill_gangster_count,sd->bl.m,
  6921. sd->bl.x-range,sd->bl.y-range,
  6922. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  6923. if(c > 0) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/
  6924. map_foreachinarea(skill_gangster_in,sd->bl.m,
  6925. sd->bl.x-range,sd->bl.y-range,
  6926. sd->bl.x+range,sd->bl.y+range,BL_PC);
  6927. sd->state.gangsterparadise = 1;
  6928. }
  6929. return 0;
  6930. }
  6931. else if(type==0) {/* 立ち上がったときの?理 */
  6932. map_foreachinarea(skill_gangster_count,sd->bl.m,
  6933. sd->bl.x-range,sd->bl.y-range,
  6934. sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
  6935. if(c < 1)
  6936. map_foreachinarea(skill_gangster_out,sd->bl.m,
  6937. sd->bl.x-range,sd->bl.y-range,
  6938. sd->bl.x+range,sd->bl.y+range,BL_PC);
  6939. sd->state.gangsterparadise = 0;
  6940. return 0;
  6941. }
  6942. return 0;
  6943. }
  6944. /*==========================================
  6945. * 寒いジョ?ク?スクリ?ム判定?理(foreachinarea)
  6946. *------------------------------------------
  6947. */
  6948. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  6949. {
  6950. struct block_list *src;
  6951. int skillnum,skilllv;
  6952. unsigned int tick;
  6953. nullpo_retr(0, bl);
  6954. nullpo_retr(0, ap);
  6955. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  6956. skillnum=va_arg(ap,int);
  6957. skilllv=va_arg(ap,int);
  6958. if(skilllv <= 0) return 0;
  6959. tick=va_arg(ap,unsigned int);
  6960. if(src == bl)//自分には?かない
  6961. return 0;
  6962. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  6963. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  6964. else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
  6965. if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
  6966. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  6967. }
  6968. return 0;
  6969. }
  6970. /*==========================================
  6971. *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)
  6972. *------------------------------------------
  6973. */
  6974. int skill_abra_dataset(int skilllv)
  6975. {
  6976. int skill = rand()%331;
  6977. if(skilllv <= 0) return 0;
  6978. //dbに基づくレベル?確率判定
  6979. if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
  6980. //NPCスキルはダメ
  6981. if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
  6982. //演奏スキルはダメ
  6983. if(skill_is_danceskill(skill)) return 0;
  6984. return skill;
  6985. }
  6986. /*==========================================
  6987. *
  6988. *------------------------------------------
  6989. */
  6990. int skill_attack_area(struct block_list *bl,va_list ap)
  6991. {
  6992. struct block_list *src,*dsrc;
  6993. int atk_type,skillid,skilllv,flag,type;
  6994. unsigned int tick;
  6995. nullpo_retr(0, bl);
  6996. nullpo_retr(0, ap);
  6997. atk_type = va_arg(ap,int);
  6998. if((src=va_arg(ap,struct block_list*)) == NULL)
  6999. return 0;
  7000. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  7001. return 0;
  7002. skillid=va_arg(ap,int);
  7003. skilllv=va_arg(ap,int);
  7004. if(skilllv <= 0) return 0;
  7005. tick=va_arg(ap,unsigned int);
  7006. flag=va_arg(ap,int);
  7007. type=va_arg(ap,int);
  7008. if(battle_check_target(dsrc,bl,type) > 0)
  7009. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7010. return 0;
  7011. }
  7012. /*==========================================
  7013. *
  7014. *------------------------------------------
  7015. */
  7016. int skill_clear_element_field(struct block_list *bl)
  7017. {
  7018. struct mob_data *md=NULL;
  7019. struct map_session_data *sd=NULL;
  7020. int i,skillid;
  7021. nullpo_retr(0, bl);
  7022. if(bl->type==BL_MOB)
  7023. md=(struct mob_data *)bl;
  7024. if(bl->type==BL_PC)
  7025. sd=(struct map_session_data *)bl;
  7026. for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){
  7027. if(sd){
  7028. skillid=sd->skillunit[i].skill_id;
  7029. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  7030. skill_delunitgroup(&sd->skillunit[i]);
  7031. }else if(md){
  7032. skillid=md->skillunit[i].skill_id;
  7033. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  7034. skill_delunitgroup(&md->skillunit[i]);
  7035. }
  7036. }
  7037. return 0;
  7038. }
  7039. /*==========================================
  7040. * ランドプロテクタ?チェック(foreachinarea)
  7041. *------------------------------------------
  7042. */
  7043. int skill_landprotector(struct block_list *bl, va_list ap )
  7044. {
  7045. int skillid;
  7046. int *alive;
  7047. struct skill_unit *unit;
  7048. nullpo_retr(0, bl);
  7049. nullpo_retr(0, ap);
  7050. skillid=va_arg(ap,int);
  7051. alive=va_arg(ap,int *);
  7052. if((unit=(struct skill_unit *)bl) == NULL)
  7053. return 0;
  7054. if(skillid==SA_LANDPROTECTOR){
  7055. skill_delunit(unit);
  7056. }else{
  7057. if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
  7058. (*alive)=0;
  7059. }
  7060. return 0;
  7061. }
  7062. /*==========================================
  7063. * イドゥンの林檎の回復?理(foreachinarea)
  7064. *------------------------------------------
  7065. */
  7066. int skill_idun_heal(struct block_list *bl, va_list ap )
  7067. {
  7068. struct skill_unit *unit;
  7069. struct skill_unit_group *sg;
  7070. int heal;
  7071. nullpo_retr(0, bl);
  7072. nullpo_retr(0, ap);
  7073. nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
  7074. nullpo_retr(0, sg = unit->group);
  7075. heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;
  7076. if(bl->type == BL_SKILL || bl->id == sg->src_id)
  7077. return 0;
  7078. if(bl->type == BL_PC || bl->type == BL_MOB){
  7079. clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
  7080. battle_heal(NULL,bl,heal,0,0);
  7081. }
  7082. return 0;
  7083. }
  7084. /*==========================================
  7085. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  7086. *------------------------------------------
  7087. */
  7088. int skill_count_target(struct block_list *bl, va_list ap ){
  7089. struct block_list *src;
  7090. int *c;
  7091. nullpo_retr(0, bl);
  7092. nullpo_retr(0, ap);
  7093. if((src = va_arg(ap,struct block_list *)) == NULL)
  7094. return 0;
  7095. if((c = va_arg(ap,int *)) == NULL)
  7096. return 0;
  7097. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7098. (*c)++;
  7099. return 0;
  7100. }
  7101. /*==========================================
  7102. * トラップ範??理(foreachinarea)
  7103. *------------------------------------------
  7104. */
  7105. int skill_trap_splash(struct block_list *bl, va_list ap )
  7106. {
  7107. struct block_list *src;
  7108. int tick;
  7109. int splash_count;
  7110. struct skill_unit *unit;
  7111. struct skill_unit_group *sg;
  7112. struct block_list *ss;
  7113. int i;
  7114. nullpo_retr(0, bl);
  7115. nullpo_retr(0, ap);
  7116. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  7117. nullpo_retr(0, unit = (struct skill_unit *)src);
  7118. nullpo_retr(0, sg = unit->group);
  7119. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  7120. tick = va_arg(ap,int);
  7121. splash_count = va_arg(ap,int);
  7122. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  7123. switch(sg->unit_id){
  7124. case 0x95: /* サンドマン */
  7125. case 0x96: /* フラッシャ? */
  7126. case 0x94: /* ショックウェ?ブトラップ */
  7127. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  7128. break;
  7129. case 0x8f: /* ブラストマイン */
  7130. case 0x98: /* クレイモア?トラップ */
  7131. for(i=0;i<splash_count;i++){
  7132. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  7133. }
  7134. case 0x97: /* フリ?ジングトラップ */
  7135. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  7136. break;
  7137. default:
  7138. break;
  7139. }
  7140. }
  7141. return 0;
  7142. }
  7143. /*----------------------------------------------------------------------------
  7144. * ステ?タス異常
  7145. *----------------------------------------------------------------------------
  7146. */
  7147. /*==========================================
  7148. * ステ?タス異常タイマ?範??理
  7149. *------------------------------------------
  7150. */
  7151. int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
  7152. {
  7153. struct block_list *src;
  7154. int type;
  7155. unsigned int tick;
  7156. nullpo_retr(0, bl);
  7157. nullpo_retr(0, ap);
  7158. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7159. type=va_arg(ap,int);
  7160. tick=va_arg(ap,unsigned int);
  7161. if(bl->type!=BL_PC && bl->type!=BL_MOB)
  7162. return 0;
  7163. switch( type ){
  7164. case SC_SIGHT: /* サイト */
  7165. case SC_CONCENTRATE:
  7166. if( (*battle_get_option(bl))&6 ){
  7167. skill_status_change_end( bl, SC_HIDING, -1);
  7168. skill_status_change_end( bl, SC_CLOAKING, -1);
  7169. }
  7170. break;
  7171. case SC_RUWACH: /* ルアフ */
  7172. if( (*battle_get_option(bl))&6 ){
  7173. skill_status_change_end( bl, SC_HIDING, -1);
  7174. skill_status_change_end( bl, SC_CLOAKING, -1);
  7175. if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
  7176. struct status_change *sc_data = battle_get_sc_data(bl);
  7177. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
  7178. }
  7179. }
  7180. break;
  7181. }
  7182. return 0;
  7183. }
  7184. /*==========================================
  7185. * ステ?タス異常終了
  7186. *------------------------------------------
  7187. */
  7188. int skill_status_change_end(struct block_list* bl, int type, int tid)
  7189. {
  7190. struct status_change* sc_data;
  7191. int opt_flag=0, calc_flag = 0;
  7192. short *sc_count, *option, *opt1, *opt2, *opt3;
  7193. nullpo_retr(0, bl);
  7194. if(bl->type!=BL_PC && bl->type!=BL_MOB) {
  7195. if(battle_config.error_log)
  7196. printf("skill_status_change_end: neither MOB nor PC !\n");
  7197. return 0;
  7198. }
  7199. nullpo_retr(0, sc_data = battle_get_sc_data(bl));
  7200. nullpo_retr(0, sc_count = battle_get_sc_count(bl));
  7201. nullpo_retr(0, option = battle_get_option(bl));
  7202. nullpo_retr(0, opt1 = battle_get_opt1(bl));
  7203. nullpo_retr(0, opt2 = battle_get_opt2(bl));
  7204. nullpo_retr(0, opt3 = battle_get_opt3(bl));
  7205. if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
  7206. if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
  7207. delete_timer(sc_data[type].timer,skill_status_change_timer);
  7208. /* 該?の異常を正常に?す */
  7209. sc_data[type].timer=-1;
  7210. (*sc_count)--;
  7211. switch(type){ /* 異常の種類ごとの?理 */
  7212. case SC_PROVOKE: /* プロボック */
  7213. case SC_CONCENTRATE: /* 集中力向上 */
  7214. case SC_BLESSING: /* ブレッシング */
  7215. case SC_ANGELUS: /* アンゼルス */
  7216. case SC_INCREASEAGI: /* 速度上昇 */
  7217. case SC_DECREASEAGI: /* 速度減少 */
  7218. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  7219. case SC_HIDING:
  7220. case SC_TWOHANDQUICKEN: /* 2HQ */
  7221. case SC_ADRENALINE: /* アドレナリンラッシュ */
  7222. case SC_ENCPOISON: /* エンチャントポイズン */
  7223. case SC_IMPOSITIO: /* インポシティオマヌス */
  7224. case SC_GLORIA: /* グロリア */
  7225. case SC_LOUD: /* ラウドボイス */
  7226. case SC_QUAGMIRE: /* クァグマイア */
  7227. case SC_PROVIDENCE: /* プロヴィデンス */
  7228. case SC_SPEARSQUICKEN: /* スピアクイッケン */
  7229. case SC_VOLCANO:
  7230. case SC_DELUGE:
  7231. case SC_VIOLENTGALE:
  7232. case SC_ETERNALCHAOS: /* エタ?ナルカオス */
  7233. case SC_DRUMBATTLE: /* ?太鼓の響き */
  7234. case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
  7235. case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  7236. case SC_WHISTLE: /* 口笛 */
  7237. case SC_ASSNCROS: /* 夕陽のアサシンクロス */
  7238. case SC_HUMMING: /* ハミング */
  7239. case SC_DONTFORGETME: /* 私を忘れないで */
  7240. case SC_FORTUNE: /* 幸運のキス */
  7241. case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
  7242. case SC_EXPLOSIONSPIRITS: // 爆裂波動
  7243. case SC_STEELBODY: // 金剛
  7244. case SC_DEFENDER:
  7245. case SC_SPEEDPOTION0: /* ?速ポ?ション */
  7246. case SC_SPEEDPOTION1:
  7247. case SC_SPEEDPOTION2:
  7248. case SC_APPLEIDUN: /* イドゥンの林檎 */
  7249. case SC_RIDING:
  7250. case SC_BLADESTOP_WAIT:
  7251. case SC_AURABLADE: /* オ?ラブレ?ド */
  7252. case SC_PARRYING: /* パリイング */
  7253. case SC_CONCENTRATION: /* コンセントレ?ション */
  7254. case SC_TENSIONRELAX: /* テンションリラックス */
  7255. case SC_ASSUMPTIO: /* アシャンプティオ */
  7256. case SC_WINDWALK: /* ウインドウォ?ク */
  7257. case SC_TRUESIGHT: /* トゥル?サイト */
  7258. case SC_SPIDERWEB: /* スパイダ?ウェッブ */
  7259. case SC_MAGICPOWER: /* 魔法力?幅 */
  7260. case SC_CHASEWALK:
  7261. case SC_ATKPOT: /* attack potion [Valaris] */
  7262. case SC_MATKPOT: /* magic attack potion [Valaris] */
  7263. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  7264. case SC_MELTDOWN: /* メルトダウン */
  7265. case SC_EDP: // Celest
  7266. case SC_MARIONETTE:
  7267. case SC_MARIONETTE2:
  7268. calc_flag = 1;
  7269. break;
  7270. case SC_BERSERK: /* バ?サ?ク */
  7271. calc_flag = 1;
  7272. clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */
  7273. break;
  7274. case SC_DEVOTION: /* ディボ?ション */
  7275. {
  7276. struct map_session_data *md = map_id2sd(sc_data[type].val1);
  7277. sc_data[type].val1=sc_data[type].val2=0;
  7278. skill_devotion(md,bl->id);
  7279. calc_flag = 1;
  7280. }
  7281. break;
  7282. case SC_BLADESTOP:
  7283. {
  7284. struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4);
  7285. //片方が切れたので相手の白刃?態が切れてないのなら解除
  7286. if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
  7287. skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
  7288. if(sc_data[type].val2==2)
  7289. clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
  7290. }
  7291. break;
  7292. case SC_DANCING:
  7293. {
  7294. struct map_session_data *dsd;
  7295. struct status_change *d_sc_data;
  7296. if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
  7297. d_sc_data = dsd->sc_data;
  7298. //合奏で相手がいる場合相手のval4を0にする
  7299. if(d_sc_data && d_sc_data[type].timer!=-1)
  7300. d_sc_data[type].val4=0;
  7301. }
  7302. }
  7303. calc_flag = 1;
  7304. break;
  7305. case SC_GRAFFITI:
  7306. {
  7307. struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
  7308. if(sg)
  7309. skill_delunitgroup(sg);
  7310. }
  7311. break;
  7312. case SC_NOCHAT: //チャット禁止?態
  7313. {
  7314. struct map_session_data *sd=NULL;
  7315. if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
  7316. sd->status.manner = 0;
  7317. clif_updatestatus(sd,SP_MANNER);
  7318. }
  7319. }
  7320. break;
  7321. case SC_SPLASHER: /* ベナムスプラッシャ? */
  7322. {
  7323. struct block_list *src=map_id2bl(sc_data[type].val3);
  7324. if(src && tid!=-1){
  7325. //自分にダメ?ジ&周?3*3にダメ?ジ
  7326. skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
  7327. }
  7328. }
  7329. break;
  7330. case SC_SELFDESTRUCTION: /* 自爆 */
  7331. {
  7332. //自分のダメ?ジは0にして
  7333. struct mob_data *md=NULL;
  7334. if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
  7335. skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
  7336. }
  7337. break;
  7338. /* option1 */
  7339. case SC_FREEZE:
  7340. sc_data[type].val3 = 0;
  7341. break;
  7342. /* option2 */
  7343. case SC_POISON: /* 毒 */
  7344. case SC_BLIND: /* 暗? */
  7345. case SC_CURSE:
  7346. calc_flag = 1;
  7347. break;
  7348. }
  7349. if(bl->type==BL_PC && type<SC_SENDMAX)
  7350. clif_status_change(bl,type,0); /* アイコン消去 */
  7351. switch(type){ /* 正常に?るときなにか?理が必要 */
  7352. case SC_STONE:
  7353. case SC_FREEZE:
  7354. case SC_STAN:
  7355. case SC_SLEEP:
  7356. *opt1 = 0;
  7357. opt_flag = 1;
  7358. break;
  7359. case SC_POISON:
  7360. case SC_CURSE:
  7361. case SC_SILENCE:
  7362. case SC_BLIND:
  7363. *opt2 &= ~(1<<(type-SC_POISON));
  7364. opt_flag = 1;
  7365. break;
  7366. case SC_SIGNUMCRUCIS:
  7367. *opt2 &= ~0x40;
  7368. opt_flag = 1;
  7369. break;
  7370. case SC_HIDING:
  7371. case SC_CLOAKING:
  7372. *option &= ~((type == SC_HIDING) ? 2 : 4);
  7373. opt_flag = 1 ;
  7374. break;
  7375. case SC_CHASEWALK:
  7376. *option &= ~16388;
  7377. opt_flag = 1 ;
  7378. break;
  7379. case SC_SIGHT:
  7380. *option &= ~1;
  7381. opt_flag = 1;
  7382. break;
  7383. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  7384. *option &= ~4096;
  7385. opt_flag = 1;
  7386. break;
  7387. case SC_RUWACH:
  7388. *option &= ~8192;
  7389. opt_flag = 1;
  7390. break;
  7391. //opt3
  7392. case SC_TWOHANDQUICKEN: /* 2HQ */
  7393. case SC_SPEARSQUICKEN: /* スピアクイッケン */
  7394. case SC_CONCENTRATION: /* コンセントレ?ション */
  7395. *opt3 &= ~1;
  7396. break;
  7397. case SC_OVERTHRUST: /* オ?バ?スラスト */
  7398. *opt3 &= ~2;
  7399. break;
  7400. case SC_ENERGYCOAT: /* エナジ?コ?ト */
  7401. *opt3 &= ~4;
  7402. break;
  7403. case SC_EXPLOSIONSPIRITS: // 爆裂波動
  7404. *opt3 &= ~8;
  7405. break;
  7406. case SC_STEELBODY: // 金剛
  7407. *opt3 &= ~16;
  7408. break;
  7409. case SC_BLADESTOP: /* 白刃取り */
  7410. *opt3 &= ~32;
  7411. break;
  7412. case SC_BERSERK: /* バ?サ?ク */
  7413. *opt3 &= ~128;
  7414. break;
  7415. case SC_MARIONETTE: /* マリオネットコントロ?ル */
  7416. case SC_MARIONETTE2:
  7417. *opt3 &= ~1024;
  7418. break;
  7419. case SC_ASSUMPTIO: /* アスムプティオ */
  7420. *opt3 &= ~2048;
  7421. break;
  7422. }
  7423. if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && !map[bl->m].flag.indoors) { // by [Yor]
  7424. *opt2 |= STATE_BLIND;
  7425. opt_flag = 1;
  7426. }
  7427. if(opt_flag) /* optionの?更を?える */
  7428. clif_changeoption(bl);
  7429. if (bl->type == BL_PC && calc_flag)
  7430. pc_calcstatus((struct map_session_data *)bl,0); /* ステ?タス再計算 */
  7431. }
  7432. return 0;
  7433. }
  7434. /*==========================================
  7435. * ステ?タス異常終了タイマ?
  7436. *------------------------------------------
  7437. */
  7438. int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
  7439. {
  7440. int type=data;
  7441. struct block_list *bl;
  7442. struct map_session_data *sd=NULL;
  7443. struct status_change *sc_data;
  7444. //short *sc_count; //使ってない?
  7445. if( (bl=map_id2bl(id)) == NULL )
  7446. return 0; //該?IDがすでに消滅しているというのはいかにもありそうなのでスル?してみる
  7447. nullpo_retr(0, sc_data=battle_get_sc_data(bl));
  7448. if(bl->type==BL_PC)
  7449. sd=(struct map_session_data *)bl;
  7450. //sc_count=battle_get_sc_count(bl); //使ってない?
  7451. if(sc_data[type].timer != tid) {
  7452. if(battle_config.error_log)
  7453. printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer);
  7454. }
  7455. switch(type){ /* 特殊な?理になる場合 */
  7456. case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */
  7457. case SC_CLOAKING:
  7458. if(sd){
  7459. if( sd->status.sp > 0 ){ /* SP切れるまで持? */
  7460. sd->status.sp--;
  7461. clif_updatestatus(sd,SP_SP);
  7462. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7463. sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
  7464. return 0;
  7465. }
  7466. }
  7467. break;
  7468. case SC_CHASEWALK:
  7469. if(sd){
  7470. if( sd->status.sp > 19+sc_data[SC_CHASEWALK].val1*3){
  7471. sd->status.sp-=(19+(sc_data[SC_CHASEWALK].val1*3)); // update sp cost [Celest]
  7472. clif_updatestatus(sd,SP_SP);
  7473. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7474. sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
  7475. return 0;
  7476. }
  7477. }
  7478. break;
  7479. case SC_HIDING: /* ハイディング */
  7480. if(sd){ /* SPがあって、時間制限の間は持? */
  7481. if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
  7482. if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
  7483. sd->status.sp--;
  7484. clif_updatestatus(sd,SP_SP);
  7485. }
  7486. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7487. 1000+tick, skill_status_change_timer,
  7488. bl->id, data);
  7489. return 0;
  7490. }
  7491. }
  7492. break;
  7493. case SC_SIGHT: /* サイト */
  7494. {
  7495. const int range=7;
  7496. map_foreachinarea( skill_status_change_timer_sub,
  7497. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
  7498. bl,type,tick);
  7499. if( (--sc_data[type].val2)>0 ){
  7500. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7501. 250+tick, skill_status_change_timer,
  7502. bl->id, data);
  7503. return 0;
  7504. }
  7505. }
  7506. break;
  7507. case SC_RUWACH: /* ルアフ */
  7508. {
  7509. const int range=5;
  7510. map_foreachinarea( skill_status_change_timer_sub,
  7511. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
  7512. bl,type,tick);
  7513. if( (--sc_data[type].val2)>0 ){
  7514. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7515. 250+tick, skill_status_change_timer,
  7516. bl->id, data);
  7517. return 0;
  7518. }
  7519. }
  7520. break;
  7521. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  7522. {
  7523. int race = battle_get_race(bl);
  7524. if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) {
  7525. sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data );
  7526. return 0;
  7527. }
  7528. }
  7529. break;
  7530. case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
  7531. if(sc_data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
  7532. if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
  7533. break;
  7534. sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data );
  7535. return 0;
  7536. }
  7537. break;
  7538. case SC_WATERBALL: /* ウォ?タ?ボ?ル */
  7539. {
  7540. struct block_list *target=map_id2bl(sc_data[type].val2);
  7541. if(target==NULL || target->prev==NULL)
  7542. break;
  7543. skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
  7544. if((--sc_data[type].val3)>0) {
  7545. sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
  7546. return 0;
  7547. }
  7548. }
  7549. break;
  7550. case SC_ENDURE: /* インデュア */
  7551. if(sd && sd->special_state.infinite_endure) {
  7552. sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
  7553. sc_data[type].val2=1;
  7554. return 0;
  7555. }
  7556. break;
  7557. case SC_DISSONANCE: /* 不協和音 */
  7558. if( (--sc_data[type].val2)>0){
  7559. struct skill_unit *unit=
  7560. (struct skill_unit *)sc_data[type].val4;
  7561. struct block_list *src;
  7562. if(!unit || !unit->group)
  7563. break;
  7564. src=map_id2bl(unit->group->src_id);
  7565. if(!src)
  7566. break;
  7567. skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
  7568. sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
  7569. skill_status_change_timer, bl->id, data );
  7570. return 0;
  7571. }
  7572. break;
  7573. case SC_LULLABY: /* 子守唄 */
  7574. if( (--sc_data[type].val2)>0){
  7575. struct skill_unit *unit=
  7576. (struct skill_unit *)sc_data[type].val4;
  7577. if(!unit || !unit->group || unit->group->src_id==bl->id)
  7578. break;
  7579. skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
  7580. sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
  7581. skill_status_change_timer, bl->id, data );
  7582. return 0;
  7583. }
  7584. break;
  7585. case SC_STONE:
  7586. if(sc_data[type].val2 != 0) {
  7587. short *opt1 = battle_get_opt1(bl);
  7588. sc_data[type].val2 = 0;
  7589. sc_data[type].val4 = 0;
  7590. battle_stopwalking(bl,1);
  7591. if(opt1) {
  7592. *opt1 = 1;
  7593. clif_changeoption(bl);
  7594. }
  7595. sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
  7596. return 0;
  7597. }
  7598. else if( (--sc_data[type].val3) > 0) {
  7599. int hp = battle_get_max_hp(bl);
  7600. if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
  7601. hp = hp/100;
  7602. if(hp < 1) hp = 1;
  7603. if(bl->type == BL_PC)
  7604. pc_heal((struct map_session_data *)bl,-hp,0);
  7605. else if(bl->type == BL_MOB){
  7606. struct mob_data *md;
  7607. if((md=((struct mob_data *)bl)) == NULL)
  7608. break;
  7609. md->hp -= hp;
  7610. }
  7611. }
  7612. sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
  7613. return 0;
  7614. }
  7615. break;
  7616. case SC_POISON:
  7617. if(sc_data[SC_SLOWPOISON].timer == -1) {
  7618. if( (--sc_data[type].val3) > 0) {
  7619. int hp = battle_get_max_hp(bl);
  7620. if(battle_get_hp(bl) > hp>>2) {
  7621. if(bl->type == BL_PC) {
  7622. hp = 3 + hp*3/200;
  7623. pc_heal((struct map_session_data *)bl,-hp,0);
  7624. }
  7625. else if(bl->type == BL_MOB) {
  7626. struct mob_data *md;
  7627. if((md=((struct mob_data *)bl)) == NULL)
  7628. break;
  7629. hp = 3 + hp/200;
  7630. md->hp -= hp;
  7631. }
  7632. }
  7633. sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
  7634. }
  7635. }
  7636. else
  7637. sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
  7638. break;
  7639. case SC_TENSIONRELAX: /* テンションリラックス */
  7640. if(sd){ /* SPがあって、HPが?タンでなければ?? */
  7641. if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
  7642. /* if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
  7643. sd->status.sp -= 12;
  7644. clif_updatestatus(sd,SP_SP);
  7645. } */
  7646. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7647. 10000+tick, skill_status_change_timer,
  7648. bl->id, data);
  7649. return 0;
  7650. }
  7651. if(sd->status.max_hp <= sd->status.hp)
  7652. skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
  7653. }
  7654. break;
  7655. case SC_HEADCRUSH: // temporary damage [celest]
  7656. // case SC_BLEEDING:
  7657. case SC_POISON2:
  7658. if((--sc_data[type].val3) > 0) {
  7659. int hp = battle_get_max_hp(bl);
  7660. if(bl->type == BL_PC) {
  7661. hp = 3 + hp*3/200;
  7662. pc_heal((struct map_session_data *)bl,-hp,0);
  7663. }
  7664. else if(bl->type == BL_MOB) {
  7665. struct mob_data *md;
  7666. if((md=((struct mob_data *)bl)) == NULL)
  7667. break;
  7668. hp = 3 + hp/200;
  7669. md->hp -= hp;
  7670. }
  7671. sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
  7672. }
  7673. break;
  7674. /* 時間切れ無し?? */
  7675. case SC_AETERNA:
  7676. case SC_TRICKDEAD:
  7677. case SC_RIDING:
  7678. case SC_FALCON:
  7679. case SC_WEIGHT50:
  7680. case SC_WEIGHT90:
  7681. case SC_MAGICPOWER: /* 魔法力?幅 */
  7682. case SC_REJECTSWORD: /* リジェクトソ?ド */
  7683. case SC_MEMORIZE: /* メモライズ */
  7684. case SC_BROKNWEAPON:
  7685. case SC_BROKNARMOR:
  7686. if(sc_data[type].timer==tid)
  7687. sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
  7688. return 0;
  7689. case SC_DANCING: //ダンススキルの時間SP消費
  7690. {
  7691. int s=0;
  7692. if(sd){
  7693. if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
  7694. switch(sc_data[type].val1){
  7695. case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
  7696. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き 3秒にSP1 */
  7697. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 3秒にSP1 */
  7698. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド 3秒にSP1 */
  7699. case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
  7700. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
  7701. case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
  7702. s=3;
  7703. break;
  7704. case BD_LULLABY: /* 子守歌 4秒にSP1 */
  7705. case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
  7706. case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
  7707. case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
  7708. s=4;
  7709. break;
  7710. case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
  7711. case BA_WHISTLE: /* 口笛 5秒でSP1 */
  7712. case DC_HUMMING: /* ハミング 5秒でSP1 */
  7713. case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
  7714. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? 5秒でSP1 */
  7715. s=5;
  7716. break;
  7717. case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
  7718. s=6;
  7719. break;
  7720. case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
  7721. case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
  7722. s=10;
  7723. break;
  7724. }
  7725. if(s && ((sc_data[type].val3 % s) == 0)){
  7726. sd->status.sp--;
  7727. clif_updatestatus(sd,SP_SP);
  7728. }
  7729. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7730. 1000+tick, skill_status_change_timer,
  7731. bl->id, data);
  7732. return 0;
  7733. }
  7734. }
  7735. }
  7736. break;
  7737. case SC_BERSERK: /* バ?サ?ク */
  7738. if(sd){ /* HPが100以上なら?? */
  7739. if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){ // 5% every 10 seconds [DracoRPG]
  7740. sd->status.hp -= sd->status.max_hp*5/100; // changed to max hp [celest]
  7741. clif_updatestatus(sd,SP_HP);
  7742. sc_data[type].timer = add_timer( /* タイマ?再設定 */
  7743. 10000+tick, skill_status_change_timer,
  7744. bl->id, data);
  7745. return 0;
  7746. }
  7747. }
  7748. break;
  7749. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  7750. if(sd){
  7751. time_t timer;
  7752. if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので??
  7753. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7754. 10000+tick, skill_status_change_timer,
  7755. bl->id, data);
  7756. return 0;
  7757. }
  7758. }
  7759. break;
  7760. case SC_NOCHAT: //チャット禁止?態
  7761. if(sd && battle_config.muting_players){
  7762. time_t timer;
  7763. if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分?ってないので??
  7764. clif_updatestatus(sd,SP_MANNER);
  7765. sc_data[type].timer=add_timer( /* タイマ?再設定(60秒) */
  7766. 60000+tick, skill_status_change_timer,
  7767. bl->id, data);
  7768. return 0;
  7769. }
  7770. }
  7771. break;
  7772. case SC_SELFDESTRUCTION: /* 自爆 */
  7773. if(--sc_data[type].val3>0){
  7774. struct mob_data *md;
  7775. if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
  7776. md->speed -= 250;
  7777. md->next_walktime=tick;
  7778. }
  7779. sc_data[type].timer=add_timer( /* タイマ?再設定 */
  7780. 1000+tick, skill_status_change_timer,
  7781. bl->id, data);
  7782. return 0;
  7783. }
  7784. break;
  7785. }
  7786. return skill_status_change_end( bl,type,tid );
  7787. }
  7788. /*==========================================
  7789. * ステ?タス異常終了
  7790. *------------------------------------------
  7791. */
  7792. int skill_encchant_eremental_end(struct block_list *bl,int type)
  7793. {
  7794. struct status_change *sc_data;
  7795. nullpo_retr(0, bl);
  7796. nullpo_retr(0, sc_data=battle_get_sc_data(bl));
  7797. if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */
  7798. skill_status_change_end(bl,SC_ENCPOISON,-1);
  7799. if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */
  7800. skill_status_change_end(bl,SC_ASPERSIO,-1);
  7801. if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */
  7802. skill_status_change_end(bl,SC_FLAMELAUNCHER,-1);
  7803. if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */
  7804. skill_status_change_end(bl,SC_FROSTWEAPON,-1);
  7805. if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングロ?ダ?解除 */
  7806. skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1);
  7807. if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */
  7808. skill_status_change_end(bl,SC_SEISMICWEAPON,-1);
  7809. return 0;
  7810. }
  7811. /*==========================================
  7812. * ステ?タス異常開始
  7813. *------------------------------------------
  7814. */
  7815. int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag)
  7816. {
  7817. struct map_session_data *sd = NULL;
  7818. struct status_change* sc_data;
  7819. short *sc_count, *option, *opt1, *opt2, *opt3;
  7820. int opt_flag = 0, calc_flag = 0,updateflag = 0, race, mode, elem, undead_flag;
  7821. int scdef=0;
  7822. nullpo_retr(0, bl);
  7823. if(bl->type == BL_SKILL)
  7824. return 0;
  7825. nullpo_retr(0, sc_data=battle_get_sc_data(bl));
  7826. nullpo_retr(0, sc_count=battle_get_sc_count(bl));
  7827. nullpo_retr(0, option=battle_get_option(bl));
  7828. nullpo_retr(0, opt1=battle_get_opt1(bl));
  7829. nullpo_retr(0, opt2=battle_get_opt2(bl));
  7830. nullpo_retr(0, opt3=battle_get_opt3(bl));
  7831. race=battle_get_race(bl);
  7832. mode=battle_get_mode(bl);
  7833. elem=battle_get_elem_type(bl);
  7834. undead_flag=battle_check_undead(race,elem);
  7835. if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
  7836. return 0;
  7837. switch(type){
  7838. case SC_STONE:
  7839. case SC_FREEZE:
  7840. scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3;
  7841. break;
  7842. case SC_STAN:
  7843. case SC_SILENCE:
  7844. case SC_POISON:
  7845. scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3;
  7846. break;
  7847. case SC_SLEEP:
  7848. case SC_BLIND:
  7849. scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3;
  7850. break;
  7851. case SC_CURSE:
  7852. scdef=3+battle_get_luk(bl);
  7853. break;
  7854. // case SC_CONFUSION:
  7855. default:
  7856. scdef=0;
  7857. }
  7858. if(scdef>=100)
  7859. return 0;
  7860. if(bl->type==BL_PC){
  7861. sd=(struct map_session_data *)bl;
  7862. if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
  7863. return 0;
  7864. if(SC_STONE<=type && type<=SC_BLIND){ /* カ?ドによる耐性 */
  7865. if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
  7866. if(battle_config.battle_log)
  7867. printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id);
  7868. return 0;
  7869. }
  7870. }
  7871. }
  7872. else if(bl->type == BL_MOB) {
  7873. }
  7874. else {
  7875. if(battle_config.error_log)
  7876. printf("skill_status_change_start: neither MOB nor PC !\n");
  7877. return 0;
  7878. }
  7879. if(type==SC_FREEZE && undead_flag && !(flag&1))
  7880. return 0;
  7881. if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
  7882. sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
  7883. return 0;
  7884. if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
  7885. type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
  7886. (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
  7887. /* ボスには?かない(ただしカ?ドによる?果は適用される) */
  7888. return 0;
  7889. }
  7890. if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
  7891. battle_stopwalking(bl,1);
  7892. if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */
  7893. if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
  7894. type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2
  7895. && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
  7896. return 0;
  7897. if(type >=SC_STAN && type <= SC_BLIND)
  7898. return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
  7899. if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる
  7900. skill_status_change_end(bl,type,-1);
  7901. } else {
  7902. (*sc_count)--;
  7903. delete_timer(sc_data[type].timer, skill_status_change_timer);
  7904. sc_data[type].timer = -1;
  7905. }
  7906. }
  7907. switch(type){ /* 異常の種類ごとの?理 */
  7908. case SC_PROVOKE: /* プロボック */
  7909. calc_flag = 1;
  7910. if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
  7911. break;
  7912. case SC_ENDURE: /* インデュア */
  7913. if(tick <= 0) tick = 1000 * 60;
  7914. val2 = 7; // [Celest]
  7915. break;
  7916. case SC_CONCENTRATE: /* 集中力向上 */
  7917. calc_flag = 1;
  7918. break;
  7919. case SC_BLESSING: /* ブレッシング */
  7920. {
  7921. if(bl->type == BL_PC || (!undead_flag && race != 6)) {
  7922. if(sc_data[SC_CURSE].timer!=-1 )
  7923. skill_status_change_end(bl,SC_CURSE,-1);
  7924. if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
  7925. skill_status_change_end(bl,SC_STONE,-1);
  7926. }
  7927. calc_flag = 1;
  7928. }
  7929. break;
  7930. case SC_ANGELUS: /* アンゼルス */
  7931. calc_flag = 1;
  7932. break;
  7933. case SC_INCREASEAGI: /* 速度上昇 */
  7934. calc_flag = 1;
  7935. if(sc_data[SC_DECREASEAGI].timer!=-1 )
  7936. skill_status_change_end(bl,SC_DECREASEAGI,-1);
  7937. if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
  7938. skill_status_change_end(bl,SC_WINDWALK,-1);
  7939. break;
  7940. case SC_DECREASEAGI: /* 速度減少 */
  7941. if (bl->type == BL_PC) // Celest
  7942. tick>>=1;
  7943. calc_flag = 1;
  7944. if(sc_data[SC_INCREASEAGI].timer!=-1 )
  7945. skill_status_change_end(bl,SC_INCREASEAGI,-1);
  7946. if(sc_data[SC_ADRENALINE].timer!=-1 )
  7947. skill_status_change_end(bl,SC_ADRENALINE,-1);
  7948. if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
  7949. skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
  7950. if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
  7951. skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  7952. break;
  7953. case SC_SIGNUMCRUCIS: /* シグナムクルシス */
  7954. calc_flag = 1;
  7955. // val2 = 14 + val1;
  7956. val2 = 10 + val1*2;
  7957. tick = 600*1000;
  7958. clif_emotion(bl,4);
  7959. break;
  7960. case SC_SLOWPOISON:
  7961. if(sc_data[SC_POISON].timer == -1 )
  7962. return 0;
  7963. break;
  7964. case SC_TWOHANDQUICKEN: /* 2HQ */
  7965. if(sc_data[SC_DECREASEAGI].timer!=-1)
  7966. return 0;
  7967. *opt3 |= 1;
  7968. calc_flag = 1;
  7969. break;
  7970. case SC_ADRENALINE: /* アドレナリンラッシュ */
  7971. if(sc_data[SC_DECREASEAGI].timer!=-1)
  7972. return 0;
  7973. calc_flag = 1;
  7974. break;
  7975. case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
  7976. if(battle_config.party_skill_penaly && !val2) tick /= 5;
  7977. break;
  7978. case SC_OVERTHRUST: /* オ?バ?スラスト */
  7979. *opt3 |= 2;
  7980. if(battle_config.party_skill_penaly && !val2) tick /= 10;
  7981. break;
  7982. case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
  7983. if(bl->type == BL_PC)
  7984. val2 = tick;
  7985. else
  7986. tick = 5000*val1;
  7987. break;
  7988. case SC_ENCPOISON: /* エンチャントポイズン */
  7989. calc_flag = 1;
  7990. val2=(((val1 - 1) / 2) + 3)*100; /* 毒付?確率 */
  7991. skill_encchant_eremental_end(bl,SC_ENCPOISON);
  7992. break;
  7993. case SC_EDP: // [Celest]
  7994. calc_flag = 1;
  7995. break;
  7996. case SC_POISONREACT: /* ポイズンリアクト */
  7997. val2=val1/2 + val1%2; // [Celest]
  7998. break;
  7999. case SC_IMPOSITIO: /* インポシティオマヌス */
  8000. calc_flag = 1;
  8001. break;
  8002. case SC_ASPERSIO: /* アスペルシオ */
  8003. skill_encchant_eremental_end(bl,SC_ASPERSIO);
  8004. break;
  8005. case SC_SUFFRAGIUM: /* サフラギム */
  8006. case SC_BENEDICTIO: /* 聖? */
  8007. case SC_MAGNIFICAT: /* マグニフィカ?ト */
  8008. case SC_AETERNA: /* エ?テルナ */
  8009. break;
  8010. case SC_ENERGYCOAT: /* エナジ?コ?ト */
  8011. *opt3 |= 4;
  8012. break;
  8013. case SC_MAGICROD:
  8014. val2 = val1*20;
  8015. break;
  8016. case SC_KYRIE: /* キリエエレイソン */
  8017. val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
  8018. val3 = (val1 / 2 + 5); /* 回? */
  8019. // -- moonsoul (added to undo assumptio status if target has it)
  8020. if(sc_data[SC_ASSUMPTIO].timer!=-1 )
  8021. skill_status_change_end(bl,SC_ASSUMPTIO,-1);
  8022. break;
  8023. case SC_MINDBREAKER:
  8024. calc_flag = 1;
  8025. if(tick <= 0) tick = 1000; /* (オ?トバ?サ?ク) */
  8026. case SC_GLORIA: /* グロリア */
  8027. calc_flag = 1;
  8028. break;
  8029. case SC_LOUD: /* ラウドボイス */
  8030. calc_flag = 1;
  8031. break;
  8032. case SC_TRICKDEAD: /* 死んだふり */
  8033. break;
  8034. case SC_QUAGMIRE: /* クァグマイア */
  8035. calc_flag = 1;
  8036. if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */
  8037. skill_status_change_end(bl,SC_CONCENTRATE,-1);
  8038. if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
  8039. skill_status_change_end(bl,SC_INCREASEAGI,-1);
  8040. if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
  8041. skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  8042. if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
  8043. skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
  8044. if(sc_data[SC_ADRENALINE].timer!=-1 )
  8045. skill_status_change_end(bl,SC_ADRENALINE,-1);
  8046. if(sc_data[SC_LOUD].timer!=-1 )
  8047. skill_status_change_end(bl,SC_LOUD,-1);
  8048. if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
  8049. skill_status_change_end(bl,SC_TRUESIGHT,-1);
  8050. if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
  8051. skill_status_change_end(bl,SC_WINDWALK,-1);
  8052. if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
  8053. skill_status_change_end(bl,SC_CARTBOOST,-1);
  8054. break;
  8055. case SC_FLAMELAUNCHER: /* フレ?ムランチャ? */
  8056. skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
  8057. break;
  8058. case SC_FROSTWEAPON: /* フロストウェポン */
  8059. skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
  8060. break;
  8061. case SC_LIGHTNINGLOADER: /* ライトニングロ?ダ? */
  8062. skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
  8063. break;
  8064. case SC_SEISMICWEAPON: /* サイズミックウェポン */
  8065. skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
  8066. break;
  8067. case SC_DEVOTION: /* ディボ?ション */
  8068. calc_flag = 1;
  8069. break;
  8070. case SC_PROVIDENCE: /* プロヴィデンス */
  8071. calc_flag = 1;
  8072. val2=val1*5;
  8073. break;
  8074. case SC_REFLECTSHIELD:
  8075. val2=10+val1*3;
  8076. break;
  8077. case SC_STRIPWEAPON:
  8078. case SC_STRIPSHIELD:
  8079. case SC_STRIPARMOR:
  8080. case SC_STRIPHELM:
  8081. case SC_CP_WEAPON:
  8082. case SC_CP_SHIELD:
  8083. case SC_CP_ARMOR:
  8084. case SC_CP_HELM:
  8085. break;
  8086. case SC_AUTOSPELL: /* オ?トスペル */
  8087. val4 = 5 + val1*2;
  8088. break;
  8089. case SC_VOLCANO:
  8090. calc_flag = 1;
  8091. val3 = val1*10;
  8092. val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
  8093. break;
  8094. case SC_DELUGE:
  8095. calc_flag = 1;
  8096. val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
  8097. val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
  8098. break;
  8099. case SC_VIOLENTGALE:
  8100. calc_flag = 1;
  8101. val3 = val1*3;
  8102. val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
  8103. break;
  8104. case SC_SPEARSQUICKEN: /* スピアクイッケン */
  8105. calc_flag = 1;
  8106. val2 = 20+val1;
  8107. *opt3 |= 1;
  8108. break;
  8109. case SC_COMBO:
  8110. break;
  8111. case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
  8112. break;
  8113. case SC_BLADESTOP: /* 白刃取り */
  8114. if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
  8115. *opt3 |= 32;
  8116. break;
  8117. case SC_LULLABY: /* 子守唄 */
  8118. val2 = 11;
  8119. break;
  8120. case SC_RICHMANKIM:
  8121. break;
  8122. case SC_ETERNALCHAOS: /* エタ?ナルカオス */
  8123. calc_flag = 1;
  8124. break;
  8125. case SC_DRUMBATTLE: /* ?太鼓の響き */
  8126. calc_flag = 1;
  8127. val2 = (val1+1)*25;
  8128. val3 = (val1+1)*2;
  8129. break;
  8130. case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
  8131. calc_flag = 1;
  8132. val2 = (val1+2)*50;
  8133. val3 = (val1+2)*25;
  8134. break;
  8135. case SC_ROKISWEIL: /* ロキの叫び */
  8136. break;
  8137. case SC_INTOABYSS: /* 深淵の中に */
  8138. break;
  8139. case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  8140. calc_flag = 1;
  8141. val2 = 40 + val1*5;
  8142. val3 = val1*10;
  8143. break;
  8144. case SC_DISSONANCE: /* 不協和音 */
  8145. val2 = 10;
  8146. break;
  8147. case SC_WHISTLE: /* 口笛 */
  8148. calc_flag = 1;
  8149. break;
  8150. case SC_ASSNCROS: /* 夕陽のアサシンクロス */
  8151. calc_flag = 1;
  8152. break;
  8153. case SC_POEMBRAGI: /* ブラギの詩 */
  8154. break;
  8155. case SC_APPLEIDUN: /* イドゥンの林檎 */
  8156. calc_flag = 1;
  8157. break;
  8158. case SC_UGLYDANCE: /* 自分勝手なダンス */
  8159. val2 = 10;
  8160. break;
  8161. case SC_HUMMING: /* ハミング */
  8162. calc_flag = 1;
  8163. break;
  8164. case SC_DONTFORGETME: /* 私を忘れないで */
  8165. calc_flag = 1;
  8166. if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */
  8167. skill_status_change_end(bl,SC_INCREASEAGI,-1);
  8168. if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
  8169. skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  8170. if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
  8171. skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
  8172. if(sc_data[SC_ADRENALINE].timer!=-1 )
  8173. skill_status_change_end(bl,SC_ADRENALINE,-1);
  8174. if(sc_data[SC_ASSNCROS].timer!=-1 )
  8175. skill_status_change_end(bl,SC_ASSNCROS,-1);
  8176. if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥル?サイト */
  8177. skill_status_change_end(bl,SC_TRUESIGHT,-1);
  8178. if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォ?ク */
  8179. skill_status_change_end(bl,SC_WINDWALK,-1);
  8180. if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カ?トブ?スト */
  8181. skill_status_change_end(bl,SC_CARTBOOST,-1);
  8182. break;
  8183. case SC_FORTUNE: /* 幸運のキス */
  8184. calc_flag = 1;
  8185. break;
  8186. case SC_SERVICE4U: /* サ?ビスフォ?ユ? */
  8187. calc_flag = 1;
  8188. break;
  8189. case SC_DANCING: /* ダンス/演奏中 */
  8190. calc_flag = 1;
  8191. val3= tick / 1000;
  8192. tick = 1000;
  8193. break;
  8194. case SC_EXPLOSIONSPIRITS: // 爆裂波動
  8195. calc_flag = 1;
  8196. val2 = 75 + 25*val1;
  8197. *opt3 |= 8;
  8198. break;
  8199. case SC_STEELBODY: // 金剛
  8200. calc_flag = 1;
  8201. *opt3 |= 16;
  8202. break;
  8203. case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
  8204. break;
  8205. case SC_AUTOCOUNTER:
  8206. val3 = val4 = 0;
  8207. break;
  8208. case SC_SPEEDPOTION0: /* ?速ポ?ション */
  8209. case SC_SPEEDPOTION1:
  8210. case SC_SPEEDPOTION2:
  8211. calc_flag = 1;
  8212. tick = 1000 * tick;
  8213. val2 = 5*(2+type-SC_SPEEDPOTION0);
  8214. break;
  8215. /* atk & matk potions [Valaris] */
  8216. case SC_ATKPOT:
  8217. case SC_MATKPOT:
  8218. calc_flag = 1;
  8219. tick = 1000 * tick;
  8220. break;
  8221. case SC_WEDDING: //結婚用(結婚衣裳になって?くのが?いとか)
  8222. {
  8223. time_t timer;
  8224. calc_flag = 1;
  8225. tick = 10000;
  8226. if(!val2)
  8227. val2 = time(&timer);
  8228. }
  8229. break;
  8230. case SC_NOCHAT: //チャット禁止?態
  8231. {
  8232. time_t timer;
  8233. if(!battle_config.muting_players)
  8234. break;
  8235. tick = 60000;
  8236. if(!val2)
  8237. val2 = time(&timer);
  8238. updateflag = SP_MANNER;
  8239. }
  8240. break;
  8241. case SC_SELFDESTRUCTION: //自爆
  8242. clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
  8243. val3 = tick / 1000;
  8244. tick = 1000;
  8245. break;
  8246. /* option1 */
  8247. case SC_STONE: /* 石化 */
  8248. if(!(flag&2)) {
  8249. int sc_def = battle_get_mdef(bl)*200;
  8250. tick = tick - sc_def;
  8251. }
  8252. val3 = tick/1000;
  8253. if(val3 < 1) val3 = 1;
  8254. tick = 5000;
  8255. val2 = 1;
  8256. break;
  8257. case SC_SLEEP: /* 睡眠 */
  8258. if(!(flag&2)) {
  8259. // int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
  8260. // tick = tick * sc_def / 100;
  8261. // if(tick < 1000) tick = 1000;
  8262. tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
  8263. }
  8264. break;
  8265. case SC_FREEZE: /* 凍結 */
  8266. if(!(flag&2)) {
  8267. int sc_def = 100 - battle_get_mdef(bl);
  8268. tick = tick * sc_def / 100;
  8269. }
  8270. break;
  8271. case SC_STAN: /* スタン(val2にミリ秒セット) */
  8272. if(!(flag&2)) {
  8273. int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3);
  8274. tick = tick * sc_def / 100;
  8275. }
  8276. break;
  8277. /* option2 */
  8278. case SC_POISON: /* 毒 */
  8279. calc_flag = 1;
  8280. if(!(flag&2)) {
  8281. int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
  8282. tick = tick * sc_def / 100;
  8283. }
  8284. val3 = tick/1000;
  8285. if(val3 < 1) val3 = 1;
  8286. tick = 1000;
  8287. break;
  8288. case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
  8289. if(!(flag&2)) {
  8290. int sc_def = 100 - battle_get_vit(bl);
  8291. tick = tick * sc_def / 100;
  8292. }
  8293. break;
  8294. case SC_BLIND: /* 暗? */
  8295. calc_flag = 1;
  8296. if(!(flag&2)) {
  8297. int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15;
  8298. tick = 30000 - sc_def;
  8299. }
  8300. break;
  8301. case SC_CURSE:
  8302. calc_flag = 1;
  8303. if(!(flag&2)) {
  8304. int sc_def = 100 - battle_get_vit(bl);
  8305. tick = tick * sc_def / 100;
  8306. }
  8307. break;
  8308. /* option */
  8309. case SC_HIDING: /* ハイディング */
  8310. calc_flag = 1;
  8311. if(bl->type == BL_PC) {
  8312. val2 = tick / 1000; /* 持?時間 */
  8313. tick = 1000;
  8314. }
  8315. break;
  8316. case SC_CHASEWALK:
  8317. case SC_CLOAKING: /* クロ?キング */
  8318. calc_flag = 1; // [Celest]
  8319. if(bl->type == BL_PC)
  8320. val2 = tick;
  8321. else
  8322. tick = 5000*val1;
  8323. break;
  8324. case SC_SIGHT: /* サイト/ルアフ */
  8325. case SC_RUWACH:
  8326. val2 = tick/250;
  8327. tick = 10;
  8328. break;
  8329. /* セ?フティウォ?ル、ニュ?マ */
  8330. case SC_SAFETYWALL: case SC_PNEUMA:
  8331. tick=((struct skill_unit *)val2)->group->limit;
  8332. break;
  8333. /* アンクル */
  8334. case SC_ANKLE:
  8335. break;
  8336. /* ウォ?タ?ボ?ル */
  8337. case SC_WATERBALL:
  8338. tick=150;
  8339. if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1)
  8340. val3=5*5-1;
  8341. else
  8342. val3= (val1|1)*(val1|1)-1;
  8343. break;
  8344. /* スキルじゃない/時間に?係しない */
  8345. case SC_RIDING:
  8346. calc_flag = 1;
  8347. tick = 600*1000;
  8348. break;
  8349. case SC_FALCON:
  8350. case SC_WEIGHT50:
  8351. case SC_WEIGHT90:
  8352. case SC_BROKNWEAPON:
  8353. case SC_BROKNARMOR:
  8354. tick=600*1000;
  8355. break;
  8356. case SC_AUTOGUARD:
  8357. {
  8358. int i,t;
  8359. for(i=val2=0;i<val1;i++) {
  8360. t = 5-(i>>1);
  8361. val2 += (t < 0)? 1:t;
  8362. }
  8363. }
  8364. break;
  8365. case SC_DEFENDER:
  8366. calc_flag = 1;
  8367. val2 = 5 + val1*15;
  8368. break;
  8369. case SC_KEEPING:
  8370. case SC_BARRIER:
  8371. calc_flag = 1;
  8372. case SC_HALLUCINATION:
  8373. break;
  8374. case SC_CONCENTRATION: /* コンセントレ?ション */
  8375. *opt3 |= 1;
  8376. calc_flag = 1;
  8377. break;
  8378. case SC_TENSIONRELAX: /* テンションリラックス */
  8379. calc_flag = 1;
  8380. if(bl->type == BL_PC) {
  8381. tick = 10000;
  8382. }
  8383. break;
  8384. case SC_AURABLADE: /* オ?ラブレ?ド */
  8385. case SC_PARRYING: /* パリイング */
  8386. // case SC_ASSUMPTIO: /* */
  8387. case SC_HEADCRUSH: /* ヘッドクラッシュ */
  8388. case SC_JOINTBEAT: /* ジョイントビ?ト */
  8389. // case SC_MARIONETTE: /* マリオネットコントロ?ル */
  8390. //とりあえず手?き
  8391. break;
  8392. // -- moonsoul (for new upper class related skill status effects)
  8393. /*
  8394. case SC_AURABLADE:
  8395. val2 = val1*10;
  8396. break;
  8397. case SC_PARRYING:
  8398. val2=val1*3;
  8399. break;
  8400. case SC_CONCENTRATION:
  8401. calc_flag=1;
  8402. val2=val1*10;
  8403. val3=val1*5;
  8404. break;
  8405. case SC_TENSIONRELAX:
  8406. // val2 = 10;
  8407. // val3 = 15;
  8408. break;
  8409. case SC_BERSERK:
  8410. calc_flag=1;
  8411. break;
  8412. case SC_ASSUMPTIO:
  8413. if(sc_data[SC_KYRIE].timer!=-1 )
  8414. skill_status_change_end(bl,SC_KYRIE,-1);
  8415. break;
  8416. */
  8417. case SC_WINDWALK: /* ウインドウォ?ク */
  8418. calc_flag = 1;
  8419. val2 = (val1 / 2); //Flee上昇率
  8420. break;
  8421. case SC_BERSERK: /* バ?サ?ク */
  8422. if(sd){
  8423. sd->status.hp = sd->status.max_hp * 3;
  8424. sd->status.sp = 0;
  8425. clif_updatestatus(sd,SP_HP);
  8426. clif_updatestatus(sd,SP_SP);
  8427. clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */
  8428. }
  8429. *opt3 |= 128;
  8430. tick = 10000;
  8431. calc_flag = 1;
  8432. break;
  8433. case SC_ASSUMPTIO: /* アスムプティオ */
  8434. *opt3 |= 2048;
  8435. break;
  8436. case SC_MARIONETTE: /* マリオネットコントロ?ル */
  8437. case SC_MARIONETTE2:
  8438. calc_flag = 1;
  8439. *opt3 |= 1024;
  8440. break;
  8441. case SC_MELTDOWN: /* メルトダウン */
  8442. case SC_CARTBOOST: /* カ?トブ?スト */
  8443. case SC_TRUESIGHT: /* トゥル?サイト */
  8444. case SC_SPIDERWEB: /* スパイダ?ウェッブ */
  8445. case SC_MAGICPOWER: /* 魔法力?幅 */
  8446. calc_flag = 1;
  8447. break;
  8448. case SC_REJECTSWORD: /* リジェクトソ?ド */
  8449. val2 = 3; //3回攻?を跳ね返す
  8450. break;
  8451. case SC_MEMORIZE: /* メモライズ */
  8452. val2 = 3; //3回詠唱を1/3にする
  8453. break;
  8454. case SC_GRAFFITI: /* グラフィティ */
  8455. {
  8456. struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
  8457. if(sg)
  8458. val4 = (int)sg;
  8459. }
  8460. break;
  8461. case SC_SPLASHER: /* ベナムスプラッシャ? */
  8462. break;
  8463. case SC_FOGWALL:
  8464. val2 = 75;
  8465. // calc_flag = 1; // not sure of effects yet [celest]
  8466. break;
  8467. default:
  8468. if(battle_config.error_log)
  8469. printf("UnknownStatusChange [%d]\n", type);
  8470. return 0;
  8471. }
  8472. if(bl->type==BL_PC && type<SC_SENDMAX)
  8473. clif_status_change(bl,type,1); /* アイコン表示 */
  8474. /* optionの?更 */
  8475. switch(type){
  8476. case SC_STONE:
  8477. case SC_FREEZE:
  8478. case SC_STAN:
  8479. case SC_SLEEP:
  8480. battle_stopattack(bl); /* 攻?停止 */
  8481. skill_stop_dancing(bl,0); /* 演奏/ダンスの中? */
  8482. { /* 同時に掛からないステ?タス異常を解除 */
  8483. int i;
  8484. for(i = SC_STONE; i <= SC_SLEEP; i++){
  8485. if(sc_data[i].timer != -1){
  8486. (*sc_count)--;
  8487. delete_timer(sc_data[i].timer, skill_status_change_timer);
  8488. sc_data[i].timer = -1;
  8489. }
  8490. }
  8491. }
  8492. if(type == SC_STONE)
  8493. *opt1 = 6;
  8494. else
  8495. *opt1 = type - SC_STONE + 1;
  8496. opt_flag = 1;
  8497. break;
  8498. case SC_POISON:
  8499. case SC_CURSE:
  8500. case SC_SILENCE:
  8501. case SC_BLIND:
  8502. *opt2 |= 1<<(type-SC_POISON);
  8503. opt_flag = 1;
  8504. break;
  8505. case SC_SIGNUMCRUCIS:
  8506. *opt2 |= 0x40;
  8507. opt_flag = 1;
  8508. break;
  8509. case SC_HIDING:
  8510. case SC_CLOAKING:
  8511. battle_stopattack(bl); /* 攻?停止 */
  8512. *option |= ((type==SC_HIDING)?2:4);
  8513. opt_flag =1 ;
  8514. break;
  8515. case SC_CHASEWALK:
  8516. battle_stopattack(bl); /* 攻?停止 */
  8517. *option |= 16388;
  8518. opt_flag =1 ;
  8519. break;
  8520. case SC_SIGHT:
  8521. *option |= 1;
  8522. opt_flag = 1;
  8523. break;
  8524. case SC_RUWACH:
  8525. *option |= 8192;
  8526. opt_flag = 1;
  8527. break;
  8528. case SC_WEDDING:
  8529. *option |= 4096;
  8530. opt_flag = 1;
  8531. }
  8532. if(opt_flag) /* optionの?更 */
  8533. clif_changeoption(bl);
  8534. (*sc_count)++; /* ステ?タス異常の? */
  8535. sc_data[type].val1 = val1;
  8536. sc_data[type].val2 = val2;
  8537. sc_data[type].val3 = val3;
  8538. sc_data[type].val4 = val4;
  8539. /* タイマ?設定 */
  8540. sc_data[type].timer = add_timer(
  8541. gettick() + tick, skill_status_change_timer, bl->id, type);
  8542. if(bl->type==BL_PC && calc_flag)
  8543. pc_calcstatus(sd,0); /* ステ?タス再計算 */
  8544. if(bl->type==BL_PC && updateflag)
  8545. clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
  8546. return 0;
  8547. }
  8548. /*==========================================
  8549. * ステ?タス異常全解除
  8550. *------------------------------------------
  8551. */
  8552. int skill_status_change_clear(struct block_list *bl, int type)
  8553. {
  8554. struct status_change* sc_data;
  8555. short *sc_count, *option, *opt1, *opt2, *opt3;
  8556. int i;
  8557. nullpo_retr(0, bl);
  8558. nullpo_retr(0, sc_data = battle_get_sc_data(bl));
  8559. nullpo_retr(0, sc_count = battle_get_sc_count(bl));
  8560. nullpo_retr(0, option = battle_get_option(bl));
  8561. nullpo_retr(0, opt1 = battle_get_opt1(bl));
  8562. nullpo_retr(0, opt2 = battle_get_opt2(bl));
  8563. nullpo_retr(0, opt3 = battle_get_opt3(bl));
  8564. if (*sc_count == 0)
  8565. return 0;
  8566. for(i = 0; i < MAX_STATUSCHANGE; i++){
  8567. if(sc_data[i].timer != -1){ /* 異常があるならタイマ?を削除する */
  8568. /*
  8569. delete_timer(sc_data[i].timer, skill_status_change_timer);
  8570. sc_data[i].timer = -1;
  8571. if (!type && i < SC_SENDMAX)
  8572. clif_status_change(bl, i, 0);
  8573. */
  8574. skill_status_change_end(bl, i, -1);
  8575. }
  8576. }
  8577. *sc_count = 0;
  8578. *opt1 = 0;
  8579. *opt2 = 0;
  8580. *opt3 = 0;
  8581. *option &= OPTION_MASK;
  8582. if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors) // by [Yor]
  8583. *opt2 |= STATE_BLIND;
  8584. if(!type || type&2)
  8585. clif_changeoption(bl);
  8586. return 0;
  8587. }
  8588. /* クロ?キング?査(周りに移動不可能地?があるか) */
  8589. int skill_check_cloaking(struct block_list *bl)
  8590. {
  8591. static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
  8592. static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
  8593. int end=1,i;
  8594. //missing sd [Found by Celest, commited by Aria]
  8595. struct map_session_data *sd=(struct map_session_data *)bl;
  8596. nullpo_retr(0, bl);
  8597. if(bl->type == BL_PC &&
  8598. (battle_config.pc_cloak_check_type&1 || pc_checkskill(sd,AS_CLOAKING)>2))
  8599. return 0;
  8600. else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
  8601. return 0;
  8602. for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
  8603. int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
  8604. if(c==1 || c==5) end=0;
  8605. }
  8606. if(end){
  8607. skill_status_change_end(bl, SC_CLOAKING, -1);
  8608. *battle_get_option(bl)&=~4; /* 念のための?理 */
  8609. }
  8610. return end;
  8611. }
  8612. int skill_type_cloaking(struct block_list *bl)
  8613. {
  8614. static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
  8615. static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
  8616. int end=1,i;
  8617. nullpo_retr(0, bl);
  8618. if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8619. return 0;
  8620. else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
  8621. return 0;
  8622. for(i=0; i<sizeof(dx)/sizeof(dx[0]); i++)
  8623. {
  8624. int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
  8625. if(c==1 || c==5) end=0;
  8626. }
  8627. return end;
  8628. }
  8629. /*
  8630. *----------------------------------------------------------------------------
  8631. * スキルユニット
  8632. *----------------------------------------------------------------------------
  8633. */
  8634. /*==========================================
  8635. * 演奏/ダンススキルかどうか判定
  8636. * 引? スキルID
  8637. * ?り ダンスじゃない=0 合奏=2 それ以外のダンス=1
  8638. *------------------------------------------
  8639. */
  8640. int skill_is_danceskill(int id)
  8641. {
  8642. int i;
  8643. switch(id){
  8644. case BD_LULLABY: /* 子守歌 */
  8645. case BD_RICHMANKIM: /* ニヨルドの宴 */
  8646. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  8647. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  8648. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  8649. case BD_ROKISWEIL: /* ロキの叫び */
  8650. case BD_INTOABYSS: /* 深淵の中に */
  8651. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  8652. case BD_RAGNAROK: /* 神?の?昏 */
  8653. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  8654. i=2;
  8655. break;
  8656. case BA_DISSONANCE: /* 不協和音 */
  8657. case BA_FROSTJOKE: /* 寒いジョ?ク */
  8658. case BA_WHISTLE: /* 口笛 */
  8659. case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
  8660. case BA_POEMBRAGI: /* ブラギの詩 */
  8661. case BA_APPLEIDUN: /* イドゥンの林檎 */
  8662. case DC_UGLYDANCE: /* 自分勝手なダンス */
  8663. case DC_SCREAM: /* スクリ?ム */
  8664. case DC_HUMMING: /* ハミング */
  8665. case DC_DONTFORGETME: /* 私を忘れないで… */
  8666. case DC_FORTUNEKISS: /* 幸運のキス */
  8667. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  8668. i=1;
  8669. break;
  8670. default:
  8671. i=0;
  8672. }
  8673. return i;
  8674. }
  8675. /*==========================================
  8676. * 演奏/ダンスをやめる
  8677. * flag 1で合奏中なら相方にユニットを任せる
  8678. *
  8679. *------------------------------------------
  8680. */
  8681. void skill_stop_dancing(struct block_list *src, int flag)
  8682. {
  8683. struct status_change* sc_data;
  8684. struct skill_unit_group* group;
  8685. nullpo_retv(src);
  8686. sc_data=battle_get_sc_data(src);
  8687. if(sc_data && sc_data[SC_DANCING].timer==-1)
  8688. return;
  8689. 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
  8690. if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中?
  8691. struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
  8692. if(flag){ //ログアウトなど片方が落ちても演奏が??される
  8693. if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが落ちる
  8694. group->src_id=sc_data[SC_DANCING].val4; //相方にグル?プを任せる
  8695. if(flag&1) //ログアウト
  8696. 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
  8697. if(flag&2) //ハエ飛びなど
  8698. 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
  8699. }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)
  8700. if(flag&1) //ログアウト
  8701. 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
  8702. if(flag&2) //ハエ飛びなど
  8703. 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
  8704. }
  8705. skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
  8706. //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?
  8707. return;
  8708. }else{
  8709. if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める
  8710. skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる
  8711. }
  8712. 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)
  8713. skill_status_change_end(src,SC_DANCING,-1);//自分のステ?タスを終了させる
  8714. }
  8715. }
  8716. }
  8717. 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
  8718. struct map_session_data *sd = (struct map_session_data *)src;
  8719. skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
  8720. return;
  8721. }
  8722. skill_delunitgroup(group);
  8723. if(src->type==BL_PC)
  8724. pc_calcstatus((struct map_session_data *)src,0);
  8725. }
  8726. /*==========================================
  8727. * スキルユニット初期化
  8728. *------------------------------------------
  8729. */
  8730. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8731. {
  8732. struct skill_unit *unit;
  8733. nullpo_retr(NULL, group);
  8734. nullpo_retr(NULL, unit=&group->unit[idx]);
  8735. if(!unit->alive)
  8736. group->alive_count++;
  8737. unit->bl.id=map_addobject(&unit->bl);
  8738. unit->bl.type=BL_SKILL;
  8739. unit->bl.m=group->map;
  8740. unit->bl.x=x;
  8741. unit->bl.y=y;
  8742. unit->group=group;
  8743. unit->val1=unit->val2=0;
  8744. unit->alive=1;
  8745. map_addblock(&unit->bl);
  8746. clif_skill_setunit(unit);
  8747. return unit;
  8748. }
  8749. int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
  8750. /*==========================================
  8751. * スキルユニット削除
  8752. *------------------------------------------
  8753. */
  8754. int skill_delunit(struct skill_unit *unit)
  8755. {
  8756. struct skill_unit_group *group;
  8757. int range;
  8758. nullpo_retr(0, unit);
  8759. if(!unit->alive)
  8760. return 0;
  8761. nullpo_retr(0, group=unit->group);
  8762. /* onlimitイベント呼び出し */
  8763. skill_unit_onlimit( unit,gettick() );
  8764. /* ondeleteイベント呼び出し */
  8765. range=group->range;
  8766. map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
  8767. unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
  8768. &unit->bl,gettick() );
  8769. clif_skill_delunit(unit);
  8770. unit->group=NULL;
  8771. unit->alive=0;
  8772. map_delobjectnofree(unit->bl.id);
  8773. if(group->alive_count>0 && (--group->alive_count)<=0)
  8774. skill_delunitgroup(group);
  8775. return 0;
  8776. }
  8777. /*==========================================
  8778. * スキルユニットグル?プ初期化
  8779. *------------------------------------------
  8780. */
  8781. static int skill_unit_group_newid=10;
  8782. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8783. int count,int skillid,int skilllv,int unit_id)
  8784. {
  8785. int i;
  8786. struct skill_unit_group *group=NULL, *list=NULL;
  8787. int maxsug=0;
  8788. if(skilllv <= 0) return 0;
  8789. nullpo_retr(NULL, src);
  8790. if(src->type==BL_PC){
  8791. list=((struct map_session_data *)src)->skillunit;
  8792. maxsug=MAX_SKILLUNITGROUP;
  8793. }else if(src->type==BL_MOB){
  8794. list=((struct mob_data *)src)->skillunit;
  8795. maxsug=MAX_MOBSKILLUNITGROUP;
  8796. }else if(src->type==BL_PET){
  8797. list=((struct pet_data *)src)->skillunit;
  8798. maxsug=MAX_MOBSKILLUNITGROUP;
  8799. }
  8800. if(list){
  8801. for(i=0;i<maxsug;i++) /* 空いているもの?索 */
  8802. if(list[i].group_id==0){
  8803. group=&list[i];
  8804. break;
  8805. }
  8806. if(group==NULL){ /* 空いてないので古いもの?索 */
  8807. int j=0;
  8808. unsigned maxdiff=0,x,tick=gettick();
  8809. for(i=0;i<maxsug;i++)
  8810. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  8811. maxdiff=x;
  8812. j=i;
  8813. }
  8814. skill_delunitgroup(&list[j]);
  8815. group=&list[j];
  8816. }
  8817. }
  8818. if(group==NULL){
  8819. printf("skill_initunitgroup: error unit group !\n");
  8820. exit(1);
  8821. }
  8822. group->src_id=src->id;
  8823. group->party_id=battle_get_party_id(src);
  8824. group->guild_id=battle_get_guild_id(src);
  8825. group->group_id=skill_unit_group_newid++;
  8826. if(skill_unit_group_newid<=0)
  8827. skill_unit_group_newid=10;
  8828. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8829. group->unit_count=count;
  8830. group->val1=group->val2=0;
  8831. group->skill_id=skillid;
  8832. group->skill_lv=skilllv;
  8833. group->unit_id=unit_id;
  8834. group->map=src->m;
  8835. group->range=0;
  8836. group->limit=10000;
  8837. group->interval=1000;
  8838. group->tick=gettick();
  8839. group->valstr=NULL;
  8840. if( skill_is_danceskill(skillid) ){
  8841. struct map_session_data *sd = NULL;
  8842. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8843. sd->skillid_dance=skillid;
  8844. sd->skilllv_dance=skilllv;
  8845. }
  8846. skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
  8847. switch(skillid){ //合奏スキルは相方をダンス?態にする
  8848. case BD_LULLABY: /* 子守歌 */
  8849. case BD_RICHMANKIM: /* ニヨルドの宴 */
  8850. case BD_ETERNALCHAOS: /* 永遠の混沌 */
  8851. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  8852. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  8853. case BD_ROKISWEIL: /* ロキの叫び */
  8854. case BD_INTOABYSS: /* 深淵の中に */
  8855. case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */
  8856. case BD_RAGNAROK: /* 神?の?昏 */
  8857. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  8858. {
  8859. int range=1;
  8860. int c=0;
  8861. if(sd){
  8862. map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
  8863. sd->bl.x-range,sd->bl.y-range,
  8864. sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
  8865. }
  8866. }
  8867. }
  8868. }
  8869. return group;
  8870. }
  8871. /*==========================================
  8872. * スキルユニットグル?プ削除
  8873. *------------------------------------------
  8874. */
  8875. int skill_delunitgroup(struct skill_unit_group *group)
  8876. {
  8877. struct block_list *src;
  8878. int i;
  8879. nullpo_retr(0, group);
  8880. if(group->unit_count<=0)
  8881. return 0;
  8882. src=map_id2bl(group->src_id);
  8883. if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス?態を解除する
  8884. if(src)
  8885. skill_status_change_end(src,SC_DANCING,-1);
  8886. }
  8887. group->alive_count=0;
  8888. if(group->unit!=NULL){
  8889. for(i=0;i<group->unit_count;i++)
  8890. if(group->unit[i].alive)
  8891. skill_delunit(&group->unit[i]);
  8892. }
  8893. if(group->valstr!=NULL){
  8894. map_freeblock(group->valstr);
  8895. group->valstr=NULL;
  8896. }
  8897. map_freeblock(group->unit); /* free()の替わり */
  8898. group->unit=NULL;
  8899. group->src_id=0;
  8900. group->group_id=0;
  8901. group->unit_count=0;
  8902. return 0;
  8903. }
  8904. /*==========================================
  8905. * スキルユニットグル?プ全削除
  8906. *------------------------------------------
  8907. */
  8908. int skill_clear_unitgroup(struct block_list *src)
  8909. {
  8910. struct skill_unit_group *group=NULL;
  8911. int maxsug=0;
  8912. nullpo_retr(0, src);
  8913. if(src->type==BL_PC){
  8914. group=((struct map_session_data *)src)->skillunit;
  8915. maxsug=MAX_SKILLUNITGROUP;
  8916. }else if(src->type==BL_MOB){
  8917. group=((struct mob_data *)src)->skillunit;
  8918. maxsug=MAX_MOBSKILLUNITGROUP;
  8919. }else if(src->type==BL_PET){ // [Valaris]
  8920. group=((struct pet_data *)src)->skillunit;
  8921. maxsug=MAX_MOBSKILLUNITGROUP;
  8922. }
  8923. if(group){
  8924. int i;
  8925. for(i=0;i<maxsug;i++)
  8926. if(group[i].group_id>0 && group[i].src_id == src->id)
  8927. skill_delunitgroup(&group[i]);
  8928. }
  8929. return 0;
  8930. }
  8931. /*==========================================
  8932. * スキルユニットグル?プの被影響tick?索
  8933. *------------------------------------------
  8934. */
  8935. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  8936. struct block_list *bl,int group_id)
  8937. {
  8938. int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET;
  8939. struct skill_unit_group_tickset *set=NULL;
  8940. nullpo_retr(0, bl);
  8941. if(bl->type==BL_PC){
  8942. set=((struct map_session_data *)bl)->skillunittick;
  8943. }else{
  8944. set=((struct mob_data *)bl)->skillunittick;
  8945. }
  8946. if(set==NULL)
  8947. return 0;
  8948. for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
  8949. if( set[(k=(i+s)%MAX_SKILLUNITGROUPTICKSET)].group_id == group_id )
  8950. return &set[k];
  8951. else if( set[k].group_id==0 )
  8952. j=k;
  8953. return &set[j];
  8954. }
  8955. /*==========================================
  8956. * スキルユニットグル?プの被影響tick削除
  8957. *------------------------------------------
  8958. */
  8959. int skill_unitgrouptickset_delete(struct block_list *bl,int group_id)
  8960. {
  8961. int i,s=group_id%MAX_SKILLUNITGROUPTICKSET;
  8962. struct skill_unit_group_tickset *set=NULL,*ts;
  8963. nullpo_retr(0, bl);
  8964. if(bl->type==BL_PC){
  8965. set=((struct map_session_data *)bl)->skillunittick;
  8966. }else{
  8967. set=((struct mob_data *)bl)->skillunittick;
  8968. }
  8969. if(set!=NULL){
  8970. for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
  8971. if( (ts=&set[(i+s)%MAX_SKILLUNITGROUPTICKSET])->group_id == group_id )
  8972. ts->group_id=0;
  8973. }
  8974. return 0;
  8975. }
  8976. /*==========================================
  8977. * スキルユニットタイマ??動?理用(foreachinarea)
  8978. *------------------------------------------
  8979. */
  8980. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  8981. {
  8982. struct block_list *src;
  8983. struct skill_unit *su;
  8984. unsigned int tick;
  8985. nullpo_retr(0, bl);
  8986. nullpo_retr(0, ap);
  8987. src=va_arg(ap,struct block_list*);
  8988. tick=va_arg(ap,unsigned int);
  8989. su = (struct skill_unit *)src;
  8990. if( su && su->alive ) {
  8991. struct skill_unit_group *sg;
  8992. sg = su->group;
  8993. if(sg && battle_check_target(src,bl,sg->target_flag )>0)
  8994. skill_unit_onplace( su, bl, tick );
  8995. }
  8996. return 0;
  8997. }
  8998. /*==========================================
  8999. * スキルユニットタイマ?削除?理用(foreachinarea)
  9000. *------------------------------------------
  9001. */
  9002. int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
  9003. {
  9004. struct block_list *src;
  9005. struct skill_unit *su;
  9006. unsigned int tick;
  9007. nullpo_retr(0, bl);
  9008. nullpo_retr(0, ap);
  9009. src=va_arg(ap,struct block_list*);
  9010. tick=va_arg(ap,unsigned int);
  9011. su = (struct skill_unit *)src;
  9012. if( su && su->alive ){
  9013. struct skill_unit_group *sg;
  9014. sg = su->group;
  9015. if( sg && battle_check_target(src,bl,sg->target_flag )>0 )
  9016. skill_unit_ondelete( su, bl, tick );
  9017. }
  9018. return 0;
  9019. }
  9020. /*==========================================
  9021. * スキルユニットタイマ??理用(foreachobject)
  9022. *------------------------------------------
  9023. */
  9024. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  9025. {
  9026. struct skill_unit *unit;
  9027. struct skill_unit_group *group;
  9028. int range;
  9029. unsigned int tick;
  9030. nullpo_retr(0, bl);
  9031. nullpo_retr(0, ap);
  9032. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9033. nullpo_retr(0, group=unit->group);
  9034. tick=va_arg(ap,unsigned int);
  9035. if(!unit->alive)
  9036. return 0;
  9037. range=(unit->range!=0)?unit->range:group->range;
  9038. /* onplaceイベント呼び出し */
  9039. if(unit->alive && unit->range>=0){
  9040. map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
  9041. bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
  9042. bl,tick);
  9043. if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
  9044. map_foreachinarea( skill_idun_heal, bl->m,
  9045. bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
  9046. group->val2++;
  9047. }
  9048. }
  9049. /* 時間切れ削除 */
  9050. if(unit->alive &&
  9051. (DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
  9052. switch(group->unit_id){
  9053. case 0x8f: /* ブラストマイン */
  9054. group->unit_id = 0x8c;
  9055. clif_changelook(bl,LOOK_BASE,group->unit_id);
  9056. group->limit=DIFF_TICK(tick+1500,group->tick);
  9057. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9058. break;
  9059. case 0x90: /* スキッドトラップ */
  9060. case 0x91: /* アンクルスネア */
  9061. case 0x93: /* ランドマイン */
  9062. case 0x94: /* ショックウェ?ブトラップ */
  9063. case 0x95: /* サンドマン */
  9064. case 0x96: /* フラッシャ? */
  9065. case 0x97: /* フリ?ジングトラップ */
  9066. case 0x98: /* クレイモア?トラップ */
  9067. case 0x99: /* ト?キ?ボックス */
  9068. {
  9069. struct block_list *src=map_id2bl(group->src_id);
  9070. if(group->unit_id == 0x91 && group->val2);
  9071. else{
  9072. if(src && src->type==BL_PC){
  9073. struct item item_tmp;
  9074. memset(&item_tmp,0,sizeof(item_tmp));
  9075. item_tmp.nameid=1065;
  9076. item_tmp.identify=1;
  9077. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  9078. }
  9079. }
  9080. }
  9081. default:
  9082. skill_delunit(unit);
  9083. }
  9084. }
  9085. if(group->unit_id == 0x8d) {
  9086. unit->val1 -= 5;
  9087. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9088. unit->limit = DIFF_TICK(tick+700,group->tick);
  9089. }
  9090. return 0;
  9091. }
  9092. /*==========================================
  9093. * スキルユニットタイマ??理
  9094. *------------------------------------------
  9095. */
  9096. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  9097. {
  9098. map_freeblock_lock();
  9099. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9100. map_freeblock_unlock();
  9101. return 0;
  9102. }
  9103. /*==========================================
  9104. * スキルユニット移動時?理用(foreachinarea)
  9105. *------------------------------------------
  9106. */
  9107. int skill_unit_out_all_sub( struct block_list *bl, va_list ap )
  9108. {
  9109. struct skill_unit *unit;
  9110. struct skill_unit_group *group;
  9111. struct block_list *src;
  9112. int range;
  9113. unsigned int tick;
  9114. nullpo_retr(0, bl);
  9115. nullpo_retr(0, ap);
  9116. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  9117. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9118. nullpo_retr(0, group=unit->group);
  9119. tick=va_arg(ap,unsigned int);
  9120. if(!unit->alive || src->prev==NULL)
  9121. return 0;
  9122. range=(unit->range!=0)?unit->range:group->range;
  9123. if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
  9124. return 0;
  9125. if( src->x >= bl->x-range && src->x <= bl->x+range &&
  9126. src->y >= bl->y-range && src->y <= bl->y+range )
  9127. skill_unit_onout( unit, src, tick );
  9128. return 0;
  9129. }
  9130. /*==========================================
  9131. * スキルユニット移動時?理
  9132. *------------------------------------------
  9133. */
  9134. int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
  9135. {
  9136. nullpo_retr(0, bl);
  9137. if( bl->prev==NULL )
  9138. return 0;
  9139. if(range<7)
  9140. range=7;
  9141. map_foreachinarea( skill_unit_out_all_sub,
  9142. bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
  9143. bl,tick );
  9144. return 0;
  9145. }
  9146. /*==========================================
  9147. * スキルユニット移動時?理用(foreachinarea)
  9148. *------------------------------------------
  9149. */
  9150. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  9151. {
  9152. struct skill_unit *unit;
  9153. struct skill_unit_group *group;
  9154. struct block_list *src;
  9155. int range;
  9156. unsigned int tick;
  9157. nullpo_retr(0, bl);
  9158. nullpo_retr(0, ap);
  9159. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9160. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  9161. tick=va_arg(ap,unsigned int);
  9162. if(!unit->alive || src->prev==NULL)
  9163. return 0;
  9164. if((group=unit->group) == NULL)
  9165. return 0;
  9166. range=(unit->range!=0)?unit->range:group->range;
  9167. if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
  9168. return 0;
  9169. if( src->x >= bl->x-range && src->x <= bl->x+range &&
  9170. src->y >= bl->y-range && src->y <= bl->y+range )
  9171. skill_unit_onplace( unit, src, tick );
  9172. else
  9173. skill_unit_onout( unit, src, tick );
  9174. return 0;
  9175. }
  9176. /*==========================================
  9177. * スキルユニット移動時?理
  9178. *------------------------------------------
  9179. */
  9180. int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
  9181. {
  9182. nullpo_retr(0, bl);
  9183. if( bl->prev==NULL )
  9184. return 0;
  9185. if(range<7)
  9186. range=7;
  9187. map_foreachinarea( skill_unit_move_sub,
  9188. bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
  9189. bl,tick );
  9190. return 0;
  9191. }
  9192. /*==========================================
  9193. * スキルユニット自?の移動時?理(foreachinarea)
  9194. *------------------------------------------
  9195. */
  9196. int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
  9197. {
  9198. struct skill_unit *unit;
  9199. struct skill_unit_group *group;
  9200. struct block_list *src;
  9201. int range;
  9202. unsigned int tick;
  9203. nullpo_retr(0, bl);
  9204. nullpo_retr(0, ap);
  9205. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  9206. nullpo_retr(0, unit=(struct skill_unit *)src);
  9207. nullpo_retr(0, group=unit->group);
  9208. tick=va_arg(ap,unsigned int);
  9209. if(!unit->alive || bl->prev==NULL)
  9210. return 0;
  9211. range=(unit->range!=0)?unit->range:group->range;
  9212. if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
  9213. return 0;
  9214. if( bl->x >= src->x-range && bl->x <= src->x+range &&
  9215. bl->y >= src->y-range && bl->y <= src->y+range )
  9216. skill_unit_onplace( unit, bl, tick );
  9217. else
  9218. skill_unit_onout( unit, bl, tick );
  9219. return 0;
  9220. }
  9221. /*==========================================
  9222. * スキルユニット自?の移動時?理
  9223. * 引?はグル?プと移動量
  9224. *------------------------------------------
  9225. */
  9226. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  9227. {
  9228. nullpo_retr(0, group);
  9229. if( group->unit_count<=0)
  9230. return 0;
  9231. if(group->unit!=NULL){
  9232. if(!battle_config.unit_movement_type){
  9233. int i;
  9234. for(i=0;i<group->unit_count;i++){
  9235. struct skill_unit *unit=&group->unit[i];
  9236. if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){
  9237. int range=unit->range;
  9238. map_delblock(&unit->bl);
  9239. unit->bl.m = m;
  9240. unit->bl.x += dx;
  9241. unit->bl.y += dy;
  9242. map_addblock(&unit->bl);
  9243. clif_skill_setunit(unit);
  9244. if(range>0){
  9245. if(range<7)
  9246. range=7;
  9247. map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
  9248. unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
  9249. &unit->bl,gettick() );
  9250. }
  9251. }
  9252. }
  9253. }else{
  9254. int i,j, *r_flag, *s_flag, *m_flag;
  9255. struct skill_unit *unit1;
  9256. struct skill_unit *unit2;
  9257. r_flag = (int *) malloc(sizeof(int) * group->unit_count);
  9258. s_flag = (int *) malloc(sizeof(int) * group->unit_count);
  9259. m_flag = (int *) malloc(sizeof(int) * group->unit_count);
  9260. memset(r_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  9261. memset(s_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  9262. memset(m_flag,0, sizeof(int) * group->unit_count);// ?承フラグ
  9263. //先にフラグを全部決める
  9264. for(i=0;i<group->unit_count;i++){
  9265. int move_check=0;// かぶりフラグ
  9266. unit1=&group->unit[i];
  9267. for(j=0;j<group->unit_count;j++){
  9268. unit2=&group->unit[j];
  9269. if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9270. //移動先にユニットがかぶってたら
  9271. s_flag[i]=1;// 移動前のユニットナンバ?の?承フラグon
  9272. r_flag[j]=1;// かぶるユニットナンバ?の?留フラグon
  9273. move_check=1;//ユニットがかぶった。
  9274. break;
  9275. }
  9276. }
  9277. if(!move_check)// ユニットがかぶってなかったら
  9278. m_flag[i]=1;// 移動前ユニットナンバ?の移動フラグon
  9279. }
  9280. //フラグに基づいてユニット移動
  9281. for(i=0;i<group->unit_count;i++){
  9282. unit1=&group->unit[i];
  9283. if(m_flag[i]){// 移動フラグがonで
  9284. if(!r_flag[i]){// ?留フラグがoffなら
  9285. //?純移動(rangeも?承の必要無し)
  9286. int range=unit1->range;
  9287. map_delblock(&unit1->bl);
  9288. unit1->bl.m = m;
  9289. unit1->bl.x += dx;
  9290. unit1->bl.y += dy;
  9291. map_addblock(&unit1->bl);
  9292. clif_skill_setunit(unit1);
  9293. if(range > 0){
  9294. if(range < 7)
  9295. range = 7;
  9296. map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
  9297. unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
  9298. &unit1->bl,gettick() );
  9299. }
  9300. }else{// ?留フラグがonなら
  9301. //空ユニットになるので、?承可能なユニットを探す
  9302. for(j=0;j<group->unit_count;j++){
  9303. unit2=&group->unit[j];
  9304. if(s_flag[j] && !r_flag[j]){
  9305. // ?承移動(range?承付き)
  9306. int range=unit1->range;
  9307. map_delblock(&unit2->bl);
  9308. unit2->bl.m = m;
  9309. unit2->bl.x = unit1->bl.x + dx;
  9310. unit2->bl.y = unit1->bl.y + dy;
  9311. unit2->range = unit1->range;
  9312. map_addblock(&unit2->bl);
  9313. clif_skill_setunit(unit2);
  9314. if(range > 0){
  9315. if(range < 7)
  9316. range = 7;
  9317. map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
  9318. unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
  9319. &unit2->bl,gettick() );
  9320. }
  9321. s_flag[j]=0;// ?承完了したのでoff
  9322. break;
  9323. }
  9324. }
  9325. }
  9326. }
  9327. }
  9328. free(r_flag);
  9329. free(s_flag);
  9330. free(m_flag);
  9331. }
  9332. }
  9333. return 0;
  9334. }
  9335. /*----------------------------------------------------------------------------
  9336. * アイテム合成
  9337. *----------------------------------------------------------------------------
  9338. */
  9339. /*==========================================
  9340. * アイテム合成可能判定
  9341. *------------------------------------------
  9342. */
  9343. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
  9344. {
  9345. int i,j;
  9346. nullpo_retr(0, sd);
  9347. if(nameid<=0)
  9348. return 0;
  9349. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9350. if(skill_produce_db[i].nameid == nameid )
  9351. break;
  9352. }
  9353. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9354. return 0;
  9355. if(trigger>=0){
  9356. if(trigger==32 || trigger==16 || trigger==64){
  9357. if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */
  9358. return 0;
  9359. }else{
  9360. if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */
  9361. return 0;
  9362. if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */
  9363. return 0;
  9364. }
  9365. }
  9366. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9367. return 0; /* スキルが足りない */
  9368. for(j=0;j<5;j++){
  9369. int id,x,y;
  9370. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
  9371. continue;
  9372. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9373. if(pc_search_inventory(sd,id) < 0)
  9374. return 0;
  9375. }
  9376. else {
  9377. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9378. if( sd->status.inventory[y].nameid == id )
  9379. x+=sd->status.inventory[y].amount;
  9380. if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9381. return 0;
  9382. }
  9383. }
  9384. return i+1;
  9385. }
  9386. /*==========================================
  9387. * アイテム合成可能判定
  9388. *------------------------------------------
  9389. */
  9390. int skill_produce_mix( struct map_session_data *sd,
  9391. int nameid, int slot1, int slot2, int slot3 )
  9392. {
  9393. int slot[3];
  9394. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9395. nullpo_retr(0, sd);
  9396. if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* ?件不足 */
  9397. return 0;
  9398. idx--;
  9399. slot[0]=slot1;
  9400. slot[1]=slot2;
  9401. slot[2]=slot3;
  9402. /* 埋め?み?理 */
  9403. for(i=0,sc=0,ele=0;i<3;i++){
  9404. int j;
  9405. if( slot[i]<=0 )
  9406. continue;
  9407. j = pc_search_inventory(sd,slot[i]);
  9408. if(j < 0) /* 不正パケット(アイテム存在)チェック */
  9409. continue;
  9410. if(slot[i]==1000){ /* 星のかけら */
  9411. pc_delitem(sd,j,1,1);
  9412. sc++;
  9413. }
  9414. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* ?性石 */
  9415. static const int ele_table[4]={3,1,4,2};
  9416. pc_delitem(sd,j,1,1);
  9417. ele=ele_table[slot[i]-994];
  9418. }
  9419. }
  9420. /* 材料消費 */
  9421. for(i=0;i<5;i++){
  9422. int j,id,x;
  9423. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9424. continue;
  9425. x=skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9426. 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 */
  9427. int y=0;
  9428. j = pc_search_inventory(sd,id);
  9429. if(j >= 0){
  9430. y = sd->status.inventory[j].amount;
  9431. if(y>x)y=x; /* 足りている */
  9432. pc_delitem(sd,j,y,0);
  9433. }else {
  9434. if(battle_config.error_log)
  9435. printf("skill_produce_mix: material item error\n");
  9436. }
  9437. x-=y; /* まだ足りない個?を計算 */
  9438. }while( j>=0 && x>0 ); /* 材料を消費するか、エラ?になるまで繰り返す */
  9439. }
  9440. /* 確率判定 */
  9441. equip = itemdb_isequip(nameid);
  9442. if(!equip) {
  9443. if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
  9444. if((nameid >= 501 && nameid <= 506) || (nameid >= 545 && nameid <= 547) || nameid == 525)
  9445. make_per = 2000 + 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 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
  9446. else if(nameid == 970)
  9447. make_per = 1500 + 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;
  9448. else if(nameid == 7135)
  9449. 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 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
  9450. else if(nameid == 7136)
  9451. 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 + pc_checkskill(sd,AM_ACIDTERROR)*100;
  9452. else if(nameid == 7137)
  9453. 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 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
  9454. else if(nameid == 7138)
  9455. 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 + pc_checkskill(sd,AM_SPHEREMINE)*100;
  9456. else if(nameid == 7139)
  9457. 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 + pc_checkskill(sd,AM_CP_WEAPON)*100 +
  9458. pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
  9459. else
  9460. 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;
  9461. }
  9462. else {
  9463. if(nameid == 998)
  9464. make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
  9465. else if(nameid == 985)
  9466. make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + (pc_checkskill(sd,skill_produce_db[idx].req_skill)-1)*500;
  9467. else
  9468. make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
  9469. }
  9470. }
  9471. else {
  9472. int add_per;
  9473. if(pc_search_inventory(sd,989) >= 0) add_per = 750;
  9474. else if(pc_search_inventory(sd,988) >= 0) add_per = 500;
  9475. else if(pc_search_inventory(sd,987) >= 0) add_per = 250;
  9476. else if(pc_search_inventory(sd,986) >= 0) add_per = 0;
  9477. else add_per = -500;
  9478. if(ele) add_per -= 500;
  9479. add_per -= sc*500;
  9480. wlv = itemdb_wlv(nameid);
  9481. make_per = ((250 + sd->status.base_level*15 + sd->paramc[4]*10 + sd->paramc[5]*5 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500 +
  9482. add_per) * (100 - (wlv - 1)*20))/100 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0);
  9483. }
  9484. if(make_per < 1) make_per = 1;
  9485. if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
  9486. if( battle_config.pp_rate!=100 )
  9487. make_per=make_per*battle_config.pp_rate/100;
  9488. }
  9489. else {
  9490. if( battle_config.wp_rate!=100 ) /* 確率補正 */
  9491. make_per=make_per*battle_config.wp_rate/100;
  9492. }
  9493. // if(battle_config.etc_log)
  9494. // printf("make rate = %d\n",make_per);
  9495. if(rand()%10000 < make_per){
  9496. /* 成功 */
  9497. struct item tmp_item;
  9498. memset(&tmp_item,0,sizeof(tmp_item));
  9499. tmp_item.nameid=nameid;
  9500. tmp_item.amount=1;
  9501. tmp_item.identify=1;
  9502. if(equip){ /* 武器の場合 */
  9503. tmp_item.card[0]=0x00ff; /* 製造武器フラグ */
  9504. tmp_item.card[1]=((sc*5)<<8)+ele; /* ?性とつよさ */
  9505. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  9506. }
  9507. else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
  9508. (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
  9509. tmp_item.card[0]=0x00fe;
  9510. tmp_item.card[1]=0;
  9511. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  9512. }
  9513. #ifndef TXT_ONLY
  9514. if(log_config.produce > 0)
  9515. log_produce(sd,nameid,slot1,slot2,slot3,1);
  9516. #endif //USE_SQL
  9517. if(skill_produce_db[idx].req_skill!=AM_PHARMACY && skill_produce_db[idx].req_skill!=WS_CREATECOIN) { //武器製造の場合
  9518. clif_produceeffect(sd,0,nameid);/* 武器製造エフェクトパケット */
  9519. clif_misceffect(&sd->bl,3); /* 他人にも成功を通知(精?成功エフェクトと同じでいいの?) */
  9520. }
  9521. else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファ?マシ?の場合
  9522. clif_produceeffect(sd,2,nameid);/* 製?エフェクトパケット */
  9523. clif_misceffect(&sd->bl,5); /* 他人にも成功を通知*/
  9524. }else{
  9525. clif_produceeffect(sd,0,nameid);/* 不明なのでとりあえず製造エフェクトパケット */
  9526. clif_misceffect(&sd->bl,3); /* 他人にも成功を通知*/
  9527. }
  9528. if((flag = pc_additem(sd,&tmp_item,1))) {
  9529. clif_additem(sd,0,0,flag);
  9530. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9531. }
  9532. }
  9533. else {
  9534. #ifndef TXT_ONLY
  9535. if(log_config.produce > 0)
  9536. log_produce(sd,nameid,slot1,slot2,slot3,0);
  9537. #endif //USE_SQL
  9538. if(skill_produce_db[idx].req_skill!=AM_PHARMACY) { //武器製造の場合
  9539. clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクトパケット */
  9540. clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
  9541. }
  9542. else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファ?マシ?の場合
  9543. clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクトパケット */
  9544. clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知*/
  9545. }else{
  9546. clif_produceeffect(sd,1,nameid);/* 不明なのでとりあえず製造失敗エフェクトパケット */
  9547. clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知*/
  9548. }
  9549. }
  9550. return 0;
  9551. }
  9552. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9553. {
  9554. int i,j,flag,index=-1;
  9555. struct item tmp_item;
  9556. nullpo_retr(0, sd);
  9557. if(nameid <= 0)
  9558. return 1;
  9559. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9560. if(nameid == skill_arrow_db[i].nameid) {
  9561. index = i;
  9562. break;
  9563. }
  9564. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9565. return 1;
  9566. pc_delitem(sd,j,1,0);
  9567. for(i=0;i<5;i++) {
  9568. memset(&tmp_item,0,sizeof(tmp_item));
  9569. tmp_item.identify = 1;
  9570. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9571. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9572. if(battle_config.making_arrow_name_input) {
  9573. tmp_item.card[0]=0x00fe;
  9574. tmp_item.card[1]=0;
  9575. *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */
  9576. }
  9577. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9578. continue;
  9579. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9580. clif_additem(sd,0,0,flag);
  9581. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9582. }
  9583. }
  9584. return 0;
  9585. }
  9586. /*----------------------------------------------------------------------------
  9587. * 初期化系
  9588. */
  9589. /*==========================================
  9590. * スキル?係ファイル?み?み
  9591. * skill_db.txt スキルデ?タ
  9592. * skill_cast_db.txt スキルの詠唱時間とディレイデ?タ
  9593. * produce_db.txt アイテム作成スキル用デ?タ
  9594. * create_arrow_db.txt 矢作成スキル用デ?タ
  9595. * abra_db.txt アブラカダブラ?動スキルデ?タ
  9596. *------------------------------------------
  9597. */
  9598. int skill_readdb(void)
  9599. {
  9600. int i,j,k,l,m;
  9601. FILE *fp;
  9602. char line[1024],*p;
  9603. char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};
  9604. /* スキルデ?タベ?ス */
  9605. memset(skill_db,0,sizeof(skill_db));
  9606. fp=fopen("db/skill_db.txt","r");
  9607. if(fp==NULL){
  9608. printf("can't read db/skill_db.txt\n");
  9609. return 1;
  9610. }
  9611. while(fgets(line,1020,fp)){
  9612. char *split[50], *split2[MAX_SKILL_LEVEL];
  9613. if(line[0]=='/' && line[1]=='/')
  9614. continue;
  9615. for(j=0,p=line;j<14 && p;j++){
  9616. split[j]=p;
  9617. p=strchr(p,',');
  9618. if(p) *p++=0;
  9619. }
  9620. if(split[13]==NULL || j<14)
  9621. continue;
  9622. i=atoi(split[0]);
  9623. if(i<0 || i>MAX_SKILL_DB)
  9624. continue;
  9625. /* printf("skill id=%d\n",i); */
  9626. memset(split2,0,sizeof(split2));
  9627. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9628. split2[j]=p;
  9629. p=strchr(p,':');
  9630. if(p) *p++=0;
  9631. }
  9632. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9633. skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9634. skill_db[i].hit=atoi(split[2]);
  9635. skill_db[i].inf=atoi(split[3]);
  9636. skill_db[i].pl=atoi(split[4]);
  9637. skill_db[i].nk=atoi(split[5]);
  9638. skill_db[i].max=atoi(split[6]);
  9639. memset(split2,0,sizeof(split2));
  9640. for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){
  9641. split2[j]=p;
  9642. p=strchr(p,':');
  9643. if(p) *p++=0;
  9644. }
  9645. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9646. skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9647. if(strcmpi(split[8],"yes") == 0)
  9648. skill_db[i].castcancel=1;
  9649. else
  9650. skill_db[i].castcancel=0;
  9651. skill_db[i].cast_def_rate=atoi(split[9]);
  9652. skill_db[i].inf2=atoi(split[10]);
  9653. skill_db[i].maxcount=atoi(split[11]);
  9654. if(strcmpi(split[12],"weapon") == 0)
  9655. skill_db[i].skill_type=BF_WEAPON;
  9656. else if(strcmpi(split[12],"magic") == 0)
  9657. skill_db[i].skill_type=BF_MAGIC;
  9658. else if(strcmpi(split[12],"misc") == 0)
  9659. skill_db[i].skill_type=BF_MISC;
  9660. else
  9661. skill_db[i].skill_type=0;
  9662. memset(split2,0,sizeof(split2));
  9663. for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){
  9664. split2[j]=p;
  9665. p=strchr(p,':');
  9666. if(p) *p++=0;
  9667. }
  9668. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9669. skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9670. }
  9671. fclose(fp);
  9672. printf("read db/skill_db.txt done\n");
  9673. fp=fopen("db/skill_require_db.txt","r");
  9674. if(fp==NULL){
  9675. printf("can't read db/skill_require_db.txt\n");
  9676. return 1;
  9677. }
  9678. while(fgets(line,1020,fp)){
  9679. char *split[51], *split2[MAX_SKILL_LEVEL];
  9680. if(line[0]=='/' && line[1]=='/')
  9681. continue;
  9682. for(j=0,p=line;j<30 && p;j++){
  9683. split[j]=p;
  9684. p=strchr(p,',');
  9685. if(p) *p++=0;
  9686. }
  9687. if(split[29]==NULL || j<30)
  9688. continue;
  9689. i=atoi(split[0]);
  9690. if(i<0 || i>MAX_SKILL_DB)
  9691. continue;
  9692. memset(split2,0,sizeof(split2));
  9693. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9694. split2[j]=p;
  9695. p=strchr(p,':');
  9696. if(p) *p++=0;
  9697. }
  9698. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9699. skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9700. memset(split2,0,sizeof(split2));
  9701. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9702. split2[j]=p;
  9703. p=strchr(p,':');
  9704. if(p) *p++=0;
  9705. }
  9706. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9707. skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9708. memset(split2,0,sizeof(split2));
  9709. for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
  9710. split2[j]=p;
  9711. p=strchr(p,':');
  9712. if(p) *p++=0;
  9713. }
  9714. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9715. skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9716. memset(split2,0,sizeof(split2));
  9717. for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
  9718. split2[j]=p;
  9719. p=strchr(p,':');
  9720. if(p) *p++=0;
  9721. }
  9722. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9723. skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9724. memset(split2,0,sizeof(split2));
  9725. for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){
  9726. split2[j]=p;
  9727. p=strchr(p,':');
  9728. if(p) *p++=0;
  9729. }
  9730. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9731. skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9732. memset(split2,0,sizeof(split2));
  9733. for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){
  9734. split2[j]=p;
  9735. p=strchr(p,':');
  9736. if(p) *p++=0;
  9737. }
  9738. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9739. skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9740. memset(split2,0,sizeof(split2));
  9741. for(j=0,p=split[7];j<32 && p;j++){
  9742. split2[j]=p;
  9743. p=strchr(p,':');
  9744. if(p) *p++=0;
  9745. }
  9746. for(k=0;k<32 && split2[k];k++) {
  9747. l = atoi(split2[k]);
  9748. if(l == 99) {
  9749. skill_db[i].weapon = 0xffffffff;
  9750. break;
  9751. }
  9752. else
  9753. skill_db[i].weapon |= 1<<l;
  9754. }
  9755. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9756. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9757. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9758. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9759. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9760. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  9761. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9762. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9763. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9764. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9765. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9766. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  9767. else skill_db[i].state=ST_NONE;
  9768. memset(split2,0,sizeof(split2));
  9769. for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){
  9770. split2[j]=p;
  9771. p=strchr(p,':');
  9772. if(p) *p++=0;
  9773. }
  9774. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9775. skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9776. skill_db[i].itemid[0]=atoi(split[10]);
  9777. skill_db[i].amount[0]=atoi(split[11]);
  9778. skill_db[i].itemid[1]=atoi(split[12]);
  9779. skill_db[i].amount[1]=atoi(split[13]);
  9780. skill_db[i].itemid[2]=atoi(split[14]);
  9781. skill_db[i].amount[2]=atoi(split[15]);
  9782. skill_db[i].itemid[3]=atoi(split[16]);
  9783. skill_db[i].amount[3]=atoi(split[17]);
  9784. skill_db[i].itemid[4]=atoi(split[18]);
  9785. skill_db[i].amount[4]=atoi(split[19]);
  9786. skill_db[i].itemid[5]=atoi(split[20]);
  9787. skill_db[i].amount[5]=atoi(split[21]);
  9788. skill_db[i].itemid[6]=atoi(split[22]);
  9789. skill_db[i].amount[6]=atoi(split[23]);
  9790. skill_db[i].itemid[7]=atoi(split[24]);
  9791. skill_db[i].amount[7]=atoi(split[25]);
  9792. skill_db[i].itemid[8]=atoi(split[26]);
  9793. skill_db[i].amount[8]=atoi(split[27]);
  9794. skill_db[i].itemid[9]=atoi(split[28]);
  9795. skill_db[i].amount[9]=atoi(split[29]);
  9796. }
  9797. fclose(fp);
  9798. printf("read db/skill_require_db.txt done\n");
  9799. /* キャスティングデ?タベ?ス */
  9800. fp=fopen("db/skill_cast_db.txt","r");
  9801. if(fp==NULL){
  9802. printf("can't read db/skill_cast_db.txt\n");
  9803. return 1;
  9804. }
  9805. while(fgets(line,1020,fp)){
  9806. char *split[50], *split2[MAX_SKILL_LEVEL];
  9807. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9808. if(line[0]=='/' && line[1]=='/')
  9809. continue;
  9810. for(j=0,p=line;j<5 && p;j++){
  9811. split[j]=p;
  9812. p=strchr(p,',');
  9813. if(p) *p++=0;
  9814. }
  9815. if(split[4]==NULL || j<5)
  9816. continue;
  9817. i=atoi(split[0]);
  9818. if(i<0 || i>MAX_SKILL_DB)
  9819. continue;
  9820. memset(split2,0,sizeof(split2));
  9821. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9822. split2[j]=p;
  9823. p=strchr(p,':');
  9824. if(p) *p++=0;
  9825. }
  9826. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9827. skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9828. memset(split2,0,sizeof(split2));
  9829. for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
  9830. split2[j]=p;
  9831. p=strchr(p,':');
  9832. if(p) *p++=0;
  9833. }
  9834. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9835. skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9836. memset(split2,0,sizeof(split2));
  9837. for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
  9838. split2[j]=p;
  9839. p=strchr(p,':');
  9840. if(p) *p++=0;
  9841. }
  9842. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9843. skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9844. memset(split2,0,sizeof(split2));
  9845. for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
  9846. split2[j]=p;
  9847. p=strchr(p,':');
  9848. if(p) *p++=0;
  9849. }
  9850. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9851. skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9852. }
  9853. fclose(fp);
  9854. printf("read db/skill_cast_db.txt done\n");
  9855. /* 製造系スキルデ?タベ?ス */
  9856. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9857. for(m=0;m<2;m++){
  9858. fp=fopen(filename[m],"r");
  9859. if(fp==NULL){
  9860. if(m>0)
  9861. continue;
  9862. printf("can't read %s\n",filename[m]);
  9863. return 1;
  9864. }
  9865. k=0;
  9866. while(fgets(line,1020,fp)){
  9867. char *split[16];
  9868. int x,y;
  9869. if(line[0]=='/' && line[1]=='/')
  9870. continue;
  9871. memset(split,0,sizeof(split));
  9872. for(j=0,p=line;j<13 && p;j++){
  9873. split[j]=p;
  9874. p=strchr(p,',');
  9875. if(p) *p++=0;
  9876. }
  9877. if(split[0]==NULL)
  9878. continue;
  9879. i=atoi(split[0]);
  9880. if(i<=0)
  9881. continue;
  9882. skill_produce_db[k].nameid=i;
  9883. skill_produce_db[k].itemlv=atoi(split[1]);
  9884. skill_produce_db[k].req_skill=atoi(split[2]);
  9885. for(x=3,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9886. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9887. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9888. }
  9889. k++;
  9890. if(k >= MAX_SKILL_PRODUCE_DB)
  9891. break;
  9892. }
  9893. fclose(fp);
  9894. printf("read %s done (count=%d)\n",filename[m],k);
  9895. }
  9896. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9897. fp=fopen("db/create_arrow_db.txt","r");
  9898. if(fp==NULL){
  9899. printf("can't read db/create_arrow_db.txt\n");
  9900. return 1;
  9901. }
  9902. k=0;
  9903. while(fgets(line,1020,fp)){
  9904. char *split[16];
  9905. int x,y;
  9906. if(line[0]=='/' && line[1]=='/')
  9907. continue;
  9908. memset(split,0,sizeof(split));
  9909. for(j=0,p=line;j<13 && p;j++){
  9910. split[j]=p;
  9911. p=strchr(p,',');
  9912. if(p) *p++=0;
  9913. }
  9914. if(split[0]==NULL)
  9915. continue;
  9916. i=atoi(split[0]);
  9917. if(i<=0)
  9918. continue;
  9919. skill_arrow_db[k].nameid=i;
  9920. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9921. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9922. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9923. }
  9924. k++;
  9925. if(k >= MAX_SKILL_ARROW_DB)
  9926. break;
  9927. }
  9928. fclose(fp);
  9929. printf("read db/create_arrow_db.txt done (count=%d)\n",k);
  9930. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9931. fp=fopen("db/abra_db.txt","r");
  9932. if(fp==NULL){
  9933. printf("can't read db/abra_db.txt\n");
  9934. return 1;
  9935. }
  9936. k=0;
  9937. while(fgets(line,1020,fp)){
  9938. char *split[16];
  9939. if(line[0]=='/' && line[1]=='/')
  9940. continue;
  9941. memset(split,0,sizeof(split));
  9942. for(j=0,p=line;j<13 && p;j++){
  9943. split[j]=p;
  9944. p=strchr(p,',');
  9945. if(p) *p++=0;
  9946. }
  9947. if(split[0]==NULL)
  9948. continue;
  9949. i=atoi(split[0]);
  9950. if(i<=0)
  9951. continue;
  9952. skill_abra_db[i].req_lv=atoi(split[2]);
  9953. skill_abra_db[i].per=atoi(split[3]);
  9954. k++;
  9955. if(k >= MAX_SKILL_ABRA_DB)
  9956. break;
  9957. }
  9958. fclose(fp);
  9959. printf("read db/abra_db.txt done (count=%d)\n",k);
  9960. fp=fopen("db/skill_castnodex_db.txt","r");
  9961. if(fp==NULL){
  9962. printf("can't read db/skill_castnodex_db.txt\n");
  9963. return 1;
  9964. }
  9965. while(fgets(line,1020,fp)){
  9966. char *split[50], *split2[MAX_SKILL_LEVEL];
  9967. memset(split,0,sizeof(split));
  9968. if(line[0]=='/' && line[1]=='/')
  9969. continue;
  9970. for(j=0,p=line;j<2 && p;j++){
  9971. split[j]=p;
  9972. p=strchr(p,',');
  9973. if(p) *p++=0;
  9974. }
  9975. i=atoi(split[0]);
  9976. if(i<0 || i>MAX_SKILL_DB)
  9977. continue;
  9978. memset(split2,0,sizeof(split2));
  9979. for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
  9980. split2[j]=p;
  9981. p=strchr(p,':');
  9982. if(p) *p++=0;
  9983. }
  9984. for(k=0;k<MAX_SKILL_LEVEL;k++)
  9985. skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
  9986. }
  9987. fclose(fp);
  9988. printf("read db/skill_castnodex_db.txt done\n");
  9989. return 0;
  9990. }
  9991. void skill_reload(void)
  9992. {
  9993. /*
  9994. <empty skill database>
  9995. <?>
  9996. */
  9997. do_init_skill();
  9998. }
  9999. /*==========================================
  10000. * スキル?係初期化?理
  10001. *------------------------------------------
  10002. */
  10003. int do_init_skill(void)
  10004. {
  10005. skill_readdb();
  10006. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10007. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10008. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10009. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10010. add_timer_func_list(skill_status_change_timer,"skill_status_change_timer");
  10011. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10012. return 0;
  10013. }