skill.c 357 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mob.h"
  21. #include "battle.h"
  22. #include "party.h"
  23. #include "itemdb.h"
  24. #include "script.h"
  25. #include "intif.h"
  26. #include "log.h"
  27. #include "chrif.h"
  28. #include "guild.h"
  29. #include "date.h"
  30. #include "unit.h"
  31. #define SKILLUNITTIMER_INVERVAL 100
  32. //Guild Skills are shifted to these to make them stick into the skill array.
  33. #define GD_SKILLRANGEMIN 900
  34. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  35. int skill_names_id[MAX_SKILL_DB];
  36. const struct skill_name_db skill_names[] = {
  37. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  38. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  39. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  40. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  41. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  42. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  43. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  44. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  45. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  46. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  47. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  48. { AL_CURE, "AL_CURE", "Cure" } ,
  49. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  50. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  51. { AL_DP, "AL_DP", "Divine_Protection" } ,
  52. { AL_HEAL, "AL_HEAL", "Heal" } ,
  53. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  54. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  55. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  56. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  57. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  58. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  59. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  60. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  61. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  62. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  63. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  64. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  65. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  66. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  67. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  68. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  69. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  70. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  71. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  72. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  73. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  74. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  75. { AM_REST, "AM_REST", "Vaporize" } ,
  76. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  77. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  78. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  79. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  80. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  81. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  82. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  83. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  84. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  85. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  86. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  87. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  88. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  89. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  90. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  91. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  92. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  93. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  94. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  95. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  96. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  97. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  98. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  99. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  100. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  101. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  102. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  103. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  104. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  105. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  106. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  107. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  108. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  109. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  110. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  111. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  112. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  113. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  114. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  115. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  116. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  117. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  118. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  119. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  120. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  121. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  122. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  123. { BS_GREED, "BS_GREED", "Greed" } ,
  124. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  125. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  126. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  127. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  128. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  129. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  130. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  131. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  132. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  133. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  134. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  135. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  136. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  137. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  138. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  139. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  140. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  141. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  142. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  143. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  144. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  145. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  146. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  147. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  148. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  149. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  150. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  151. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  152. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  153. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  154. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  155. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  156. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  157. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  158. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  159. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  160. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  161. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  162. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  163. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  164. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  165. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  166. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  167. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  168. { CR_TRUST, "CR_TRUST", "Faith" } ,
  169. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  170. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  171. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  172. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  173. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  174. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  175. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  176. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  177. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  178. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  179. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  180. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  181. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  182. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  183. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  184. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  185. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  186. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  187. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  188. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  189. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  190. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  191. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  192. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  193. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  194. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  195. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  196. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  197. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  198. { GS_DUST, "GS_DUST", "Dust" } ,
  199. { GS_FLING, "GS_FLING", "Fling" } ,
  200. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  201. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  202. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  203. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  204. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  205. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  206. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  207. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  208. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  209. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  210. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  211. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  212. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  213. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  214. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  215. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  216. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  217. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  218. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  219. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  220. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  221. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  222. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  223. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  224. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  225. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  226. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  227. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  228. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  229. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  230. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  231. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  232. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  233. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  234. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  235. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  236. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  237. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  238. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  239. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  240. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  241. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  242. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  243. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  244. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  245. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  246. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  247. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  248. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  249. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  250. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  251. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  252. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  253. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  254. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  255. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  256. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  257. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  258. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  259. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  260. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  261. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  262. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  263. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  264. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  265. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  266. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  267. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  268. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  269. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  270. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  271. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  272. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  273. { MC_VENDING, "MC_VENDING", "Vending" } ,
  274. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  275. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  276. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  277. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  278. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  279. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  280. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  281. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  282. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  283. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  284. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  285. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  286. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  287. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  288. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  289. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  290. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  291. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  292. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  293. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  294. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  295. { MO_DODGE, "MO_DODGE", "Flee" } ,
  296. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  297. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  298. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  299. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  300. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  301. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  302. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  303. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  304. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  305. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  306. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  307. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  308. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  309. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  310. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  311. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  312. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  313. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  314. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  315. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  316. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  317. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  318. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  319. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  320. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  321. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  322. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  323. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  324. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  325. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  326. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  327. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  328. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  329. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  330. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  331. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  332. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  333. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  334. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  335. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  336. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  337. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  338. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  339. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  340. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  341. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  342. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  343. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  344. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  345. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  346. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  347. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  348. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  349. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  350. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  351. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  352. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  353. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  354. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  355. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  356. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  357. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  358. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  359. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  360. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  361. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  362. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  363. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  364. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  365. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  366. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  367. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  368. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  369. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  370. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  371. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  372. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  373. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  374. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  375. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  376. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  377. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  378. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  379. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  380. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  381. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  382. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  383. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  384. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  385. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  386. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  387. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  388. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  389. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  390. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  391. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  392. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  393. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  394. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  395. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  396. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  397. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  398. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  399. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  400. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  401. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  402. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  403. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  404. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  405. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  406. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  407. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  408. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  409. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  410. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  411. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  412. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  413. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  414. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  415. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  416. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  417. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  418. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  419. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  420. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  421. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  422. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  423. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  424. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  425. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  426. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  427. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  428. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  429. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  430. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  431. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  432. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  433. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  434. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  435. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  436. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  437. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  438. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  439. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  440. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  441. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  442. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  443. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  444. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  445. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  446. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  447. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  448. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  449. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  450. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  451. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  452. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  453. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  454. { SA_COMA, "SA_COMA", "Coma" } ,
  455. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  456. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  457. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  458. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  459. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  460. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  461. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  462. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  463. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  464. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  465. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  466. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  467. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  468. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  469. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  470. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  471. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  472. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  473. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  474. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  475. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  476. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  477. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  478. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  479. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  480. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  481. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  482. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  483. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  484. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  485. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  486. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  487. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  489. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  490. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  491. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  492. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  493. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  494. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  495. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  496. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  497. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  498. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  499. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  500. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  501. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  502. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  503. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  504. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  505. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  506. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  507. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  508. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  509. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  510. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  511. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  512. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  513. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  514. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  515. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  516. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  517. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  518. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  519. { SL_SKA, "SL_SKA", "Eska" } ,
  520. { SL_SKE, "SL_SKE", "Eske" } ,
  521. { SL_SMA, "SL_SMA", "Esma" } ,
  522. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  523. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  524. { SL_STIN, "SL_STIN", "Estin" } ,
  525. { SL_STUN, "SL_STUN", "Estun" } ,
  526. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  527. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  528. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  529. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  530. { SM_BASH, "SM_BASH", "Bash" } ,
  531. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  532. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  533. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  534. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  535. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  536. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  537. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  538. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  539. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  540. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  541. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  542. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  543. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  544. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  545. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  546. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  547. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  548. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  549. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  550. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  551. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  552. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  553. { TF_POISON, "TF_POISON", "Envenom" } ,
  554. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  555. { TF_STEAL, "TF_STEAL", "Steal" } ,
  556. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  557. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  558. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  559. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  560. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  561. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  562. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  563. { TK_MISSION, "TK_MISSION", "Mission" } ,
  564. { TK_POWER, "TK_POWER", "Kihop" } ,
  565. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  566. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  567. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  568. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  569. { TK_RUN, "TK_RUN", "Sprint" } ,
  570. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  571. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  572. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  573. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  574. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  575. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  576. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  577. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  578. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  579. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  580. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  581. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  582. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  583. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  584. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  585. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  586. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  587. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  588. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  589. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  590. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  591. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  592. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  593. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  594. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  595. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  596. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  597. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  598. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  599. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  600. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  601. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  602. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  603. };
  604. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  605. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  606. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  607. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  608. /* スキルデ?タベ?ス */
  609. struct skill_db skill_db[MAX_SKILL_DB];
  610. /* アイテム?�?ャデ?タベ?ス */
  611. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  612. /* 矢?�?ャスキルデ?タベ?ス */
  613. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  614. /* アブラカダブラ?動スキルデ?タベ?ス */
  615. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  616. // macros to check for out of bounds errors [celest]
  617. // i: Skill ID, l: Skill Level, var: Value to return after checking
  618. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  619. // for values that might need to use a different function just skill_chk would suffice.
  620. #define skill_chk(i, l) \
  621. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  622. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  623. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  624. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  625. #define skill_get(var, i, l) \
  626. { skill_chk(i, l); return var; }
  627. // Skill DB
  628. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  629. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  630. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  631. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  632. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  633. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  634. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  635. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  636. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  637. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  638. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  639. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  640. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  641. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  642. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  643. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  644. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  645. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  646. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  647. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  648. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  649. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  650. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  651. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  652. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  653. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  654. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  655. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  656. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  657. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  658. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  659. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  660. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  661. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  662. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  663. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  664. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  665. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  666. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  667. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  668. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  669. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  670. const char* skill_get_name( int id ){
  671. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  672. return "UNKNOWN_SKILL";
  673. if (id >= GD_SKILLBASE)
  674. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  675. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  676. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  677. return skill_db[id].name;
  678. }
  679. int skill_tree_get_max(int id, int b_class){
  680. int i, skillid;
  681. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  682. if (id == skillid) return skill_tree[b_class][i].max;
  683. return skill_get_max (id);
  684. }
  685. /* プ�?トタイプ */
  686. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  687. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  688. int status_change_timer_sub(struct block_list *bl, va_list ap);
  689. int skill_attack_area(struct block_list *bl,va_list ap);
  690. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  691. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  692. int skill_greed(struct block_list *bl, va_list ap);
  693. int skill_landprotector(struct block_list *bl, va_list ap);
  694. int skill_ganbatein(struct block_list *bl, va_list ap);
  695. int skill_trap_splash(struct block_list *bl, va_list ap);
  696. int skill_count_target(struct block_list *bl, va_list ap);
  697. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  698. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  699. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  700. int skill_unit_effect(struct block_list *bl,va_list ap);
  701. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  702. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  703. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  704. int skill_get_casttype(int id)
  705. {
  706. int inf = skill_get_inf(id);
  707. if (inf&(INF_GROUND_SKILL))
  708. return CAST_GROUND;
  709. if (inf&INF_SUPPORT_SKILL)
  710. return CAST_NODAMAGE;
  711. if (inf&INF_SELF_SKILL) {
  712. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  713. return CAST_DAMAGE; //Combo skill.
  714. return CAST_NODAMAGE;
  715. }
  716. if (skill_get_nk(id)&NK_NO_DAMAGE)
  717. return CAST_NODAMAGE;
  718. return CAST_DAMAGE;
  719. };
  720. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  721. int skill_get_range2(struct block_list *bl, int id, int lv) {
  722. int range = skill_get_range(id, lv);
  723. if(range < 0) {
  724. if (battle_config.use_weapon_skill_range)
  725. return status_get_range(bl);
  726. range *=-1;
  727. }
  728. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  729. switch (id) {
  730. case AC_SHOWER:
  731. case AC_DOUBLE:
  732. case HT_BLITZBEAT:
  733. case AC_CHARGEARROW:
  734. case SN_FALCONASSAULT:
  735. case SN_SHARPSHOOTING:
  736. case HT_POWER:
  737. if (bl->type == BL_PC)
  738. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  739. else
  740. range += 10; //Assume level 10?
  741. break;
  742. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  743. case GS_RAPIDSHOWER:
  744. case GS_TRACKING:
  745. case GS_PIERCINGSHOT:
  746. case GS_FULLBUSTER:
  747. case GS_SPREADATTACK:
  748. case GS_GROUNDDRIFT:
  749. if (bl->type == BL_PC)
  750. range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
  751. else
  752. range += 10; //Assume level 10?
  753. break;
  754. }
  755. return range;
  756. }
  757. // Making plagiarize check its own function [Aru]
  758. int can_copy(struct map_session_data *sd, int skillid)
  759. {
  760. // Never copy NPC/Wedding Skills
  761. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  762. return 0;
  763. // High-class skills
  764. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  765. {
  766. if(battle_config.copyskill_restrict == 2)
  767. return 0;
  768. else if(battle_config.copyskill_restrict)
  769. return (sd->status.class_ == JOB_STALKER);
  770. }
  771. return 1;
  772. }
  773. // [MouseJstr] - skill ok to cast? and when?
  774. int skillnotok(int skillid, struct map_session_data *sd)
  775. {
  776. int i = skillid;
  777. nullpo_retr (1, sd);
  778. //if (sd == 0)
  779. //return 0;
  780. //return 1;
  781. // I think it was meant to be "no skills allowed when not a valid sd"
  782. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  783. return 1;
  784. if (i >= GD_SKILLBASE)
  785. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  786. if (i > MAX_SKILL || i < 0)
  787. return 1;
  788. if (sd->blockskill[i] > 0)
  789. return 1;
  790. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  791. return 0; // gm's can do anything damn thing they want
  792. // Check skill restrictions [Celest]
  793. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  794. return 1;
  795. if(map[sd->bl.m].flag.pvp) {
  796. if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
  797. return 1;
  798. if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
  799. return 1;
  800. }
  801. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  802. return 1;
  803. if(agit_flag && skill_get_nocast (skillid) & 8)
  804. return 1;
  805. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  806. return 1;
  807. switch (skillid) {
  808. case AL_WARP:
  809. if(map[sd->bl.m].flag.nowarp) {
  810. clif_skill_teleportmessage(sd,0);
  811. return 1;
  812. }
  813. return 0;
  814. break;
  815. case AL_TELEPORT:
  816. if(map[sd->bl.m].flag.noteleport) {
  817. clif_skill_teleportmessage(sd,0);
  818. return 1;
  819. }
  820. return 0;
  821. case TK_HIGHJUMP:
  822. if(map[sd->bl.m].flag.noteleport && !map_flag_gvg(sd->bl.m))
  823. { //Can't be used on noteleport maps, except for gvg maps [Skotlex]
  824. clif_skill_fail(sd,skillid,0,0);
  825. return 1;
  826. }
  827. break;
  828. case WE_CALLPARTNER:
  829. case WE_CALLPARENT:
  830. case WE_CALLBABY:
  831. if (map[sd->bl.m].flag.nomemo) {
  832. clif_skill_teleportmessage(sd,1);
  833. return 1;
  834. }
  835. break;
  836. case MC_VENDING:
  837. case MC_IDENTIFY:
  838. return 0; // always allowed
  839. case WZ_ICEWALL:
  840. // noicewall flag [Valaris]
  841. if (map[sd->bl.m].flag.noicewall) {
  842. clif_skill_fail(sd,skillid,0,0);
  843. return 1;
  844. }
  845. }
  846. return (map[sd->bl.m].flag.noskill);
  847. }
  848. /* スキルユニットの配置?﨣��ヤす */
  849. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  850. int firewall_unit_pos;
  851. int icewall_unit_pos;
  852. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  853. {
  854. int pos = skill_get_unit_layout_type(skillid,skilllv);
  855. int dir;
  856. if (pos != -1)
  857. return &skill_unit_layout[pos];
  858. if (src->x == x && src->y == y)
  859. dir = 2;
  860. else
  861. dir = map_calc_dir(src,x,y);
  862. if (skillid == MG_FIREWALL)
  863. return &skill_unit_layout [firewall_unit_pos + dir];
  864. else if (skillid == WZ_ICEWALL)
  865. return &skill_unit_layout [icewall_unit_pos + dir];
  866. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  867. return &skill_unit_layout[0];
  868. }
  869. /*==========================================
  870. * スキル追加?果
  871. *------------------------------------------
  872. */
  873. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  874. {
  875. struct map_session_data *sd=NULL;
  876. struct map_session_data *dstsd=NULL;
  877. struct status_change *sc;
  878. struct status_change *tsc;
  879. struct mob_data *md=NULL;
  880. struct mob_data *dstmd=NULL;
  881. struct pet_data *pd=NULL;
  882. int skill,skill2;
  883. int rate;
  884. nullpo_retr(0, src);
  885. nullpo_retr(0, bl);
  886. if(skillid < 0)
  887. { // remove the debug print when this case is finished
  888. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  889. src, bl,skillid,skilllv,attack_type,tick);
  890. return 0;
  891. }
  892. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  893. switch (src->type) {
  894. case BL_PC:
  895. sd = (struct map_session_data *)src;
  896. break;
  897. case BL_MOB:
  898. md = (struct mob_data *)src;
  899. break;
  900. case BL_PET:
  901. pd = (struct pet_data *)src; // [Valaris]
  902. break;
  903. }
  904. switch (bl->type) {
  905. case BL_PC:
  906. dstsd=(struct map_session_data *)bl;
  907. break;
  908. case BL_MOB:
  909. dstmd=(struct mob_data *)bl;
  910. break;
  911. }
  912. sc = status_get_sc(src);
  913. tsc = status_get_sc(bl);
  914. if (!tsc) //skill additional effect is about adding effects to the target...
  915. //So if the target can't be inflicted with statuses, this is pointless.
  916. return 0;
  917. switch(skillid){
  918. case 0: // Normal attacks (no skill used)
  919. {
  920. if(sd) {
  921. // Automatic trigger of Blitz Beat
  922. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  923. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  924. int lv=(sd->status.job_level+9)/10;
  925. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  926. }
  927. // Gank
  928. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  929. (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  930. if(pc_steal_item(sd,bl))
  931. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  932. else if (battle_config.display_snatcher_skill_fail)
  933. clif_skill_fail(sd,skillid,0,0);
  934. }
  935. // Chance to trigger Taekwon kicks [Dralnu]
  936. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  937. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  938. sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
  939. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  940. ; //Stance triggered
  941. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  942. sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
  943. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  944. ; //Stance triggered
  945. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  946. sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
  947. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
  948. ; //Stance triggered
  949. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  950. { //additional chance from SG_FRIEND [Komurka]
  951. rate = 20;
  952. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  953. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  954. status_change_end(src,SC_SKILLRATE_UP,-1);
  955. }
  956. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  957. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
  958. }
  959. }
  960. }
  961. if (sc && sc->count) {
  962. // Enchant Poison gives a chance to poison attacked enemies
  963. if(sc->data[SC_ENCPOISON].timer != -1)
  964. sc_start4(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
  965. sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
  966. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  967. if(sc->data[SC_EDP].timer != -1)
  968. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  969. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  970. }
  971. if (tsc->count) {
  972. if (tsc->data[SC_SPLASHER].timer != -1)
  973. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  974. tsc->data[SC_SPLASHER].val1,0,0,0,
  975. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  976. }
  977. }
  978. break;
  979. case SM_BASH: /* バッシュ?i急?�?U??j */
  980. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  981. //TODO: How much % per base level it actually is?
  982. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  983. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  984. }
  985. break;
  986. case AS_VENOMKNIFE:
  987. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  988. skilllv = pc_checkskill(sd, TF_POISON);
  989. case TF_POISON: /* インベナム */
  990. case AS_SPLASHER: /* ベナムスプラッシャ? */
  991. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  992. && sd && skillid==TF_POISON
  993. )
  994. clif_skill_fail(sd,skillid,0,0);
  995. break;
  996. case AS_SONICBLOW: /* ソニックブ�?? */
  997. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  998. break;
  999. case AS_GRIMTOOTH:
  1000. {
  1001. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1002. if (tsc->data[type].timer == -1)
  1003. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1004. break;
  1005. }
  1006. case MG_FROSTDIVER: /* フ�?ストダイバ? */
  1007. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  1008. {
  1009. rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
  1010. if (rate <= 5)
  1011. rate = 5;
  1012. sc_start(bl,SC_FREEZE,rate,skilllv,skill_get_time2(skillid,skilllv));
  1013. }
  1014. break;
  1015. case WZ_STORMGUST: /* スト?ムガスト */
  1016. tsc->data[SC_FREEZE].val3++;
  1017. if(tsc->data[SC_FREEZE].val3 >= 3)
  1018. status_change_start(bl,SC_FREEZE,10000,
  1019. skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1020. break;
  1021. case WZ_METEOR:
  1022. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1023. break;
  1024. case WZ_VERMILION:
  1025. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1026. break;
  1027. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  1028. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1029. break;
  1030. case HT_FLASHER: /* Flasher */
  1031. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1032. break;
  1033. case HT_LANDMINE: /* ランドマイン */
  1034. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1035. break;
  1036. case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
  1037. if(dstsd)
  1038. pc_damage_sp(dstsd, 0, 15*skilllv+5);
  1039. break;
  1040. case HT_SANDMAN: /* サンドマン */
  1041. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1042. break;
  1043. case TF_SPRINKLESAND: /* ?サまき */
  1044. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1045. break;
  1046. case TF_THROWSTONE: /* ?ホ投げ */
  1047. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1048. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1049. break;
  1050. case NPC_DARKCROSS:
  1051. case CR_HOLYCROSS: /* ホ?リ?クロス */
  1052. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1053. break;
  1054. case CR_GRANDCROSS: /* グランドク�?ス */
  1055. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  1056. {
  1057. int race = status_get_race(bl);
  1058. if(battle_check_undead(race,status_get_elem_type(bl)) || race == RC_DEMON)
  1059. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1060. }
  1061. break;
  1062. case AM_ACIDTERROR:
  1063. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1064. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1065. clif_emotion(bl,23);
  1066. break;
  1067. case AM_DEMONSTRATION:
  1068. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1069. break;
  1070. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  1071. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1072. break;
  1073. case PA_PRESSURE: /* プレッシャ? */
  1074. if (dstsd)
  1075. pc_damage_sp(dstsd, 0, 15 +5*skilllv);
  1076. break;
  1077. case RG_RAID: /* サプライズアタック */
  1078. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1079. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1080. break;
  1081. case BA_FROSTJOKE:
  1082. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1083. break;
  1084. case DC_SCREAM:
  1085. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1086. break;
  1087. case BD_LULLABY: /* 子守唄 */
  1088. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1089. break;
  1090. case DC_UGLYDANCE:
  1091. if (dstsd) {
  1092. int skill, sp = 5+5*skilllv;
  1093. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1094. sp += 5+skill;
  1095. pc_damage_sp(dstsd, sp, 0);
  1096. }
  1097. break;
  1098. case SL_STUN:
  1099. if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
  1100. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1101. break;
  1102. /* MOBの追加?果付きスキル */
  1103. case NPC_PETRIFYATTACK:
  1104. case NPC_CURSEATTACK:
  1105. case NPC_SLEEPATTACK:
  1106. case NPC_BLINDATTACK:
  1107. case NPC_POISON:
  1108. case NPC_SILENCEATTACK:
  1109. case NPC_STUNATTACK:
  1110. sc_start(bl,SkillStatusChangeTable[skillid],50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1111. break;
  1112. case NPC_MENTALBREAKER:
  1113. if(dstsd) {
  1114. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1115. if(sp < 1) sp = 1;
  1116. pc_damage_sp(dstsd,sp,0);
  1117. }
  1118. break;
  1119. // Equipment breaking monster skills [Celest]
  1120. case NPC_BREAKWEAPON:
  1121. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1122. break;
  1123. case NPC_BREAKARMOR:
  1124. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1125. break;
  1126. case NPC_BREAKHELM:
  1127. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1128. break;
  1129. case NPC_BREAKSHIELD:
  1130. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1131. break;
  1132. case CH_TIGERFIST:
  1133. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1134. break;
  1135. case LK_SPIRALPIERCE:
  1136. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1137. break;
  1138. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1139. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1140. break;
  1141. case PF_FOGWALL: /* ホ?リ?ク�?ス */
  1142. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1143. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1144. break;
  1145. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1146. {
  1147. //?�?が良く分からないので適?に
  1148. int race = status_get_race(bl);
  1149. if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == RC_DEMON))
  1150. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1151. }
  1152. break;
  1153. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1154. //?�?が良く分からないので適?に
  1155. sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1156. break;
  1157. case ASC_METEORASSAULT: /* �?テオアサルト */
  1158. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1159. switch(rand()%3) {
  1160. case 0:
  1161. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1162. break;
  1163. case 1:
  1164. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1165. break;
  1166. default:
  1167. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1168. }
  1169. break;
  1170. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1171. // skilllv*5%の確率で呪い
  1172. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1173. break;
  1174. case WS_CARTTERMINATION: // Cart termination
  1175. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1176. break;
  1177. case CR_ACIDDEMONSTRATION:
  1178. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1179. break;
  1180. case TK_DOWNKICK:
  1181. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1182. break;
  1183. case TK_JUMPKICK:
  1184. //Cancel out Soul Linker status of the target. [Skotlex]
  1185. if (tsc->count) {
  1186. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1187. break;
  1188. //Remove pitched potions effect.
  1189. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1190. status_change_end(bl, SC_ASPDPOTION0, -1);
  1191. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1192. status_change_end(bl, SC_ASPDPOTION1, -1);
  1193. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1194. status_change_end(bl, SC_ASPDPOTION2, -1);
  1195. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1196. status_change_end(bl, SC_ASPDPOTION3, -1);
  1197. if (tsc->data[SC_SPIRIT].timer != -1)
  1198. status_change_end(bl, SC_SPIRIT, -1);
  1199. if (tsc->data[SC_ONEHAND].timer != -1)
  1200. status_change_end(bl, SC_ONEHAND, -1);
  1201. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1202. status_change_end(bl, SC_ADRENALINE2, -1);
  1203. }
  1204. break;
  1205. case TK_TURNKICK:
  1206. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1207. if(attack_type == BF_MISC) //70% base stun chance...
  1208. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1209. break;
  1210. //Until they're at right position - gs_statuschange- [Vicious]
  1211. case GS_BULLSEYE: //0.1% coma rate.
  1212. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1213. break;
  1214. case GS_CRACKER:
  1215. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1216. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1217. break;
  1218. case GS_PIERCINGSHOT:
  1219. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1220. break;
  1221. case GS_FULLBUSTER:
  1222. sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
  1223. break;
  1224. case NJ_HYOUSYOURAKU:
  1225. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1226. break;
  1227. //case GS_FLING: // this needs to be looked at [Reddozen]
  1228. // if (skill == GS_FLING) { // gunslinger [marquis007]
  1229. // int spiritball = (sd->spiritball > 5 ? 5 : sd->spiritball);
  1230. // } else {
  1231. // int spiritball = 1;
  1232. // }
  1233. //
  1234. // if (spiritball <= sd->spiritball && sd->spiritball != 0){
  1235. // pc_delspiritball(sd,spiritball,0);
  1236. // status_change_start(bl,SC_FLING,10000,spiritball*5,0,0,0,skill_get_time(skillid,skilllv)));
  1237. // }
  1238. // break;
  1239. }
  1240. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1241. { //Pass heritage to Master for status causing effects. [Skotlex]
  1242. sd = map_id2sd(md->master_id);
  1243. }
  1244. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1245. int i, type;
  1246. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1247. type=i-SC_COMMON_MIN;
  1248. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1249. if (!rate)
  1250. continue; //Code Speedup.
  1251. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1252. }
  1253. }
  1254. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1255. //No need to check the NK value as this function is only called on attacks
  1256. //(or stuff that should invoke these things.
  1257. if(sd && !status_isdead(bl) && src != bl/* &&
  1258. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)*/) {
  1259. struct block_list *tbl;
  1260. struct unit_data *ud;
  1261. int i;
  1262. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1263. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1264. if (skillnotok(skill, sd))
  1265. continue;
  1266. //skill2 reused to store skilllv.
  1267. skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1268. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1269. if (rand()%1000 > rate)
  1270. continue;
  1271. if (sd->autospell[i].id < 0)
  1272. tbl = src;
  1273. else
  1274. tbl = bl;
  1275. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
  1276. continue; //Autoskills DO check for target-src range. [Skotlex]
  1277. rate = skill_get_inf(skill);
  1278. switch (skill_get_casttype(skill)) {
  1279. case CAST_GROUND:
  1280. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
  1281. break;
  1282. case CAST_NODAMAGE:
  1283. skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
  1284. break;
  1285. case CAST_DAMAGE:
  1286. skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
  1287. break;
  1288. }
  1289. //Set canact delay. [Skotlex]
  1290. ud = unit_bl2ud(src);
  1291. if (ud) {
  1292. rate = skill_delayfix(src, skill, skill2)/2;
  1293. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1294. ud->canact_tick = tick+rate;
  1295. }
  1296. break; //Only one auto skill comes off at a time.
  1297. }
  1298. }
  1299. return 0;
  1300. }
  1301. /* Splitted off from skill_additional_effect, which is never called when the
  1302. * attack skill kills the enemy. Place in this function counter status effects
  1303. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1304. * from cards) that will take effect on the source, not the target. [Skotlex]
  1305. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1306. * type of skills, so not every instance of skill_additional_effect needs a call
  1307. * to this one.
  1308. */
  1309. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1310. {
  1311. int rate;
  1312. struct map_session_data *sd=NULL;
  1313. struct map_session_data *dstsd=NULL;
  1314. struct status_change *tsc;
  1315. nullpo_retr(0, src);
  1316. nullpo_retr(0, bl);
  1317. if(skillid < 0)
  1318. { // remove the debug print when this case is finished
  1319. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1320. src, bl,skillid,skilllv,attack_type,tick);
  1321. return 0;
  1322. }
  1323. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1324. tsc = status_get_sc(bl);
  1325. if (tsc && !tsc->count)
  1326. tsc = NULL;
  1327. BL_CAST(BL_PC, src, sd);
  1328. BL_CAST(BL_PC, bl, dstsd);
  1329. switch(skillid){
  1330. case 0: //Normal Attack
  1331. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1332. tsc->data[SC_KAAHI].val4 = add_timer(
  1333. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1334. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1335. break;
  1336. case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
  1337. //阿?C羅を使うと5分間自然回復しないようになる
  1338. sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
  1339. break;
  1340. }
  1341. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1342. int i, type;
  1343. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1344. type=i-SC_COMMON_MIN;
  1345. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1346. if (rate) //Self infliced status from attacking.
  1347. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1348. rate = dstsd?dstsd->addeff3[type]:0;
  1349. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1350. status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1351. }
  1352. }
  1353. if(sd && bl->type == BL_MOB && status_isdead(bl) &&
  1354. skillid && skill_get_type(skillid)==BF_MAGIC &&
  1355. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1356. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1357. { //Soul Drain should only work on targetted spells [Skotlex]
  1358. int sp;
  1359. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1360. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1361. sp = (status_get_lv(bl))*(95+15*rate)/100;
  1362. if(sp > sd->status.max_sp - sd->status.sp)
  1363. sp = sd->status.max_sp - sd->status.sp;
  1364. if (sp) {
  1365. sd->status.sp += sp;
  1366. clif_heal(sd->fd,SP_SP,sp);
  1367. }
  1368. }
  1369. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1370. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1371. {
  1372. struct block_list *tbl;
  1373. struct unit_data *ud;
  1374. int i, skillid, skilllv, rate;
  1375. for (i = 0; i < MAX_PC_BONUS; i++) {
  1376. if (dstsd->autospell2[i].id == 0)
  1377. break;
  1378. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1379. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1380. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1381. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1382. if (skillnotok(skillid, dstsd))
  1383. continue;
  1384. if (rand()%1000 > rate)
  1385. continue;
  1386. if (dstsd->autospell2[i].id < 0)
  1387. tbl = bl;
  1388. else
  1389. tbl = src;
  1390. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1391. continue; //Autoskills DO check for target-src range. [Skotlex]
  1392. switch (skill_get_casttype(skillid)) {
  1393. case CAST_GROUND:
  1394. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1395. break;
  1396. case CAST_NODAMAGE:
  1397. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1398. break;
  1399. case CAST_DAMAGE:
  1400. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1401. break;
  1402. }
  1403. //Set canact delay. [Skotlex]
  1404. ud = unit_bl2ud(bl);
  1405. if (ud) {
  1406. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1407. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1408. ud->canact_tick = tick+rate;
  1409. }
  1410. break; //trigger only one auto-spell per hit.
  1411. }
  1412. }
  1413. return 0;
  1414. }
  1415. /*=========================================================================
  1416. Breaks equipment. On-non players causes the corresponding strip effect.
  1417. - rate goes from 0 to 10000 (100.00%)
  1418. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1419. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1420. --------------------------------------------------------------------------*/
  1421. int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
  1422. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1423. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
  1424. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1425. struct status_change *sc = status_get_sc(bl);
  1426. int i,j;
  1427. TBL_PC *sd;
  1428. BL_CAST(BL_PC, bl, sd);
  1429. if (sc && !sc->count)
  1430. sc = NULL;
  1431. if (sd) {
  1432. if (sd->unbreakable_equip)
  1433. where &= ~sd->unbreakable_equip;
  1434. if (sd->unbreakable)
  1435. rate -= rate*sd->unbreakable/100;
  1436. if (where&EQP_WEAPON) {
  1437. switch (sd->status.weapon) {
  1438. case W_FIST: //Bare fists should not break :P
  1439. case W_1HAXE:
  1440. case W_2HAXE:
  1441. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1442. case W_STAFF:
  1443. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1444. where &= ~EQP_WEAPON;
  1445. }
  1446. }
  1447. }
  1448. if (flag&BCT_ENEMY) {
  1449. if (battle_config.equip_skill_break_rate != 100)
  1450. rate = rate*battle_config.equip_skill_break_rate/100;
  1451. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1452. if (battle_config.equip_self_break_rate != 100)
  1453. rate = rate*battle_config.equip_self_break_rate/100;
  1454. }
  1455. for (i = 0; i < 4; i++) {
  1456. if (where&where_list[i]) {
  1457. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1458. where&=~where_list[i];
  1459. else if (rand()%10000 >= rate)
  1460. where&=~where_list[i];
  1461. else if (!sd) //Cause Strip effect.
  1462. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1463. }
  1464. }
  1465. if (!where) //Nothing to break.
  1466. return 0;
  1467. if (sd) {
  1468. for (i = 0; i < 11; i++) {
  1469. j = sd->equip_index[i];
  1470. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1471. continue;
  1472. flag = 0;
  1473. switch(i) {
  1474. case 6: //Upper Head
  1475. flag = (where&EQP_HELM);
  1476. break;
  1477. case 7: //Body
  1478. flag = (where&EQP_ARMOR);
  1479. break;
  1480. case 8: //Left/Right hands
  1481. case 9:
  1482. flag = (
  1483. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1484. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1485. break;
  1486. default:
  1487. continue;
  1488. }
  1489. if (flag) {
  1490. sd->status.inventory[j].attribute = 1;
  1491. pc_unequipitem(sd, j, 3);
  1492. }
  1493. }
  1494. clif_equiplist(sd);
  1495. }
  1496. return where; //Return list of pieces broken.
  1497. }
  1498. /*=========================================================================
  1499. Used to knock back players, monsters, traps, etc
  1500. If count&0xf00000, the direction is send in the 6th byte.
  1501. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1502. If count&0x20000, position update packets must not be sent.
  1503. IF count&0X40000, direction is random.
  1504. --------------------------------------------------------------------------*/
  1505. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1506. {
  1507. int dx=0,dy=0,nx,ny;
  1508. int x=target->x,y=target->y;
  1509. int dir,ret;
  1510. struct skill_unit *su=NULL;
  1511. nullpo_retr(0, src);
  1512. if (src != target && map_flag_gvg(target->m))
  1513. return 0; //No knocking back in WoE
  1514. if (!count&0xffff)
  1515. return 0; //Actual knockback distance is 0.
  1516. switch (target->type) {
  1517. case BL_MOB:
  1518. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1519. return 0;
  1520. break;
  1521. case BL_SKILL:
  1522. su=(struct skill_unit *)target;
  1523. break;
  1524. }
  1525. if (count&0xf00000)
  1526. dir = (count>>20)&0xf;
  1527. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1528. dir = unit_getdir(target);
  1529. else if (count&0x40000) //Flag for random pushing.
  1530. dir = rand()%8;
  1531. else
  1532. dir = map_calc_dir(target,src->x,src->y);
  1533. if (dir>=0 && dir<8){
  1534. dx = -dirx[dir];
  1535. dy = -diry[dir];
  1536. }
  1537. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1538. nx=ret>>16;
  1539. ny=ret&0xffff;
  1540. if (!su)
  1541. unit_stop_walking(target,0);
  1542. dx = nx - x;
  1543. dy = ny - y;
  1544. if (!dx && !dy) //Could not knockback.
  1545. return 0;
  1546. map_foreachinmovearea(clif_outsight,target->m,
  1547. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1548. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1549. if(su)
  1550. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1551. else
  1552. map_moveblock(target, nx, ny, gettick());
  1553. map_foreachinmovearea(clif_insight,target->m,
  1554. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1555. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1556. if(!(count&0x20000))
  1557. clif_blown(target);
  1558. return 0;
  1559. }
  1560. /*
  1561. * =========================================================================
  1562. * スキル?U??果?�?まとめ
  1563. * flagの?明?B16?i?
  1564. * 00XRTTff
  1565. * ff = magicで計算に渡される?j
  1566. * TT = パケットのtype部分(0でデフォルト?j
  1567. * X = パケットのスキルLv
  1568. * R = 予約?iskill_area_subで使用する?j
  1569. *-------------------------------------------------------------------------
  1570. */
  1571. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1572. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1573. {
  1574. struct Damage dmg;
  1575. struct status_change *sc;
  1576. struct map_session_data *sd=NULL, *tsd=NULL;
  1577. int type,lv,damage,rdamage=0;
  1578. static int tmpdmg = 0;
  1579. if(skillid > 0 && skilllv <= 0) return 0;
  1580. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1581. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1582. nullpo_retr(0, bl); //Target to be attacked.
  1583. if (src != dsrc) {
  1584. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1585. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1586. return 0;
  1587. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1588. //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
  1589. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1590. return 0;
  1591. }
  1592. if (dsrc->type == BL_PC)
  1593. sd = (struct map_session_data *)dsrc;
  1594. if (bl->type == BL_PC)
  1595. tsd = (struct map_session_data *)bl;
  1596. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1597. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフ�?ストノヴァで?Adsrcとblが同じ?�?鰍ネら何もしない
  1598. return 0;
  1599. type=-1;
  1600. lv=(flag>>20)&0xf;
  1601. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
  1602. //Skotlex: Adjusted to the new system
  1603. if(src->type==BL_PET && (struct pet_data *)src)
  1604. { // [Valaris]
  1605. struct pet_data *pd = (struct pet_data *)src;
  1606. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1607. {
  1608. int element = skill_get_pl(skillid);
  1609. if (skillid == -1)
  1610. element = status_get_attack_element(src);
  1611. dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
  1612. dmg.damage2=0;
  1613. dmg.div_= pd->a_skill->div_;
  1614. }
  1615. }
  1616. sc= status_get_sc(bl);
  1617. if (sc && !sc->count) sc = NULL; //Don't need it.
  1618. if (attack_type&BF_MAGIC) {
  1619. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1620. && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
  1621. ) { //Works on players or mobs with level under 80.
  1622. clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
  1623. if (--sc->data[SC_KAITE].val2 <= 0)
  1624. status_change_end(bl, SC_KAITE, -1);
  1625. bl = src; //Just make the skill attack yourself @.@
  1626. sc = status_get_sc(bl);
  1627. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1628. if (sc && !sc->count)
  1629. sc = NULL; //Don't need it.
  1630. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1631. { //Spirit of Wizard blocks bounced back spells.
  1632. dmg.damage = dmg.damage2 = 0;
  1633. dmg.dmg_lv = ATK_FLEE;
  1634. }
  1635. }
  1636. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1637. dmg.damage = dmg.damage2 = 0;
  1638. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1639. if(tsd) {
  1640. int sp = skill_get_sp(skillid,skilllv);
  1641. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1642. if(skillid == WZ_WATERBALL && skilllv > 1)
  1643. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1644. if(sp > SHRT_MAX) sp = SHRT_MAX;
  1645. else if(sp < 1) sp = 1;
  1646. if(sp > tsd->status.max_sp - tsd->status.sp)
  1647. sp = tsd->status.max_sp - tsd->status.sp;
  1648. tsd->status.sp += sp;
  1649. clif_heal(tsd->fd,SP_SP,sp);
  1650. tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1651. }
  1652. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1653. }
  1654. }
  1655. damage = dmg.damage + dmg.damage2;
  1656. if (damage > 0 && src != bl && src == dsrc)
  1657. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1658. if(lv==15)
  1659. lv=-1;
  1660. if( flag&0xff00 )
  1661. type=(flag&0xff00)>>8;
  1662. if((damage <= 0 || damage < dmg.div_)
  1663. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1664. dmg.blewcount = 0;
  1665. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1666. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1667. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1668. }
  1669. //使用者がPCの?�?№フ?�?ここから
  1670. if(sd) {
  1671. //Sorry for removing the Japanese comments, but they were actually distracting
  1672. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1673. if (sd->sc.data[SC_COMBO].timer!=-1)
  1674. { //End combo state after skill is invoked. [Skotlex]
  1675. switch (skillid) {
  1676. case TK_TURNKICK:
  1677. case TK_STORMKICK:
  1678. case TK_DOWNKICK:
  1679. case TK_COUNTER:
  1680. //set this skill as previous one.
  1681. sd->skillid_old = skillid;
  1682. sd->skilllv_old = skilllv;
  1683. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  1684. break; //Do not end combo state.
  1685. default:
  1686. status_change_end(src,SC_COMBO,-1);
  1687. }
  1688. }
  1689. switch(skillid)
  1690. {
  1691. case MO_TRIPLEATTACK:
  1692. {
  1693. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1694. if (damage < status_get_hp(bl) &&
  1695. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1696. delay += 300 * battle_config.combo_delay_rate / 100;
  1697. sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
  1698. clif_combo_delay(src, delay);
  1699. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1700. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1701. break;
  1702. }
  1703. case MO_CHAINCOMBO:
  1704. {
  1705. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1706. if(damage < status_get_hp(bl) &&
  1707. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1708. delay += 300 * battle_config.combo_delay_rate /100;
  1709. sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
  1710. clif_combo_delay(src,delay);
  1711. break;
  1712. }
  1713. case MO_COMBOFINISH:
  1714. {
  1715. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1716. if(damage < status_get_hp(bl) &&
  1717. (
  1718. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1719. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1720. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1721. ))
  1722. delay += 300 * battle_config.combo_delay_rate /100;
  1723. sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
  1724. clif_combo_delay(src,delay);
  1725. break;
  1726. }
  1727. case CH_TIGERFIST:
  1728. { //Tigerfist is now a combo-only skill. [Skotlex]
  1729. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1730. if(damage < status_get_hp(bl) &&
  1731. (
  1732. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1733. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1734. ))
  1735. delay += 300 * battle_config.combo_delay_rate /100;
  1736. sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
  1737. clif_combo_delay(src,delay);
  1738. break;
  1739. }
  1740. case CH_CHAINCRUSH:
  1741. {
  1742. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1743. if(damage < status_get_hp(bl))
  1744. delay += 300 * battle_config.combo_delay_rate /100;
  1745. sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
  1746. clif_combo_delay(src,delay);
  1747. break;
  1748. }
  1749. case AC_DOUBLE:
  1750. {
  1751. int race = status_get_race(bl);
  1752. if((race == RC_BRUTE || race == RC_INSECT) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1753. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1754. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1755. clif_combo_delay(src,2000);
  1756. }
  1757. break;
  1758. }
  1759. case TK_COUNTER:
  1760. { //bonus from SG_FRIEND [Komurka]
  1761. int level;
  1762. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1763. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1764. }
  1765. break;
  1766. case SL_STIN:
  1767. case SL_STUN:
  1768. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1769. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1770. break;
  1771. case GS_FULLBUSTER:
  1772. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1773. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1774. break;
  1775. } //Switch End
  1776. }
  1777. //武器スキル?ここまで
  1778. switch(skillid){
  1779. //Skills who's damage should't show any skill-animation.
  1780. case SM_MAGNUM:
  1781. case AS_SPLASHER:
  1782. case ASC_METEORASSAULT:
  1783. case GS_SPREADATTACK:
  1784. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1785. break;
  1786. case KN_BRANDISHSPEAR:
  1787. { //Only display skill animation for skill's target.
  1788. struct unit_data *ud = unit_bl2ud(src);
  1789. if (ud && ud->skilltarget == bl->id)
  1790. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1791. else
  1792. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1793. break;
  1794. }
  1795. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1796. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1797. break;
  1798. case ASC_BREAKER: // [celest]
  1799. if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
  1800. tmpdmg = damage; // store the temporary weapon damage
  1801. return 0; //Wait for the second iteration to do all the work below.
  1802. }
  1803. if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
  1804. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
  1805. damage += tmpdmg; // add weapon and magic damage
  1806. tmpdmg = 0; // clear the temporary weapon damage
  1807. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
  1808. break;
  1809. case NPC_SELFDESTRUCTION:
  1810. if(src->type==BL_PC)
  1811. dmg.blewcount = 10;
  1812. break;
  1813. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1814. case TF_DOUBLE:
  1815. case GS_CHAINACTION:
  1816. case SN_SHARPSHOOTING:
  1817. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1818. break;
  1819. case CR_GRANDCROSS:
  1820. case NPC_GRANDDARKNESS:
  1821. //Only show animation when hitting yourself. [Skotlex]
  1822. if (src!=bl) {
  1823. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1824. break;
  1825. }
  1826. default:
  1827. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1828. }
  1829. map_freeblock_lock();
  1830. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1831. && pc_checkskill(tsd,RG_PLAGIARISM)
  1832. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1833. && damage < tsd->status.hp)
  1834. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1835. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1836. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1837. {
  1838. //?に?んでいるスキルが� れば該?スキルを消す
  1839. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1840. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1841. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1842. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1843. }
  1844. tsd->cloneskill_id = skillid;
  1845. tsd->status.skill[skillid].id = skillid;
  1846. tsd->status.skill[skillid].lv = skilllv;
  1847. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1848. tsd->status.skill[skillid].lv = lv;
  1849. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1850. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1851. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1852. clif_skillinfoblock(tsd);
  1853. }
  1854. }
  1855. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1856. struct skill_unit* su = (struct skill_unit*)bl;
  1857. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1858. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1859. }
  1860. if (!dmg.amotion) {
  1861. battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1862. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1863. if (!status_isdead(bl))
  1864. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1865. //Counter status effects [Skotlex]
  1866. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1867. }
  1868. }
  1869. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1870. if (dmg.blewcount > 0 && !status_isdead(bl))
  1871. skill_blown(dsrc,bl,dmg.blewcount);
  1872. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1873. if (dmg.amotion)
  1874. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion,0);
  1875. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
  1876. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1877. int rate = 50 + skilllv * 5;
  1878. rate = rate + (s_lv - t_lv);
  1879. if(rand()%100 < rate)
  1880. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1881. }
  1882. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1883. if (battle_config.left_cardfix_to_right)
  1884. battle_drain(sd, tsd, dmg.damage, dmg.damage, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
  1885. else
  1886. battle_drain(sd, tsd, dmg.damage, dmg.damage2, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
  1887. }
  1888. if (rdamage>0) {
  1889. if (dmg.amotion)
  1890. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
  1891. else
  1892. battle_damage(bl,src,rdamage,0,0);
  1893. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1894. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1895. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1896. }
  1897. if (!(flag & 1) &&
  1898. (
  1899. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1900. ) &&
  1901. (sc = status_get_sc(src)) &&
  1902. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1903. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1904. {
  1905. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1906. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1907. }
  1908. map_freeblock_unlock();
  1909. return damage; /* ?ダ�?を返す */
  1910. }
  1911. /*==========================================
  1912. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1913. * flagについて?F16?i?を確認
  1914. * MSB <- 00fTffff ->LSB
  1915. * T =タ?ゲット選?用(BCT_*)
  1916. * ffff=自由に使用可能
  1917. * 0 =予約?B0に固定
  1918. *------------------------------------------
  1919. */
  1920. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1921. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1922. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1923. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1924. int skill_area_sub( struct block_list *bl,va_list ap )
  1925. {
  1926. struct block_list *src;
  1927. int skill_id,skill_lv,flag;
  1928. unsigned int tick;
  1929. SkillFunc func;
  1930. nullpo_retr(0, bl);
  1931. nullpo_retr(0, ap);
  1932. src=va_arg(ap,struct block_list *); //ここではsrcの値を??ニしていないのでNULLチェックはしない
  1933. skill_id=va_arg(ap,int);
  1934. skill_lv=va_arg(ap,int);
  1935. tick=va_arg(ap,unsigned int);
  1936. flag=va_arg(ap,int);
  1937. func=va_arg(ap,SkillFunc);
  1938. if(battle_check_target(src,bl,flag) > 0)
  1939. func(src,bl,skill_id,skill_lv,tick,flag);
  1940. return 0;
  1941. }
  1942. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1943. {
  1944. struct skill_unit *unit;
  1945. int skillid,g_skillid;
  1946. unit = (struct skill_unit *)bl;
  1947. if(bl->prev == NULL || bl->type != BL_SKILL)
  1948. return 0;
  1949. if(!unit->alive)
  1950. return 0;
  1951. skillid = va_arg(ap,int);
  1952. g_skillid = unit->group->skill_id;
  1953. switch (skillid)
  1954. {
  1955. case MG_SAFETYWALL:
  1956. case AL_PNEUMA:
  1957. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1958. return 0;
  1959. break;
  1960. case AL_WARP:
  1961. case HT_SKIDTRAP:
  1962. case HT_LANDMINE:
  1963. case HT_ANKLESNARE:
  1964. case HT_SHOCKWAVE:
  1965. case HT_SANDMAN:
  1966. case HT_FLASHER:
  1967. case HT_FREEZINGTRAP:
  1968. case HT_BLASTMINE:
  1969. case HT_CLAYMORETRAP:
  1970. case HT_TALKIEBOX:
  1971. case HP_BASILICA:
  1972. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1973. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1974. return 0;
  1975. break;
  1976. default: //Avoid stacking with same kind of trap. [Skotlex]
  1977. if (g_skillid != skillid)
  1978. return 0;
  1979. break;
  1980. }
  1981. return 1;
  1982. }
  1983. static int skill_check_unit_range(struct block_list *bl,int x,int y,int skillid,int skilllv)
  1984. {
  1985. //Non players do not check for the skill's splash-trigger area.
  1986. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1987. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1988. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1989. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1990. return 0;
  1991. }
  1992. range += layout_type;
  1993. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  1994. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1995. }
  1996. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1997. {
  1998. int skillid;
  1999. if(bl->prev == NULL)
  2000. return 0;
  2001. if(status_isdead(bl))
  2002. return 0;
  2003. skillid = va_arg(ap,int);
  2004. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2005. return 0;
  2006. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2007. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2008. return 1;
  2009. }
  2010. static int skill_check_unit_range2(struct block_list *bl, int x,int y,int skillid, int skilllv)
  2011. {
  2012. int range, type;
  2013. switch (skillid) { // to be expanded later
  2014. case WZ_ICEWALL:
  2015. range = 2;
  2016. break;
  2017. default:
  2018. {
  2019. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2020. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2021. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2022. return 0;
  2023. }
  2024. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2025. }
  2026. break;
  2027. }
  2028. // if the caster is a monster/NPC, only check for players
  2029. // otherwise just check characters
  2030. if (bl->type == BL_PC)
  2031. type = BL_CHAR;
  2032. else
  2033. type = BL_PC;
  2034. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2035. x - range, y - range, x + range, y + range,
  2036. type, skillid);
  2037. }
  2038. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  2039. {
  2040. struct map_session_data *sd;
  2041. int gid, id, *flag;
  2042. nullpo_retr(0, sd = (struct map_session_data *)bl);
  2043. nullpo_retr(0, ap);
  2044. id = va_arg(ap,int);
  2045. gid = va_arg(ap,int);
  2046. if (sd->status.guild_id != gid)
  2047. return 0;
  2048. nullpo_retr(0, flag = va_arg(ap,int *));
  2049. if (flag && *flag > 0) {
  2050. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2051. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  2052. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  2053. status_calc_pc (sd, 0);
  2054. }
  2055. return 0;
  2056. }
  2057. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0);
  2058. }
  2059. return 0;
  2060. }
  2061. /*=========================================================================
  2062. * 範?スキル使用?�??ャ分けここから
  2063. */
  2064. /* ??ロの?をカウントする?B?iskill_area_temp[0]を?炎匀サしておくこと?j */
  2065. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  2066. {
  2067. if(skill_area_temp[0] < 0xffff)
  2068. skill_area_temp[0]++;
  2069. return 1;
  2070. }
  2071. int skill_count_water(struct block_list *src,int range)
  2072. {
  2073. int i,x,y,cnt = 0,size = range*2+1;
  2074. struct skill_unit *unit;
  2075. for (i=0;i<size*size;i++) {
  2076. x = src->x+(i%size-range);
  2077. y = src->y+(i/size-range);
  2078. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2079. cnt++;
  2080. continue;
  2081. }
  2082. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2083. if (unit) {
  2084. cnt++;
  2085. skill_delunit(unit);
  2086. }
  2087. }
  2088. return cnt;
  2089. }
  2090. /*==========================================
  2091. *
  2092. *------------------------------------------
  2093. */
  2094. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  2095. {
  2096. struct block_list *src = map_id2bl(id),*target;
  2097. struct unit_data *ud = unit_bl2ud(src);
  2098. struct skill_timerskill *skl = NULL;
  2099. int range;
  2100. nullpo_retr(0, src);
  2101. nullpo_retr(0, ud);
  2102. skl = ud->skilltimerskill[data];
  2103. nullpo_retr(0, skl);
  2104. ud->skilltimerskill[data] = NULL;
  2105. do {
  2106. if(src->prev == NULL)
  2107. break;
  2108. if(skl->target_id) {
  2109. target = map_id2bl(skl->target_id);
  2110. if(!target && skl->skill_id == RG_INTIMIDATE)
  2111. target = src; //Required since it has to warp.
  2112. if(target == NULL)
  2113. break;
  2114. if(target->prev == NULL)
  2115. break;
  2116. if(src->m != target->m)
  2117. break;
  2118. if(status_isdead(src))
  2119. break;
  2120. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2121. break;
  2122. switch(skl->skill_id) {
  2123. case RG_INTIMIDATE:
  2124. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2125. short x,y;
  2126. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2127. if (target != src && !status_isdead(target))
  2128. unit_warp(target, -1, x, y, 3);
  2129. }
  2130. break;
  2131. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2132. case DC_SCREAM: /* スクリ?ム */
  2133. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2134. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2135. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2136. break;
  2137. case WZ_WATERBALL:
  2138. if (!status_isdead(target))
  2139. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2140. if (skl->type>1 && !status_isdead(target)) {
  2141. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2142. } else {
  2143. struct status_change *sc = status_get_sc(src);
  2144. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2145. status_change_end(src,SC_MAGICPOWER,-1);
  2146. }
  2147. break;
  2148. default:
  2149. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2150. break;
  2151. }
  2152. }
  2153. else {
  2154. if(src->m != skl->map)
  2155. break;
  2156. switch(skl->skill_id) {
  2157. case WZ_METEOR:
  2158. if(skl->type >= 0) {
  2159. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2160. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2161. }
  2162. else
  2163. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2164. break;
  2165. }
  2166. }
  2167. } while (0);
  2168. //Free skl now that it is no longer needed.
  2169. ers_free(skill_timer_ers, skl);
  2170. return 0;
  2171. }
  2172. /*==========================================
  2173. *
  2174. *------------------------------------------
  2175. */
  2176. 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)
  2177. {
  2178. int i;
  2179. struct unit_data *ud;
  2180. nullpo_retr(1, src);
  2181. ud = unit_bl2ud(src);
  2182. nullpo_retr(1, ud);
  2183. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2184. if (i==MAX_SKILLTIMERSKILL) return 1;
  2185. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2186. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2187. ud->skilltimerskill[i]->src_id = src->id;
  2188. ud->skilltimerskill[i]->target_id = target;
  2189. ud->skilltimerskill[i]->skill_id = skill_id;
  2190. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2191. ud->skilltimerskill[i]->map = src->m;
  2192. ud->skilltimerskill[i]->x = x;
  2193. ud->skilltimerskill[i]->y = y;
  2194. ud->skilltimerskill[i]->type = type;
  2195. ud->skilltimerskill[i]->flag = flag;
  2196. return 0;
  2197. }
  2198. /*==========================================
  2199. *
  2200. *------------------------------------------
  2201. */
  2202. int skill_cleartimerskill(struct block_list *src)
  2203. {
  2204. int i;
  2205. struct unit_data *ud;
  2206. nullpo_retr(0, src);
  2207. ud = unit_bl2ud(src);
  2208. nullpo_retr(0, ud);
  2209. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2210. if(ud->skilltimerskill[i]) {
  2211. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2212. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2213. ud->skilltimerskill[i]=NULL;
  2214. }
  2215. }
  2216. return 1;
  2217. }
  2218. static int skill_reveal_trap( struct block_list *bl,va_list ap )
  2219. {
  2220. TBL_SKILL *su = (TBL_SKILL*)bl;
  2221. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2222. { //Reveal trap.
  2223. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2224. //clif_changetraplook(bl, su->group->unit_id);
  2225. clif_skill_setunit(su);
  2226. return 1;
  2227. }
  2228. return 0;
  2229. }
  2230. /*==========================================
  2231. * スキル使用?i詠?・完了?AID指定?U?系?j
  2232. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2233. *------------------------------------------
  2234. */
  2235. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2236. {
  2237. struct map_session_data *sd = NULL, *tsd = NULL;
  2238. struct status_change *sc;
  2239. if (skillid > 0 && skilllv <= 0) return 0;
  2240. nullpo_retr(1, src);
  2241. nullpo_retr(1, bl);
  2242. if (src->m != bl->m)
  2243. return 1;
  2244. if (bl->prev == NULL)
  2245. return 1;
  2246. if (src->type == BL_PC)
  2247. sd = (struct map_session_data *)src;
  2248. if (bl->type == BL_PC)
  2249. tsd = (struct map_session_data *)bl;
  2250. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2251. return 1;
  2252. if (skillid && skill_get_type(skillid) == BF_MAGIC &&
  2253. !battle_config.gtb_pvp_only && status_isimmune(bl)) {
  2254. if (sd) clif_skill_fail(sd,skillid,0,0);
  2255. //GTB makes all targetted skills silently fail.
  2256. return 1;
  2257. }
  2258. sc = status_get_sc(src);
  2259. if (sc && !sc->count)
  2260. sc = NULL; //Unneeded
  2261. map_freeblock_lock();
  2262. switch(skillid)
  2263. {
  2264. /* �?器?U?系スキル */
  2265. case SM_BASH: /* バッシュ */
  2266. case MC_MAMMONITE: /* �?マ?ナイト */
  2267. case TF_DOUBLE:
  2268. case AC_DOUBLE: /* ダブルストレイフィング */
  2269. case AS_SONICBLOW: /* ソニックブ�?? */
  2270. case KN_PIERCE: /* ピア?ス */
  2271. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2272. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2273. case TF_POISON: /* インベナム */
  2274. case TF_SPRINKLESAND: /* ?サまき */
  2275. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2276. case RG_RAID: /* サプライズアタック */
  2277. case RG_INTIMIDATE: /* インティミデイト */
  2278. case AM_ACIDTERROR: /* アシッドテラ? */
  2279. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2280. case DC_THROWARROW: /* 矢?ち */
  2281. case BA_DISSONANCE: /* 不協和音 */
  2282. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2283. case NPC_DARKCROSS:
  2284. case CR_SHIELDCHARGE:
  2285. case CR_SHIELDBOOMERANG:
  2286. /* 以下MOB?用 */
  2287. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2288. case NPC_PIERCINGATT:
  2289. case NPC_MENTALBREAKER:
  2290. case NPC_RANGEATTACK:
  2291. case NPC_CRITICALSLASH:
  2292. case NPC_COMBOATTACK:
  2293. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2294. case NPC_GUIDEDATTACK:
  2295. case NPC_POISON:
  2296. case NPC_BLINDATTACK:
  2297. case NPC_SILENCEATTACK:
  2298. case NPC_STUNATTACK:
  2299. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2300. case NPC_PETRIFYATTACK:
  2301. case NPC_CURSEATTACK:
  2302. case NPC_SLEEPATTACK:
  2303. case NPC_RANDOMATTACK:
  2304. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2305. case NPC_WATERATTACK:
  2306. case NPC_GROUNDATTACK:
  2307. case NPC_FIREATTACK:
  2308. case NPC_WINDATTACK:
  2309. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2310. case NPC_POISONATTACK:
  2311. case NPC_HOLYATTACK:
  2312. case NPC_DARKNESSATTACK:
  2313. case NPC_TELEKINESISATTACK:
  2314. case NPC_UNDEADATTACK:
  2315. case NPC_BREAKARMOR:
  2316. case NPC_BREAKWEAPON:
  2317. case NPC_BREAKHELM:
  2318. case NPC_BREAKSHIELD:
  2319. case LK_AURABLADE: /* オ?ラブレ?ド */
  2320. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2321. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2322. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2323. case CG_ARROWVULCAN: /* ア�??バルカン */
  2324. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2325. case ASC_METEORASSAULT: /* �?テオアサルト */
  2326. case ITM_TOMAHAWK:
  2327. case MO_TRIPLEATTACK:
  2328. case CH_CHAINCRUSH: /* 連柱崩? */
  2329. case CH_TIGERFIST: /* 伏虎�? */
  2330. case PA_SHIELDCHAIN: // Shield Chain
  2331. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2332. case WS_CARTTERMINATION: // Cart Termination
  2333. case AS_VENOMKNIFE:
  2334. case HT_PHANTASMIC:
  2335. case HT_POWER:
  2336. case TK_DOWNKICK:
  2337. case TK_COUNTER:
  2338. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2339. break;
  2340. case MO_COMBOFINISH:
  2341. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2342. { //Becomes a splash attack when Soul Linked.
  2343. map_foreachinrange(skill_area_sub, bl,
  2344. skill_get_splash(skillid, skilllv),BL_CHAR,
  2345. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2346. skill_castend_damage_id);
  2347. } else
  2348. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2349. break;
  2350. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2351. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2352. map_foreachinrange(skill_attack_area, src,
  2353. skill_get_splash(skillid, skilllv), BL_CHAR,
  2354. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2355. break;
  2356. case NJ_SHADOWJUMP: //[blackhole89]
  2357. case TK_JUMPKICK:
  2358. if (skillid == TK_JUMPKICK)
  2359. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2360. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2361. clif_slide(src,bl->x,bl->y);
  2362. break;
  2363. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2364. // Separate weapon and magic attacks
  2365. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2366. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2367. break;
  2368. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2369. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2370. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2371. skill_get_splash(skillid, skilllv),BL_CHAR,
  2372. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2373. break;
  2374. case MO_INVESTIGATE: /* ?勁 */
  2375. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2376. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2377. status_change_end(src,SC_BLADESTOP,-1);
  2378. break;
  2379. case RG_BACKSTAP: /* バックスタブ */
  2380. {
  2381. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2382. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2383. if (sc && sc->data[SC_HIDING].timer != -1)
  2384. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2385. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2386. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2387. unit_setdir(bl,dir);
  2388. clif_changed_dir(bl);
  2389. }
  2390. else if (sd)
  2391. clif_skill_fail(sd,skillid,0,0);
  2392. }
  2393. break;
  2394. case MO_FINGEROFFENSIVE: /* 指? */
  2395. {
  2396. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2397. if (battle_config.finger_offensive_type && sd) {
  2398. int i;
  2399. for (i = 1; i < sd->spiritball_old; i++)
  2400. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2401. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2402. }
  2403. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2404. status_change_end(src,SC_BLADESTOP,-1);
  2405. }
  2406. break;
  2407. case MO_CHAINCOMBO: /* 連打?カ */
  2408. {
  2409. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2410. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2411. status_change_end(src,SC_BLADESTOP,-1);
  2412. }
  2413. break;
  2414. case KN_CHARGEATK:
  2415. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2416. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2417. {
  2418. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2419. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2420. if (sc->data[SC_BLADESTOP].timer != -1)
  2421. status_change_end(src,SC_BLADESTOP,-1);
  2422. }
  2423. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2424. int dx,dy;
  2425. dx = bl->x - src->x;
  2426. dy = bl->y - src->y;
  2427. if(dx > 0) dx++;
  2428. else if(dx < 0) dx--;
  2429. if (dy > 0) dy++;
  2430. else if(dy < 0) dy--;
  2431. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2432. flag = distance_bl(src, bl);
  2433. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2434. if (sd) clif_skill_fail(sd,skillid,0,0);
  2435. break;
  2436. }
  2437. clif_slide(src,src->x,src->y);
  2438. if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex]
  2439. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2440. else if (sd)
  2441. clif_skill_fail(sd,skillid,0,0);
  2442. }
  2443. else //Assume minimum distance of 1 for Charge.
  2444. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2445. break;
  2446. /* �?器系範??U?スキル */
  2447. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2448. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2449. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2450. case AC_SHOWER: //Targetted skill implementation.
  2451. if(flag&1){
  2452. /* 個別にダ�??ジを?える */
  2453. if(bl->id!=skill_area_temp[1]){
  2454. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2455. 0x0500);
  2456. }
  2457. } else {
  2458. skill_area_temp[1]=bl->id;
  2459. map_foreachinrange(skill_area_sub, bl,
  2460. skill_get_splash(skillid, skilllv), BL_CHAR,
  2461. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2462. skill_castend_damage_id);
  2463. //Skill-attack at the end in case it has knockback. [Skotlex]
  2464. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2465. }
  2466. break;
  2467. case AS_SPLASHER:
  2468. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2469. if (bl->id != skill_area_temp[1])
  2470. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2471. else
  2472. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2473. } else {
  2474. skill_area_temp[0] = 0;
  2475. skill_area_temp[1] = bl->id;
  2476. map_foreachinrange(skill_area_sub, bl,
  2477. skill_get_splash(skillid, skilllv), BL_CHAR,
  2478. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2479. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2480. map_foreachinrange(skill_area_sub, bl,
  2481. skill_get_splash(skillid, skilllv), BL_CHAR,
  2482. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2483. skill_castend_damage_id);
  2484. }
  2485. break;
  2486. case SM_MAGNUM:
  2487. if(flag&1)
  2488. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2489. else {
  2490. //If we get here, someone changed magnum to be a enemy targetted skill,
  2491. //so treat it as such.
  2492. map_foreachinrange(skill_area_sub, bl,
  2493. skill_get_splash(skillid, skilllv),BL_CHAR,
  2494. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2495. skill_castend_damage_id);
  2496. //Initiate 10% of your damage becomes fire element.
  2497. clif_skill_nodamage (src,bl,skillid,skilllv,1);
  2498. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2499. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2500. }
  2501. break;
  2502. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2503. if(flag&1){
  2504. /* 個別にダ�??ジを?える */
  2505. if(bl->id!=skill_area_temp[1])
  2506. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2507. } else {
  2508. int i,c; /* 他?lから聞いた動きなので間違ってる可能?ォ大?�?率が?いっす?�?� */
  2509. /* まずタ?[ゲットに?U撃を加える */
  2510. c = skill_get_blewcount(skillid,skilllv);
  2511. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2512. c = 0;
  2513. for(i=0;i<c;i++){
  2514. skill_blown(src,bl,0x20000|1);
  2515. skill_area_temp[0]=0;
  2516. map_foreachinrange(skill_area_sub,bl,
  2517. skill_get_splash(skillid, skilllv),BL_CHAR,
  2518. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2519. skill_area_sub_count);
  2520. if(skill_area_temp[0]>1) break;
  2521. }
  2522. clif_blown(bl); //Update target pos.
  2523. skill_area_temp[1]=bl->id;
  2524. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2525. map_foreachinrange(skill_area_sub,bl,
  2526. skill_get_splash(skillid, skilllv),BL_CHAR,
  2527. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2528. skill_castend_damage_id);
  2529. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2530. }
  2531. break;
  2532. case KN_SPEARSTAB: /* スピアスタブ */
  2533. if(flag&1){
  2534. /* 個別にダ�??[ジを与える */
  2535. if (bl->id==skill_area_temp[1])
  2536. break;
  2537. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2538. skill_blown(src,bl,skill_area_temp[2]);
  2539. } else {
  2540. int x=bl->x,y=bl->y,i,dir;
  2541. /* まずタ?[ゲットに?U撃を加える */
  2542. dir = map_calc_dir(bl,src->x,src->y);
  2543. skill_area_temp[1] = bl->id;
  2544. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2545. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2546. skill_blown(src,bl,skill_area_temp[2]);
  2547. for (i=0;i<4;i++) {
  2548. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2549. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2550. skill_castend_damage_id);
  2551. x += dirx[dir];
  2552. y += diry[dir];
  2553. }
  2554. }
  2555. break;
  2556. case TK_TURNKICK:
  2557. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2558. {
  2559. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2560. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2561. map_foreachinrange(skill_area_sub,bl,
  2562. skill_get_splash(skillid, skilllv),BL_CHAR,
  2563. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2564. skill_castend_nodamage_id);
  2565. }
  2566. break;
  2567. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2568. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2569. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2570. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2571. break;
  2572. case ALL_RESURRECTION: /* リザレクション */
  2573. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2574. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2575. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2576. break;
  2577. /* 魔法系スキル */
  2578. case MG_SOULSTRIKE: /* ソウルストライク */
  2579. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2580. case MG_COLDBOLT: /* コ?[ルドボルト */
  2581. case MG_FIREBOLT: /* ファイア?[ボルト */
  2582. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2583. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2584. case AL_HEAL: /* ヒ?[ル */
  2585. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2586. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2587. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2588. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2589. case PR_ASPERSIO: /* アスペルシオ */
  2590. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2591. case WZ_SIGHTBLASTER:
  2592. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2593. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2594. break;
  2595. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2596. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2597. if (skilllv>1) {
  2598. int range = skilllv/2;
  2599. int cnt;
  2600. if (sd)
  2601. cnt = skill_count_water(src,range);
  2602. else {
  2603. range = 2*range+1;
  2604. cnt = range*range;
  2605. }
  2606. cnt--;
  2607. if (cnt > 0)
  2608. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2609. skillid,skilllv,cnt,flag);
  2610. } else if (sd) //Eat up deluge tiles.
  2611. skill_count_water(src,0);
  2612. break;
  2613. case PR_BENEDICTIO: /* ?ケ??~福 */
  2614. { //Should attack undead and demons. [Skotlex]
  2615. int race = status_get_race(bl);
  2616. if (battle_check_undead(race, status_get_elem_type(bl)) || race == RC_DEMON)
  2617. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2618. }
  2619. break;
  2620. /* 魔法系範??U?スキル */
  2621. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2622. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2623. if (flag & 1) {
  2624. /* 個別にダ�??ジを?える */
  2625. if (bl->id == skill_area_temp[1])
  2626. break;
  2627. if(skillid == MG_FIREBALL) //Store distance.
  2628. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2629. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2630. } else {
  2631. skill_area_temp[0]=0;
  2632. skill_area_temp[1]=bl->id;
  2633. switch (skillid) {
  2634. case MG_NAPALMBEAT:
  2635. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2636. map_foreachinrange(skill_area_sub, bl,
  2637. skill_get_splash(skillid, skilllv),BL_CHAR,
  2638. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2639. skill_area_sub_count);
  2640. break;
  2641. case MG_FIREBALL:
  2642. skill_area_temp[2]=bl->x;
  2643. skill_area_temp[3]=bl->y;
  2644. break;
  2645. }
  2646. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2647. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2648. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2649. map_foreachinrange(skill_area_sub,bl,
  2650. skill_get_splash(skillid, skilllv),BL_CHAR,
  2651. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2652. skill_castend_damage_id);
  2653. }
  2654. break;
  2655. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2656. if (flag & 1) {
  2657. if (bl->id != skill_area_temp[1])
  2658. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2659. } else {
  2660. skill_area_temp[0] = 0;
  2661. skill_area_temp[1] = bl->id;
  2662. map_foreachinrange(skill_area_sub, bl,
  2663. skill_get_splash(skillid, skilllv), BL_CHAR,
  2664. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2665. skill_area_sub_count);
  2666. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2667. map_foreachinrange(skill_area_sub, bl,
  2668. skill_get_splash(skillid, skilllv), BL_CHAR,
  2669. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2670. skill_castend_damage_id);
  2671. }
  2672. break;
  2673. case SL_STIN:
  2674. case SL_STUN:
  2675. case SL_SMA:
  2676. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2677. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2678. clif_skill_fail(sd,skillid,0,0);
  2679. break;
  2680. }
  2681. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2682. break;
  2683. /* その他 */
  2684. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2685. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2686. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2687. } else {
  2688. skill_area_temp[0] = 0;
  2689. skill_area_temp[1] = bl->id;
  2690. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2691. map_foreachinrange(skill_area_sub, bl,
  2692. skill_get_splash(skillid, skilllv), BL_CHAR,
  2693. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2694. map_foreachinrange(skill_area_sub, bl,
  2695. skill_get_splash(skillid, skilllv), BL_CHAR,
  2696. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2697. skill_castend_damage_id);
  2698. }
  2699. break;
  2700. case NPC_DARKBREATH:
  2701. clif_emotion(src,7);
  2702. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2703. break;
  2704. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2705. case PA_PRESSURE: /* プレッシャ? */
  2706. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2707. case TF_THROWSTONE: /* ?ホ投げ */
  2708. case NPC_SMOKING: /* スモ?キング */
  2709. case NPC_SELFDESTRUCTION: /* 自爆 */
  2710. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2711. break;
  2712. // Celest
  2713. case PF_SOULBURN:
  2714. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2716. if (skilllv == 5)
  2717. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2718. if (tsd) {
  2719. tsd->status.sp = 0;
  2720. clif_updatestatus(tsd,SP_SP);
  2721. }
  2722. } else {
  2723. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2724. if (skilllv == 5)
  2725. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2726. if (sd) {
  2727. sd->status.sp = 0;
  2728. clif_updatestatus(sd,SP_SP);
  2729. }
  2730. }
  2731. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2732. break;
  2733. /* HP吸?/HP吸?魔法 */
  2734. case NPC_BLOODDRAIN:
  2735. case NPC_ENERGYDRAIN:
  2736. {
  2737. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2738. src, src, bl, skillid, skilllv, tick, flag);
  2739. if (heal > 0){
  2740. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2741. battle_heal(NULL, src, heal, 0, 0);
  2742. }
  2743. }
  2744. break;
  2745. //Until they're at right position - gs_damage- [Vicious]
  2746. case GS_TRIPLEACTION:
  2747. case GS_MAGICALBULLET:
  2748. case GS_CRACKER:
  2749. case GS_TRACKING:
  2750. case GS_PIERCINGSHOT:
  2751. case GS_RAPIDSHOWER:
  2752. case GS_DUST:
  2753. case GS_FULLBUSTER:
  2754. case GS_FLING:
  2755. case NJ_SYURIKEN:
  2756. case NJ_KUNAI:
  2757. case NJ_HUUMA:
  2758. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2759. break;
  2760. case GS_BULLSEYE:
  2761. {
  2762. int race = status_get_race(bl);
  2763. if(race == RC_BRUTE || race == RC_DEMIHUMAN)
  2764. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2765. else
  2766. clif_skill_fail(sd,skillid,0,0);
  2767. }
  2768. break;
  2769. case GS_DESPERADO:
  2770. case GS_SPREADATTACK:
  2771. if(flag&1)
  2772. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2773. else {
  2774. //If we get here, someone changed it to be a enemy targetted skill,
  2775. //so treat it as such.
  2776. map_foreachinrange(skill_area_sub, bl,
  2777. skill_get_splash(skillid, skilllv),BL_CHAR,
  2778. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2779. skill_castend_damage_id);
  2780. }
  2781. break;
  2782. case NJ_ZENYNAGE:
  2783. if(sd->status.zeny < skilllv*1000)
  2784. clif_skill_fail(sd,skillid,5,0);
  2785. else
  2786. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2787. break;
  2788. case NJ_KASUMIKIRI:
  2789. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2790. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2791. break;
  2792. case NJ_KIRIKAGE:
  2793. status_change_end(src, SC_HIDING, -1);
  2794. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2795. break;
  2796. case NJ_KOUENKA:
  2797. case NJ_HYOUSENSOU:
  2798. case NJ_HYOUSYOURAKU:
  2799. case NJ_HUUJIN:
  2800. case NJ_RAIGEKISAI:
  2801. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2802. break;
  2803. case NJ_KAMAITACHI:
  2804. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2805. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2806. skill_get_splash(skillid, skilllv),BL_CHAR,
  2807. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2808. break;
  2809. //Not implemented yet [Vicious]
  2810. case GS_GROUNDDRIFT:
  2811. //case NJ_SYURIKEN:
  2812. //case NJ_KUNAI:
  2813. //case NJ_HUUMA:
  2814. //case NJ_ZENYNAGE:
  2815. case NJ_TATAMIGAESHI:
  2816. //case NJ_KASUMIKIRI:
  2817. //case NJ_KIRIKAGE:
  2818. //case NJ_KOUENKA:
  2819. case NJ_KAENSIN:
  2820. //case NJ_HYOUSENSOU:
  2821. //case NJ_HYOUSYOURAKU:
  2822. //case NJ_HUUJIN:
  2823. //case NJ_RAIGEKISAI:
  2824. //case NJ_KAMAITACHI:
  2825. case NJ_ISSEN:
  2826. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2827. break;
  2828. case 0:
  2829. if(sd) {
  2830. if (flag & 3){
  2831. if (bl->id != skill_area_temp[1])
  2832. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2833. } else {
  2834. skill_area_temp[1] = bl->id;
  2835. map_foreachinrange(skill_area_sub, bl,
  2836. sd->splash_range, BL_CHAR,
  2837. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2838. skill_castend_damage_id);
  2839. }
  2840. }
  2841. break;
  2842. default:
  2843. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2844. map_freeblock_unlock();
  2845. return 1;
  2846. }
  2847. map_freeblock_unlock();
  2848. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2849. battle_consume_ammo(sd, skillid, skilllv);
  2850. return 0;
  2851. }
  2852. /*==========================================
  2853. * スキル使用?i詠?・完了?AID指定支援系?j
  2854. *------------------------------------------
  2855. */
  2856. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2857. {
  2858. struct map_session_data *sd = NULL;
  2859. struct map_session_data *dstsd = NULL;
  2860. struct status_change *tsc;
  2861. struct mob_data *md = NULL;
  2862. struct mob_data *dstmd = NULL;
  2863. int i,type=-1;
  2864. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2865. nullpo_retr(1, src);
  2866. nullpo_retr(1, bl);
  2867. if (src->m != bl->m)
  2868. return 1;
  2869. if (src->type == BL_PC) {
  2870. sd = (struct map_session_data *)src;
  2871. } else if (src->type == BL_MOB) {
  2872. md = (struct mob_data *)src;
  2873. }
  2874. if (bl->type == BL_PC){
  2875. dstsd = (struct map_session_data *)bl;
  2876. } else if (bl->type == BL_MOB){
  2877. dstmd = (struct mob_data *)bl;
  2878. }
  2879. if(bl->prev == NULL)
  2880. return 1;
  2881. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2882. return 1;
  2883. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2884. return 1;
  2885. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2886. switch (skillid) {
  2887. case AL_HEAL:
  2888. case ALL_RESURRECTION:
  2889. case PR_ASPERSIO:
  2890. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  2891. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2892. //Offensive heal does not works on non-enemies. [Skotlex]
  2893. if (sd) clif_skill_fail(sd,skillid,0,0);
  2894. return 0;
  2895. }
  2896. if(!sd) {
  2897. //Prevent non-players from casting offensive heal. [Skotlex]
  2898. clif_emotion(src, 4);
  2899. return 0;
  2900. }
  2901. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2902. }
  2903. break;
  2904. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2905. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2906. //These are actually ground placed.
  2907. case CR_GRANDCROSS:
  2908. case NPC_GRANDDARKNESS:
  2909. //Until they're at right position - gs_ground- [Vicious]
  2910. case GS_DESPERADO:
  2911. case NJ_KAENSIN: /*火炎陣*/
  2912. case NJ_HYOUSYOURAKU:
  2913. case NJ_RAIGEKISAI:
  2914. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2915. }
  2916. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2917. //But only do this on the first call (flag&~1)
  2918. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2919. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2920. if (skillid > 0 && skillid < MAX_SKILL)
  2921. type = SkillStatusChangeTable[skillid];
  2922. tsc = status_get_sc(bl);
  2923. map_freeblock_lock();
  2924. switch(skillid)
  2925. {
  2926. case AL_HEAL: /* ヒ?ル */
  2927. {
  2928. int heal = skill_calc_heal(src, skilllv);
  2929. int heal_get_jobexp;
  2930. int skill;
  2931. if (skilllv > 10)
  2932. heal = 9999; //9999ヒ?[ル
  2933. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2934. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  2935. if (sd) {
  2936. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  2937. heal += heal * skill * 2 / 100;
  2938. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2939. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //自分も?象もPC、?象が自分のパ?トナ?、自分がスパノビ、自分が♀なら
  2940. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2941. }
  2942. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2943. && !(status_get_mode(src)&MD_BOSS)
  2944. ) { //Bounce back heal
  2945. if (--tsc->data[SC_KAITE].val2 <= 0)
  2946. status_change_end(bl, SC_KAITE, -1);
  2947. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2948. clif_skill_nodamage (src, src, skillid, heal, 1);
  2949. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  2950. } else {
  2951. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2952. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2953. }
  2954. // JOB??値獲得
  2955. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2956. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2957. if (heal_get_jobexp <= 0)
  2958. heal_get_jobexp = 1;
  2959. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  2960. pc_gainexp (sd, 0, heal_get_jobexp);
  2961. }
  2962. }
  2963. break;
  2964. case PR_REDEMPTIO:
  2965. if (sd && !(flag&1)) {
  2966. if (sd->status.party_id == 0) {
  2967. clif_skill_fail(sd,skillid,0,0);
  2968. break;
  2969. }
  2970. skill_area_temp[0] = 0;
  2971. party_foreachsamemap(skill_area_sub,
  2972. sd,skill_get_splash(skillid, skilllv),
  2973. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2974. skill_castend_nodamage_id);
  2975. if (skill_area_temp[0] == 0) {
  2976. clif_skill_fail(sd,skillid,0,0);
  2977. break;
  2978. }
  2979. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2980. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  2981. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2982. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2983. clif_updatestatus(sd,SP_BASEEXP);
  2984. clif_updatestatus(sd,SP_JOBEXP);
  2985. }
  2986. pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
  2987. break;
  2988. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  2989. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2990. skilllv = 3; //Resurrection level 3 is used
  2991. } else //Invalid target, skip resurrection.
  2992. break;
  2993. case ALL_RESURRECTION: /* リザレクション */
  2994. if(sd && map_flag_gvg(bl->m))
  2995. { //No reviving in WoE grounds!
  2996. clif_skill_fail(sd,skillid,0,0);
  2997. break;
  2998. }
  2999. if(dstsd) {
  3000. int per = 0;
  3001. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  3002. break; /* PVPで復活不可能?態 */
  3003. if (pc_isdead(dstsd)) { /* 死亡判定 */
  3004. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3005. switch(skilllv){
  3006. case 1: per=10; break;
  3007. case 2: per=30; break;
  3008. case 3: per=50; break;
  3009. case 4: per=80; break;
  3010. }
  3011. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  3012. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  3013. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  3014. dstsd->status.hp = dstsd->status.max_hp;
  3015. dstsd->status.sp = dstsd->status.max_sp;
  3016. }
  3017. pc_setstand(dstsd);
  3018. if(battle_config.pc_invincible_time > 0)
  3019. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  3020. clif_updatestatus(dstsd, SP_HP);
  3021. clif_resurrection(bl, 1);
  3022. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  3023. int exp = 0,jexp = 0;
  3024. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3025. if(lv > 0) {
  3026. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3027. if (exp < 1) exp = 1;
  3028. }
  3029. if(jlv > 0) {
  3030. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3031. if (jexp < 1) jexp = 1;
  3032. }
  3033. if(exp > 0 || jexp > 0)
  3034. pc_gainexp (sd, exp, jexp);
  3035. }
  3036. }
  3037. }
  3038. break;
  3039. case AL_DECAGI: /* 速度減?ュ */
  3040. clif_skill_nodamage (src, bl, skillid, skilllv,
  3041. sc_start(bl, type,
  3042. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  3043. skilllv, skill_get_time(skillid,skilllv)));
  3044. break;
  3045. case AL_CRUCIS:
  3046. if (flag & 1) {
  3047. if (battle_check_target (src, bl, BCT_ENEMY))
  3048. sc_start(bl,type,
  3049. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3050. skilllv,0);
  3051. } else {
  3052. map_foreachinrange(skill_area_sub, src,
  3053. skill_get_splash(skillid, skilllv), BL_CHAR,
  3054. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3055. skill_castend_nodamage_id);
  3056. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3057. }
  3058. break;
  3059. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3060. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3061. status_change_end(bl,type, -1);
  3062. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3063. } else
  3064. clif_skill_nodamage (src, bl, skillid, skilllv,
  3065. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3066. break;
  3067. case SA_ABRACADABRA:
  3068. {
  3069. int abra_skillid = 0, abra_skilllv;
  3070. if (sd)
  3071. { //Crash-fix [Skotlex]
  3072. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3073. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3074. { //bug fixed by Lupus (item pos can be 0, too!)
  3075. clif_skill_fail(sd,skillid,0,0);
  3076. break;
  3077. }
  3078. pc_delitem(sd, i, 1, 0);
  3079. }
  3080. do {
  3081. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3082. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3083. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3084. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3085. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3086. abra_skillid = 0; // reset to get a new id
  3087. } while (abra_skillid == 0);
  3088. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3089. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3090. if (sd)
  3091. { //Crash-protection against Abracadabra casting pets
  3092. sd->skillitem = abra_skillid;
  3093. sd->skillitemlv = abra_skilllv;
  3094. sd->state.abra_flag = 1;
  3095. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3096. } else
  3097. { // [Skotlex]
  3098. struct unit_data *ud = unit_bl2ud(src);
  3099. int inf = skill_get_inf(abra_skillid);
  3100. int target_id = 0;
  3101. if (!ud) break;
  3102. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3103. if (src->type == BL_PET)
  3104. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3105. if (!bl) bl = src;
  3106. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3107. } else { //Assume offensive skills
  3108. if (ud->target)
  3109. target_id = ud->target;
  3110. else switch (src->type) {
  3111. case BL_MOB:
  3112. target_id = ((TBL_MOB*)src)->target_id;
  3113. break;
  3114. case BL_PET:
  3115. target_id = ((TBL_PET*)src)->target_id;
  3116. break;
  3117. }
  3118. if (!target_id)
  3119. break;
  3120. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3121. bl = map_id2bl(target_id);
  3122. if (!bl) bl = src;
  3123. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3124. } else
  3125. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3126. }
  3127. }
  3128. }
  3129. break;
  3130. case SA_COMA:
  3131. clif_skill_nodamage(src,bl,skillid,skilllv,
  3132. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3133. break;
  3134. case SA_FULLRECOVERY:
  3135. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3136. if (status_isimmune(bl))
  3137. break;
  3138. battle_heal(src, bl, status_get_max_hp(bl), dstsd?dstsd->status.max_sp:0,0);
  3139. break;
  3140. case SA_SUMMONMONSTER:
  3141. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3142. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3143. break;
  3144. case SA_LEVELUP:
  3145. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3146. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3147. break;
  3148. case SA_INSTANTDEATH:
  3149. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3150. battle_damage(NULL,src,status_get_hp(src)-1,0,1);
  3151. break;
  3152. case SA_QUESTION:
  3153. case SA_GRAVITY:
  3154. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3155. break;
  3156. case SA_CLASSCHANGE:
  3157. {
  3158. //クラスチェンジ用ボスモンスタ?ID
  3159. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3160. ,1157,1159,1190,1272,1312,1373,1492};
  3161. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3162. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3163. if(dstmd) mob_class_change(dstmd,class_);
  3164. }
  3165. break;
  3166. case SA_MONOCELL:
  3167. {
  3168. static int poringclass[]={1002};
  3169. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3171. if(dstmd) mob_class_change(dstmd,class_);
  3172. }
  3173. break;
  3174. case SA_DEATH:
  3175. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3176. battle_damage(NULL,bl,status_get_max_hp(bl),0,1);
  3177. break;
  3178. case SA_REVERSEORCISH:
  3179. clif_skill_nodamage(src,bl,skillid,skilllv,
  3180. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3181. break;
  3182. case SA_FORTUNE:
  3183. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3184. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3185. break;
  3186. case SA_TAMINGMONSTER:
  3187. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3188. if (sd && dstmd) {
  3189. for (i = 0; i < MAX_PET_DB; i++) {
  3190. if (dstmd->class_ == pet_db[i].class_) {
  3191. pet_catch_process1 (sd, dstmd->class_);
  3192. break;
  3193. }
  3194. }
  3195. }
  3196. break;
  3197. case AL_INCAGI: /* 速度?加 */
  3198. case AL_BLESSING: /* ブレッシング */
  3199. case PR_SLOWPOISON:
  3200. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3201. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3202. case PR_SUFFRAGIUM: /* サフラギウム */
  3203. case PR_BENEDICTIO: /* ?ケ??~福 */
  3204. clif_skill_nodamage(src,bl,skillid,skilllv,
  3205. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3206. break;
  3207. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3208. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3209. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3210. clif_skill_fail(sd,skillid,0,0);
  3211. map_freeblock_unlock();
  3212. return 1;
  3213. }
  3214. }
  3215. clif_skill_nodamage(src,bl,skillid,skilllv,
  3216. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3217. break;
  3218. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3219. {
  3220. struct status_change *sc= status_get_sc(src);
  3221. int type2 = SC_MARIONETTE2;
  3222. if(sc && tsc){
  3223. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3224. sc_start4(src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv));
  3225. sc_start4(bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv));
  3226. clif_marionette(src, bl);
  3227. }
  3228. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3229. sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
  3230. status_change_end(src, type, -1);
  3231. status_change_end(bl, type2, -1);
  3232. clif_marionette(src, 0);
  3233. }
  3234. else {
  3235. if (sd) clif_skill_fail(sd,skillid,0,0);
  3236. map_freeblock_unlock();
  3237. return 1;
  3238. }
  3239. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3240. }
  3241. }
  3242. break;
  3243. case RG_CLOSECONFINE:
  3244. clif_skill_nodamage(src,bl,skillid,skilllv,
  3245. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3246. break;
  3247. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3248. case SA_FROSTWEAPON:
  3249. case SA_LIGHTNINGLOADER:
  3250. case SA_SEISMICWEAPON:
  3251. if (dstsd) {
  3252. if(dstsd->status.weapon == W_FIST ||
  3253. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3254. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3255. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3256. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3257. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3258. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3259. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3260. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3261. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3262. ))
  3263. ) {
  3264. if (sd) clif_skill_fail(sd,skillid,0,0);
  3265. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3266. break;
  3267. }
  3268. }
  3269. if (sd) {
  3270. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3271. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3272. clif_skill_fail(sd,skillid,0,0);
  3273. break;
  3274. }
  3275. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3276. }
  3277. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3278. i = skilllv <4?(60+skilllv*10):100;
  3279. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3280. if(!i) {
  3281. if (sd) clif_skill_fail(sd,skillid,0,0);
  3282. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3283. sd && sd != dstsd)
  3284. clif_displaymessage(sd->fd,"You broke target's weapon");
  3285. }
  3286. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3287. break;
  3288. case PR_ASPERSIO: /* アスペルシオ */
  3289. if (sd && dstmd) {
  3290. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3291. break;
  3292. }
  3293. clif_skill_nodamage(src,bl,skillid,skilllv,
  3294. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3295. break;
  3296. case TK_SEVENWIND:
  3297. switch(skilllv){
  3298. case 1:
  3299. type=SC_EARTHWEAPON;
  3300. break;
  3301. case 2:
  3302. type=SC_WINDWEAPON;
  3303. break;
  3304. case 3:
  3305. type=SC_WATERWEAPON;
  3306. break;
  3307. case 4:
  3308. type=SC_FIREWEAPON;
  3309. break;
  3310. case 5:
  3311. type=SC_GHOSTWEAPON;
  3312. break;
  3313. case 6:
  3314. type=SC_SHADOWWEAPON;
  3315. break;
  3316. case 7:
  3317. type=SC_ASPERSIO;
  3318. break;
  3319. }
  3320. clif_skill_nodamage(src,bl,skillid,skilllv,
  3321. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3322. break;
  3323. case PR_KYRIE: /* キリエエレイソン */
  3324. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3325. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3326. break;
  3327. //Passive Magnum, should had been casted on yourself.
  3328. case SM_MAGNUM:
  3329. map_foreachinrange(skill_area_sub, src,
  3330. skill_get_splash(skillid, skilllv),BL_CHAR,
  3331. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3332. skill_castend_damage_id);
  3333. //Initiate 10% of your damage becomes fire element.
  3334. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3335. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3336. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3337. break;
  3338. case LK_BERSERK: /* バ?サ?ク */
  3339. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3340. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3341. case KN_ONEHAND:
  3342. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3343. case CR_REFLECTSHIELD:
  3344. case AS_POISONREACT: /* ポイズンリアクト */
  3345. case MC_LOUD: /* ラウドボイス */
  3346. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3347. case MG_SIGHT: /* サイト */
  3348. case AL_RUWACH: /* ルアフ */
  3349. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3350. case MO_STEELBODY: // 金?�
  3351. case MO_BLADESTOP: // 白?n取り
  3352. case LK_AURABLADE: /* オ?ラブレ?ド */
  3353. case LK_PARRYING: /* パリイング */
  3354. case LK_CONCENTRATION: /* コンセントレ?ション */
  3355. case WS_CARTBOOST: /* カ?トブ?スト */
  3356. case SN_SIGHT: /* トゥル?サイト */
  3357. case WS_MELTDOWN: /* �?ルトダウン */
  3358. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3359. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3360. case HW_MAGICPOWER: /* 魔法力?�? */
  3361. case PF_MEMORIZE: /* �?モライズ */
  3362. case PA_SACRIFICE:
  3363. case ASC_EDP: // [Celest]
  3364. case NPC_STOP:
  3365. case WZ_SIGHTBLASTER:
  3366. case SG_SUN_COMFORT:
  3367. case SG_MOON_COMFORT:
  3368. case SG_STAR_COMFORT:
  3369. case NPC_HALLUCINATION:
  3370. case HP_ASSUMPTIO:
  3371. case GS_MADNESSCANCEL:
  3372. case GS_ADJUSTMENT:
  3373. case GS_INCREASING:
  3374. case GS_CRACKER:
  3375. case GS_GROUNDDRIFT:
  3376. case NJ_TATAMIGAESHI:
  3377. case NJ_KASUMIKIRI:
  3378. case NJ_UTSUSEMI:
  3379. case NJ_BUNSINJYUTSU:
  3380. case NJ_NEN:
  3381. clif_skill_nodamage(src,bl,skillid,skilllv,
  3382. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3383. break;
  3384. case SG_SUN_WARM:
  3385. case SG_MOON_WARM:
  3386. case SG_STAR_WARM:
  3387. {
  3388. struct skill_unit_group *sg;
  3389. if (!tsc) break;
  3390. sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0);
  3391. clif_skill_nodamage(src,bl,skillid,skilllv,
  3392. sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
  3393. break;
  3394. }
  3395. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3396. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3397. if (sd && battle_config.player_skill_partner_check &&
  3398. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3399. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3400. } else
  3401. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3402. break;
  3403. /* Was modified to only affect targetted char. [Skotlex]
  3404. case HP_ASSUMPTIO:
  3405. if (flag&1)
  3406. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3407. else
  3408. {
  3409. map_foreachinrange(skill_area_sub, bl,
  3410. skill_get_splash(skillid, skilllv), BL_PC,
  3411. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3412. skill_castend_nodamage_id);
  3413. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3414. }
  3415. break;
  3416. */
  3417. case SM_ENDURE: /* インデュア */
  3418. clif_skill_nodamage(src,bl,skillid,skilllv,
  3419. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3420. if (sd)
  3421. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3422. break;
  3423. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3424. if (sd && dstsd && dstsd->sc.count) {
  3425. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3426. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3427. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3428. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3429. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3430. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3431. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3432. ) {
  3433. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3434. clif_skill_fail(sd,skillid,0,0);
  3435. break;
  3436. }
  3437. }
  3438. clif_skill_nodamage(src,bl,skillid,skilllv,
  3439. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3440. break;
  3441. case LK_TENSIONRELAX: /* テンションリラックス */
  3442. if (sd) {
  3443. pc_setsit(sd);
  3444. clif_sitting(sd);
  3445. }
  3446. clif_skill_nodamage(src,bl,skillid,skilllv,
  3447. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3448. break;
  3449. case MC_CHANGECART:
  3450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3451. break;
  3452. case TK_MISSION:
  3453. if (sd) {
  3454. int id;
  3455. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3456. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3457. clif_skill_fail(sd,skillid,0,0);
  3458. break;
  3459. }
  3460. id = mob_get_random_id(0,0, sd->status.base_level);
  3461. if (!id) {
  3462. clif_skill_fail(sd,skillid,0,0);
  3463. break;
  3464. }
  3465. sd->mission_mobid = id;
  3466. sd->mission_count = 0;
  3467. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3468. clif_mission_mob(sd, id, 0);
  3469. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3470. }
  3471. break;
  3472. case AC_CONCENTRATION: /* ?W中力向?� */
  3473. {
  3474. clif_skill_nodamage(src,bl,skillid,skilllv,
  3475. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3476. map_foreachinrange( status_change_timer_sub, src,
  3477. skill_get_splash(skillid, skilllv), BL_CHAR,
  3478. src,status_get_sc(src),type,tick);
  3479. }
  3480. break;
  3481. case SM_PROVOKE: /* プ�?ボック */
  3482. /* MVPmobと不死には?かない */
  3483. if((status_get_mode(bl)&MD_BOSS) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //不死には?かない
  3484. map_freeblock_unlock();
  3485. return 1;
  3486. }
  3487. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3488. clif_skill_nodamage(src,bl,skillid,skilllv,
  3489. (i=sc_start(bl,type,
  3490. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3491. skilllv,skill_get_time(skillid,skilllv))));
  3492. if (!i)
  3493. {
  3494. if (sd)
  3495. clif_skill_fail(sd,skillid,0,0);
  3496. map_freeblock_unlock();
  3497. return 0;
  3498. }
  3499. unit_skillcastcancel(bl, 2);
  3500. if(tsc && tsc->count){
  3501. if(tsc->data[SC_FREEZE].timer!=-1)
  3502. status_change_end(bl,SC_FREEZE,-1);
  3503. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3504. status_change_end(bl,SC_STONE,-1);
  3505. if(tsc->data[SC_SLEEP].timer!=-1)
  3506. status_change_end(bl,SC_SLEEP,-1);
  3507. }
  3508. if(dstmd) {
  3509. dstmd->state.provoke_flag = src->id;
  3510. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3511. }
  3512. break;
  3513. case CR_DEVOTION: /* ディボ?ション */
  3514. if(sd && dstsd)
  3515. {
  3516. //??カや養子の?�?№フ元の?E業を算?oする
  3517. int lv = sd->status.base_level - dstsd->status.base_level;
  3518. if (lv < 0) lv = -lv;
  3519. if (lv > battle_config.devotion_level_difference ||
  3520. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3521. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3522. clif_skill_fail(sd,skillid,0,0);
  3523. map_freeblock_unlock();
  3524. return 1;
  3525. }
  3526. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3527. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3528. if (i == skilllv)
  3529. {
  3530. clif_skill_fail(sd,skillid,0,0);
  3531. map_freeblock_unlock();
  3532. return 1;
  3533. }
  3534. sd->devotion[i] = bl->id;
  3535. clif_skill_nodamage(src,bl,skillid,skilllv,
  3536. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3537. clif_devotion(sd);
  3538. }
  3539. else
  3540. if (sd)
  3541. clif_skill_fail(sd,skillid,0,0);
  3542. break;
  3543. case MO_CALLSPIRITS: // ?功
  3544. if(sd) {
  3545. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3546. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3547. }
  3548. break;
  3549. case CH_SOULCOLLECT: // 狂?功
  3550. if(sd) {
  3551. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3552. for (i = 0; i < 5; i++)
  3553. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3554. }
  3555. break;
  3556. case MO_KITRANSLATION:
  3557. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3558. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3559. }
  3560. break;
  3561. case TK_TURNKICK:
  3562. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3563. if (skill_area_temp[1] != bl->id) {
  3564. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3565. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3566. }
  3567. break;
  3568. case MO_ABSORBSPIRITS: // ?奪
  3569. i = 0;
  3570. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3571. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3572. i = dstsd->spiritball * 10;
  3573. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3574. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3575. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3576. i = 2 * dstmd->db->lv;
  3577. mob_target(dstmd,src,0);
  3578. }
  3579. if (sd){
  3580. if (i > 0x7FFF)
  3581. i = 0x7FFF;
  3582. if (sd->status.sp + i > sd->status.max_sp)
  3583. i = sd->status.max_sp - sd->status.sp;
  3584. if (i) {
  3585. sd->status.sp += i;
  3586. clif_heal(sd->fd,SP_SP,i);
  3587. }
  3588. }
  3589. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3590. break;
  3591. case AC_MAKINGARROW: /* 矢?�?ャ */
  3592. if(sd) {
  3593. clif_arrow_create_list(sd);
  3594. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3595. }
  3596. break;
  3597. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3598. if(sd) {
  3599. clif_skill_produce_mix_list(sd,22);
  3600. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3601. }
  3602. break;
  3603. case SA_CREATECON:
  3604. if(sd) {
  3605. clif_skill_produce_mix_list(sd,23);
  3606. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3607. }
  3608. break;
  3609. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3610. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3611. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3612. break;
  3613. }
  3614. clif_skill_nodamage(src,bl,skillid,skilllv,
  3615. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3616. break;
  3617. case RG_RAID: /* サプライズアタック */
  3618. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3619. map_foreachinrange(skill_area_sub, bl,
  3620. skill_get_splash(skillid, skilllv), BL_CHAR,
  3621. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3622. skill_castend_damage_id);
  3623. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3624. break;
  3625. case ASC_METEORASSAULT: /* �?テオアサルト */
  3626. case GS_SPREADATTACK:
  3627. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3628. map_foreachinrange(skill_area_sub, src,
  3629. skill_get_splash(skillid, skilllv), BL_CHAR,
  3630. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3631. skill_castend_damage_id);
  3632. break;
  3633. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3634. {
  3635. int c,n=4,ar;
  3636. int dir = map_calc_dir(src,bl->x,bl->y);
  3637. struct square tc;
  3638. int x=bl->x,y=bl->y;
  3639. ar=skilllv/3;
  3640. skill_brandishspear_first(&tc,dir,x,y);
  3641. skill_brandishspear_dir(&tc,dir,4);
  3642. /* 範?④ */
  3643. if(skilllv == 10){
  3644. for(c=1;c<4;c++){
  3645. map_foreachincell(skill_area_sub,
  3646. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3647. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3648. skill_castend_damage_id);
  3649. }
  3650. }
  3651. /* 範?③② */
  3652. if(skilllv > 6){
  3653. skill_brandishspear_dir(&tc,dir,-1);
  3654. n--;
  3655. }else{
  3656. skill_brandishspear_dir(&tc,dir,-2);
  3657. n-=2;
  3658. }
  3659. if(skilllv > 3){
  3660. for(c=0;c<5;c++){
  3661. map_foreachincell(skill_area_sub,
  3662. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3663. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3664. skill_castend_damage_id);
  3665. if(skilllv > 6 && n==3 && c==4){
  3666. skill_brandishspear_dir(&tc,dir,-1);
  3667. n--;c=-1;
  3668. }
  3669. }
  3670. }
  3671. /* 範?① */
  3672. for(c=0;c<10;c++){
  3673. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3674. map_foreachincell(skill_area_sub,
  3675. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3676. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3677. skill_castend_damage_id);
  3678. }
  3679. }
  3680. break;
  3681. case WZ_SIGHTRASHER:
  3682. //Passive side of the attack.
  3683. status_change_end(src,SC_SIGHT,-1);
  3684. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3685. map_foreachinrange(skill_area_sub,src,
  3686. skill_get_splash(skillid, skilllv),BL_CHAR,
  3687. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3688. skill_castend_damage_id);
  3689. break;
  3690. case WZ_FROSTNOVA:
  3691. map_foreachinrange(skill_attack_area, src,
  3692. skill_get_splash(skillid, skilllv), BL_CHAR,
  3693. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3694. break;
  3695. case NPC_SELFDESTRUCTION:
  3696. clif_skill_nodamage(src, src, skillid, -1, 1);
  3697. map_foreachinrange(skill_area_sub, bl,
  3698. skill_get_splash(skillid, skilllv), BL_CHAR,
  3699. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3700. skill_castend_damage_id);
  3701. battle_damage(src, src, status_get_max_hp(src),0,1);
  3702. break;
  3703. /* パ?ティスキル */
  3704. case AL_ANGELUS: /* エンジェラス */
  3705. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3706. case PR_GLORIA: /* グ�?リア */
  3707. case SN_WINDWALK: /* ウインドウォ?ク */
  3708. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3709. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3710. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3711. } else if (sd) {
  3712. /* パ?ティ全?への?�? */
  3713. party_foreachsamemap (skill_area_sub,
  3714. sd,skill_get_splash(skillid, skilllv),
  3715. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3716. skill_castend_nodamage_id);
  3717. }
  3718. break;
  3719. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3720. case BS_ADRENALINE2:
  3721. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3722. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3723. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3724. /* 個別の?�? */
  3725. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3726. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3727. } else if (sd) {
  3728. /* パ?ティ全?への?�? */
  3729. party_foreachsamemap(skill_area_sub,
  3730. sd,skill_get_splash(skillid, skilllv),
  3731. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3732. skill_castend_nodamage_id);
  3733. }
  3734. break;
  3735. case BS_MAXIMIZE:
  3736. case NV_TRICKDEAD:
  3737. case CR_DEFENDER:
  3738. case CR_AUTOGUARD:
  3739. case TK_READYSTORM:
  3740. case TK_READYDOWN:
  3741. case TK_READYTURN:
  3742. case TK_READYCOUNTER:
  3743. case TK_DODGE:
  3744. case CR_SHRINK:
  3745. case ST_PRESERVE:
  3746. case SG_FUSION:
  3747. case GS_GATLINGFEVER:
  3748. if (tsc && tsc->data[type].timer != -1)
  3749. i = status_change_end(bl, type, -1);
  3750. else
  3751. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3752. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3753. break;
  3754. case SL_KAITE:
  3755. case SL_KAAHI:
  3756. case SL_KAIZEL:
  3757. case SL_KAUPE:
  3758. if (sd) {
  3759. if (!dstsd || !(
  3760. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3761. (dstsd->class_&MAPID_BASEMASK) == MAPID_SOUL_LINKER ||
  3762. dstsd->char_id == sd->char_id ||
  3763. dstsd->char_id == sd->status.partner_id ||
  3764. dstsd->char_id == sd->status.child
  3765. )) {
  3766. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3767. clif_skill_fail(sd,skillid,0,0);
  3768. break;
  3769. }
  3770. }
  3771. clif_skill_nodamage(src,bl,skillid,skilllv,
  3772. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3773. break;
  3774. case SM_AUTOBERSERK: // Celest
  3775. if (tsc && tsc->data[type].timer != -1)
  3776. i = status_change_end(bl, type, -1);
  3777. else
  3778. i = sc_start(bl,type,100,skilllv,0);
  3779. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3780. break;
  3781. case TF_HIDING: /* ハイディング */
  3782. case ST_CHASEWALK: /* ハイディング */
  3783. if (tsc && tsc->data[type].timer != -1)
  3784. i = status_change_end(bl, type, -1);
  3785. else
  3786. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3787. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3788. break;
  3789. case TK_RUN:
  3790. if (tsc && tsc->data[type].timer != -1)
  3791. i = status_change_end(bl, type, -1);
  3792. else
  3793. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3794. // If the client receives a skill-use packet inmediately before
  3795. // a walkok packet, it will discard the walk packet! [Skotlex]
  3796. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3797. break;
  3798. case AS_CLOAKING: /* ク�??キング */
  3799. if(tsc && tsc->data[type].timer!=-1 )
  3800. /* 解?怩キる */
  3801. i = status_change_end(bl, type, -1);
  3802. else
  3803. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3804. clif_skill_nodamage(src,bl,skillid,-1,i);
  3805. if (!i && sd)
  3806. clif_skill_fail(sd,skillid,0,0);
  3807. break;
  3808. /* ?地スキル */
  3809. case BD_LULLABY: /* 子守唄 */
  3810. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3811. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3812. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3813. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3814. case BD_ROKISWEIL: /* �?キの叫び */
  3815. case BD_INTOABYSS: /* ?[淵の中に */
  3816. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3817. case BA_DISSONANCE: /* 不協和音 */
  3818. case BA_POEMBRAGI: /* ブラギの�? */
  3819. case BA_WHISTLE: /* 口笛 */
  3820. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3821. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3822. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3823. case DC_HUMMING: /* ハミング */
  3824. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3825. case DC_FORTUNEKISS: /* ?K運のキス */
  3826. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3827. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3828. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3829. break;
  3830. case HP_BASILICA: /* バジリカ */
  3831. case CG_HERMODE: // Wand of Hermod
  3832. {
  3833. struct skill_unit_group *sg;
  3834. unit_stop_walking(src,1);
  3835. skill_clear_unitgroup(src);
  3836. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3837. if(skillid == CG_HERMODE)
  3838. i = sc_start4(src,SC_DANCING,100,
  3839. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  3840. else
  3841. i = sc_start4(src,type,100,
  3842. skilllv,0,BCT_SELF,sg->group_id,
  3843. skill_get_time(skillid,skilllv));
  3844. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3845. }
  3846. break;
  3847. case PA_GOSPEL: /* ゴスペル */
  3848. if (!tsc) break;
  3849. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3850. i = status_change_end(bl,SC_GOSPEL,-1);
  3851. } else {
  3852. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3853. if (tsc->data[type].timer != -1)
  3854. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3855. i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  3856. }
  3857. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3858. break;
  3859. case BD_ADAPTATION: /* アドリブ */
  3860. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3861. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3862. skill_stop_dancing(bl);
  3863. }
  3864. break;
  3865. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3866. case DC_SCREAM: /* スクリ?ム */
  3867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3868. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3869. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3870. char temp[128];
  3871. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3872. break; //Message won't fit on buffer. [Skotlex]
  3873. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3874. clif_message(&md->bl,temp);
  3875. }
  3876. break;
  3877. case BA_PANGVOICE://パンボイス
  3878. clif_skill_nodamage(src,bl,skillid,skilllv,
  3879. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3880. break;
  3881. case DC_WINKCHARM://魅惑のウィンク
  3882. if(dstsd){
  3883. clif_skill_nodamage(src,bl,skillid,skilllv,
  3884. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3885. }else if(dstmd)
  3886. {
  3887. int race = status_get_race(bl);
  3888. if(status_get_lv(src)>status_get_lv(bl) && (race == RC_DEMON || race == RC_DEMIHUMAN || race == RC_ANGEL)) {
  3889. clif_skill_nodamage(src,bl,skillid,skilllv,
  3890. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3891. } else{
  3892. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3893. if(sd)
  3894. clif_skill_fail(sd,skillid,0,0);
  3895. }
  3896. }
  3897. break;
  3898. case TF_STEAL: // スティ?ル
  3899. if(sd) {
  3900. if(pc_steal_item(sd,bl))
  3901. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3902. else
  3903. clif_skill_fail(sd,skillid,0x0a,0);
  3904. }
  3905. break;
  3906. case RG_STEALCOIN: // スティ?ルコイン
  3907. if(sd) {
  3908. if(pc_steal_coin(sd,bl)) {
  3909. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3910. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3911. }
  3912. else
  3913. clif_skill_fail(sd,skillid,0,0);
  3914. }
  3915. break;
  3916. case MG_STONECURSE: /* スト?ンカ?ス */
  3917. {
  3918. if (status_get_mode(bl)&MD_BOSS) {
  3919. if (sd) clif_skill_fail(sd,skillid,0,0);
  3920. break;
  3921. }
  3922. if(status_isimmune(bl) || !tsc)
  3923. break;
  3924. if (dstmd)
  3925. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3926. if (tsc->data[SC_STONE].timer != -1) {
  3927. status_change_end(bl,SC_STONE,-1);
  3928. if (sd) clif_skill_fail(sd,skillid,0,0);
  3929. break;
  3930. }
  3931. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3932. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3933. else if(sd) {
  3934. clif_skill_fail(sd,skillid,0,0);
  3935. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3936. if (skilllv > 5) break;
  3937. }
  3938. if (sd) {
  3939. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3940. break; //Do not delete the gemstone.
  3941. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3942. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3943. }
  3944. }
  3945. break;
  3946. case NV_FIRSTAID: /* ?急手? */
  3947. clif_skill_nodamage(src,bl,skillid,5,1);
  3948. battle_heal(NULL,bl,5,0,0);
  3949. break;
  3950. case AL_CURE: /* キュア? */
  3951. if(status_isimmune(bl)) {
  3952. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3953. break;
  3954. }
  3955. status_change_end(bl, SC_SILENCE , -1 );
  3956. status_change_end(bl, SC_BLIND , -1 );
  3957. status_change_end(bl, SC_CONFUSION, -1 );
  3958. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  3959. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3960. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3961. break;
  3962. case TF_DETOXIFY: /* 解毒 */
  3963. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3964. status_change_end(bl, SC_POISON , -1 );
  3965. status_change_end(bl, SC_DPOISON , -1 );
  3966. break;
  3967. case PR_STRECOVERY: /* リカバリ? */
  3968. if(status_isimmune(bl)) {
  3969. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3970. break;
  3971. }
  3972. status_change_end(bl, SC_FREEZE , -1 );
  3973. status_change_end(bl, SC_STONE , -1 );
  3974. status_change_end(bl, SC_SLEEP , -1 );
  3975. status_change_end(bl, SC_STUN , -1 );
  3976. //Is this equation really right? It looks so... special.
  3977. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3978. status_change_start(bl, SC_BLIND,
  3979. 100*(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  3980. 1,0,0,0,
  3981. skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  3982. }
  3983. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3984. if(dstmd)
  3985. mob_unlocktarget(dstmd,tick);
  3986. break;
  3987. case WZ_ESTIMATION: /* モンスタ??﨣� */
  3988. if(sd) {
  3989. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3990. clif_skill_estimation((struct map_session_data *)src,bl);
  3991. }
  3992. break;
  3993. case BS_REPAIRWEAPON: /* �?器?C�? */
  3994. if(sd && dstsd)
  3995. clif_item_repair_list(sd,dstsd);
  3996. break;
  3997. case MC_IDENTIFY: /* アイテム鑑定 */
  3998. if(sd)
  3999. clif_item_identify_list(sd);
  4000. break;
  4001. // Weapon Refining [Celest]
  4002. case WS_WEAPONREFINE:
  4003. if(sd)
  4004. clif_item_refine_list(sd);
  4005. break;
  4006. case MC_VENDING: /* 露店開?ン */
  4007. if(sd)
  4008. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4009. if ( pc_can_give_items(pc_isGM(sd)) )
  4010. clif_skill_fail(sd,skillid,0,0);
  4011. else
  4012. clif_openvendingreq(sd,2+skilllv);
  4013. }
  4014. break;
  4015. case AL_TELEPORT: /* テレポ?ト */
  4016. if(sd) {
  4017. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  4018. clif_skill_teleportmessage(sd,0);
  4019. break;
  4020. }
  4021. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4022. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4023. break;
  4024. }
  4025. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4026. if(skilllv == 1) {
  4027. // possibility to skip menu [LuzZza]
  4028. if(!battle_config.skip_teleport_lv1_menu &&
  4029. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4030. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4031. else
  4032. pc_randomwarp(sd,3);
  4033. } else {
  4034. if (sd->skillitem != AL_TELEPORT)
  4035. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4036. mapindex_id2name(sd->status.save_point.map),"","");
  4037. else //Autocasted Teleport level 2??
  4038. pc_setpos(sd,sd->status.save_point.map,
  4039. sd->status.save_point.x,sd->status.save_point.y,3);
  4040. }
  4041. } else
  4042. unit_warp(bl,-1,-1,-1,3);
  4043. break;
  4044. case AL_HOLYWATER: /* アクアベネディクタ */
  4045. if(sd) {
  4046. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4047. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4048. else
  4049. clif_skill_fail(sd,skillid,0,0);
  4050. }
  4051. break;
  4052. case TF_PICKSTONE:
  4053. if(sd) {
  4054. int eflag;
  4055. struct item item_tmp;
  4056. struct block_list tbl;
  4057. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4058. memset(&item_tmp,0,sizeof(item_tmp));
  4059. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4060. item_tmp.nameid = 7049;
  4061. item_tmp.identify = 1;
  4062. tbl.id = 0;
  4063. clif_takeitem(&sd->bl,&tbl);
  4064. eflag = pc_additem(sd,&item_tmp,1);
  4065. if(eflag) {
  4066. clif_additem(sd,0,0,eflag);
  4067. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4068. }
  4069. }
  4070. break;
  4071. case ASC_CDP:
  4072. if(sd) {
  4073. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4074. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4075. }
  4076. break;
  4077. case RG_STRIPWEAPON: /* ストリップウェポン */
  4078. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4079. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4080. case RG_STRIPHELM: /* ストリップヘルム */
  4081. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4082. case GS_DISARM: // Added disarm. [Reddozen]
  4083. {
  4084. int strip_fix, equip = 0;
  4085. int sclist[4] = {0,0,0,0};
  4086. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
  4087. equip |= EQP_WEAPON;
  4088. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4089. equip |= EQP_SHIELD;
  4090. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4091. equip |= EQP_ARMOR;
  4092. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4093. equip |= EQP_HELM;
  4094. strip_fix = status_get_dex(src) - status_get_dex(bl);
  4095. if(strip_fix < 0)
  4096. strip_fix=0;
  4097. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4098. {
  4099. if (sd)
  4100. clif_skill_fail(sd,skillid,0,0);
  4101. break;
  4102. }
  4103. if (dstsd) {
  4104. for (i=0;i<11;i++) {
  4105. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4106. continue;
  4107. switch (i) {
  4108. case 8: //Shield / left-hand weapon
  4109. if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5)
  4110. { //Shield
  4111. if (equip&EQP_SHIELD &&
  4112. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4113. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4114. ){
  4115. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4116. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4117. }
  4118. continue;
  4119. }
  4120. //Continue to weapon
  4121. case 9:
  4122. if (equip &EQP_WEAPON &&
  4123. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4124. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4125. ) {
  4126. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4127. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4128. }
  4129. break;
  4130. case 7: //Armor
  4131. if (equip &EQP_ARMOR &&
  4132. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4133. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4134. ) {
  4135. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4136. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4137. }
  4138. break;
  4139. case 6: //Helm
  4140. if (equip &EQP_HELM &&
  4141. !(dstsd->unstripable_equip &EQP_HELM) &&
  4142. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4143. ) {
  4144. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4145. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4146. }
  4147. break;
  4148. }
  4149. }
  4150. } else if (!(status_get_mode(bl)&MD_BOSS)) {
  4151. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4152. sclist[0] = SC_STRIPWEAPON;
  4153. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4154. sclist[1] = SC_STRIPSHIELD;
  4155. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4156. sclist[2] = SC_STRIPARMOR;
  4157. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4158. sclist[3] = SC_STRIPHELM;
  4159. }
  4160. equip = 0; //Reuse equip to hold how many stats are invoked.
  4161. for (i=0;i<4;i++) {
  4162. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4163. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4164. }
  4165. if (equip)
  4166. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4167. else if (sd) //Nothing stripped.
  4168. clif_skill_fail(sd,skillid,0,0);
  4169. break;
  4170. }
  4171. /* PotionPitcher */
  4172. case AM_BERSERKPITCHER:
  4173. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4174. {
  4175. int i,x,hp = 0,sp = 0,bonus=100;
  4176. if(sd) {
  4177. x = skilllv%11 - 1;
  4178. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4179. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4180. clif_skill_fail(sd,skillid,0,0);
  4181. map_freeblock_unlock();
  4182. return 1;
  4183. }
  4184. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4185. clif_skill_fail(sd,skillid,0,0);
  4186. map_freeblock_unlock();
  4187. return 1;
  4188. }
  4189. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4190. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4191. clif_skill_fail(sd,skillid,0,0);
  4192. map_freeblock_unlock();
  4193. return 1;
  4194. }
  4195. }
  4196. potion_flag = 1;
  4197. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4198. potion_target = bl->id;
  4199. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4200. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4201. potion_flag = potion_target = 0;
  4202. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4203. bonus += sd->status.base_level;
  4204. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4205. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4206. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4207. if(dstsd) {
  4208. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4209. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4210. }
  4211. }
  4212. else {
  4213. if(potion_hp > 0) {
  4214. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4215. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4216. if(dstsd)
  4217. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4218. }
  4219. if(potion_sp > 0) {
  4220. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4221. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4222. if(dstsd)
  4223. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4224. }
  4225. }
  4226. }
  4227. else {
  4228. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4229. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4230. if(dstsd)
  4231. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4232. }
  4233. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4234. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4235. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4236. if(sp > 0)
  4237. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4238. battle_heal(src,bl,hp,sp,0);
  4239. }
  4240. break;
  4241. case AM_CP_WEAPON:
  4242. case AM_CP_SHIELD:
  4243. case AM_CP_ARMOR:
  4244. case AM_CP_HELM:
  4245. {
  4246. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4247. if(tsc && tsc->data[scid].timer != -1)
  4248. status_change_end(bl, scid, -1 );
  4249. clif_skill_nodamage(src,bl,skillid,skilllv,
  4250. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4251. }
  4252. break;
  4253. case AM_TWILIGHT1:
  4254. if (sd) {
  4255. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4256. //Prepare 200 White Potions.
  4257. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4258. clif_skill_fail(sd,skillid,0,0);
  4259. }
  4260. break;
  4261. case AM_TWILIGHT2:
  4262. if (sd) {
  4263. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4264. //Prepare 200 Slim White Potions.
  4265. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4266. clif_skill_fail(sd,skillid,0,0);
  4267. }
  4268. break;
  4269. case AM_TWILIGHT3:
  4270. if (sd) {
  4271. //check if you can produce all three, if not, then fail:
  4272. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4273. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4274. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4275. ) {
  4276. clif_skill_fail(sd,skillid,0,0);
  4277. break;
  4278. }
  4279. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4280. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4281. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4282. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4283. }
  4284. break;
  4285. case SA_DISPELL: /* ディスペル */
  4286. {
  4287. int i;
  4288. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4289. i = status_get_sc_def_mdef(bl);
  4290. if (i >= 10000 ||
  4291. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4292. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4293. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4294. {
  4295. if (sd)
  4296. clif_skill_fail(sd,skillid,0,0);
  4297. break;
  4298. }
  4299. if(status_isimmune(bl) || !tsc->count)
  4300. break;
  4301. for(i=0;i<SC_MAX;i++){
  4302. if (tsc->data[i].timer == -1)
  4303. continue;
  4304. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4305. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4306. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4307. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4308. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4309. || i==SC_SAFETYWALL || i==SC_SMA
  4310. )
  4311. continue;
  4312. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4313. status_change_end(bl,i,-1);
  4314. }
  4315. }
  4316. break;
  4317. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4318. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4319. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4320. break;
  4321. case TK_HIGHJUMP:
  4322. {
  4323. int x,y, dir = unit_getdir(src);
  4324. x = src->x + dirx[dir]*skilllv*2;
  4325. y = src->y + diry[dir]*skilllv*2;
  4326. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4327. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4328. unit_movepos(src, x, y, 1, 0);
  4329. clif_slide(src,x,y);
  4330. }
  4331. }
  4332. break;
  4333. case SA_CASTCANCEL:
  4334. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4335. unit_skillcastcancel(src,1);
  4336. if(sd) {
  4337. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4338. sp = sp * (90 - (skilllv-1)*20) / 100;
  4339. if(sp < 0) sp = 0;
  4340. pc_heal(sd,0,-sp);
  4341. }
  4342. break;
  4343. case SA_SPELLBREAKER: // スペルブレイカ?
  4344. {
  4345. int sp;
  4346. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4347. if(dstsd) {
  4348. sp = skill_get_sp(skillid,skilllv);
  4349. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4350. if(sp > SHRT_MAX) sp = SHRT_MAX;
  4351. else if(sp < 1) sp = 1;
  4352. clif_heal(dstsd->fd,SP_SP,pc_heal(dstsd, 0, sp));
  4353. }
  4354. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4355. if(sd) {
  4356. sp = sd->status.max_sp/5;
  4357. if(sp < 1) sp = 1;
  4358. pc_damage_sp(sd,sp,0);
  4359. }
  4360. } else {
  4361. struct unit_data *ud = unit_bl2ud(bl);
  4362. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4363. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4364. bl_skillid = ud->skillid;
  4365. bl_skilllv = ud->skilllv;
  4366. if (status_get_mode(bl) & MD_BOSS)
  4367. { //Only 10% success chance against bosses. [Skotlex]
  4368. if (rand()%100 < 90)
  4369. {
  4370. if (sd) clif_skill_fail(sd,skillid,0,0);
  4371. break;
  4372. }
  4373. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4374. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4375. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4376. unit_skillcastcancel(bl,0);
  4377. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4378. if (dstsd)
  4379. pc_damage_sp(dstsd, sp, 0);
  4380. battle_damage(NULL, bl, hp, 0, 1);
  4381. if(sd && sp) {
  4382. sp = sp*(25*(skilllv-1))/100;
  4383. if(skilllv > 1 && sp < 1) sp = 1;
  4384. else if(sp > SHRT_MAX) sp = SHRT_MAX;
  4385. clif_heal(sd->fd,SP_SP,pc_heal(sd, 0, sp));
  4386. }
  4387. if (hp && skilllv >= 5)
  4388. { //Recover half damaged HP at level 5 [Skotlex]
  4389. hp = battle_heal(bl, src, hp/2, 0, 0);
  4390. if (sd && sd->fd)
  4391. clif_heal(sd->fd,SP_HP,hp);
  4392. }
  4393. }
  4394. }
  4395. break;
  4396. case SA_MAGICROD:
  4397. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4398. break;
  4399. case SA_AUTOSPELL: /* オ?トスペル */
  4400. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4401. if(sd)
  4402. clif_autospell(sd,skilllv);
  4403. else {
  4404. int maxlv=1,spellid=0;
  4405. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4406. if(skilllv >= 10) {
  4407. spellid = MG_FROSTDIVER;
  4408. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4409. // maxlv = 10;
  4410. // else
  4411. maxlv = skilllv - 9;
  4412. }
  4413. else if(skilllv >=8) {
  4414. spellid = MG_FIREBALL;
  4415. maxlv = skilllv - 7;
  4416. }
  4417. else if(skilllv >=5) {
  4418. spellid = MG_SOULSTRIKE;
  4419. maxlv = skilllv - 4;
  4420. }
  4421. else if(skilllv >=2) {
  4422. int i = rand()%3;
  4423. spellid = spellarray[i];
  4424. maxlv = skilllv - 1;
  4425. }
  4426. else if(skilllv > 0) {
  4427. spellid = MG_NAPALMBEAT;
  4428. maxlv = 3;
  4429. }
  4430. if(spellid > 0)
  4431. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4432. skill_get_time(SA_AUTOSPELL,skilllv));
  4433. }
  4434. break;
  4435. case BS_GREED:
  4436. if(sd){
  4437. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4438. map_foreachinrange(skill_greed,bl,
  4439. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4440. }
  4441. break;
  4442. case SA_ELEMENTWATER:
  4443. case SA_ELEMENTFIRE:
  4444. case SA_ELEMENTGROUND:
  4445. case SA_ELEMENTWIND:
  4446. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4447. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4448. dstmd->def_ele = skill_get_pl(skillid);
  4449. dstmd->def_ele += (1+rand()%4)*20;
  4450. }
  4451. break;
  4452. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4453. case NPC_ATTRICHANGE:
  4454. case NPC_CHANGEWATER:
  4455. case NPC_CHANGEGROUND:
  4456. case NPC_CHANGEFIRE:
  4457. case NPC_CHANGEWIND:
  4458. /* 毒?A?ケ?A念?A闇 */
  4459. case NPC_CHANGEPOISON:
  4460. case NPC_CHANGEHOLY:
  4461. case NPC_CHANGEDARKNESS:
  4462. case NPC_CHANGETELEKINESIS:
  4463. case NPC_CHANGEUNDEAD:
  4464. if(md){
  4465. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4466. md->def_ele = skill_get_pl(skillid);
  4467. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4468. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4469. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4470. }
  4471. break;
  4472. case NPC_PROVOCATION:
  4473. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4474. if(md && md->skillidx >= 0)
  4475. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4476. break;
  4477. case NPC_KEEPING:
  4478. case NPC_BARRIER:
  4479. {
  4480. int skill_time = skill_get_time(skillid,skilllv);
  4481. struct unit_data *ud = unit_bl2ud(bl);
  4482. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4483. sc_start(bl,type,100,skilllv,skill_time))
  4484. && ud) { //Disable attacking/acting/moving for skill's duration.
  4485. ud->attackabletime =
  4486. ud->canact_tick =
  4487. ud->canmove_tick = tick + skill_time;
  4488. }
  4489. }
  4490. break;
  4491. case NPC_REBIRTH:
  4492. //New rebirth System uses Kaizel lv1. [Skotlex]
  4493. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4494. break;
  4495. case NPC_DARKBLESSING:
  4496. clif_skill_nodamage(src,bl,skillid,skilllv,
  4497. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4498. break;
  4499. case NPC_LICK:
  4500. if (dstsd) {
  4501. if (dstsd->special_state.no_weapon_damage ) {
  4502. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4503. break;
  4504. }
  4505. pc_damage_sp(dstsd,100,0);
  4506. }
  4507. clif_skill_nodamage(src,bl,skillid,skilllv,
  4508. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4509. break;
  4510. case NPC_SUICIDE: /* 自決 */
  4511. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4512. battle_damage(NULL, src,status_get_hp(src),0,3); //Suicidal Mobs should give neither exp nor items. (flag&2 passed to battle_damage) [Skotlex]
  4513. break;
  4514. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4515. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4516. if(md && md->skillidx >= 0)
  4517. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4518. break;
  4519. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4520. mob_warpslave(src,AREA_SIZE/2);
  4521. break;
  4522. case NPC_RANDOMMOVE:
  4523. if (md) {
  4524. md->next_walktime = tick - 1;
  4525. mob_randomwalk(md,tick);
  4526. }
  4527. break;
  4528. case NPC_SPEEDUP:
  4529. {
  4530. // or does it increase casting rate? just a guess xD
  4531. int i = SC_ASPDPOTION0 + skilllv - 1;
  4532. if (i > SC_ASPDPOTION3)
  4533. i = SC_ASPDPOTION3;
  4534. clif_skill_nodamage(src,bl,skillid,skilllv,
  4535. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4536. }
  4537. break;
  4538. case NPC_REVENGE:
  4539. // not really needed... but adding here anyway ^^
  4540. if (md && md->master_id > 0) {
  4541. struct block_list *mbl, *tbl;
  4542. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4543. (tbl = battle_gettargeted(mbl)) == NULL)
  4544. break;
  4545. md->state.provoke_flag = tbl->id;
  4546. mob_target(md, tbl, md->db->range);
  4547. }
  4548. break;
  4549. case NPC_RUN: //後退
  4550. {
  4551. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4552. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4553. unit_stop_attack(src);
  4554. //Run skillv tiles.
  4555. unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
  4556. }
  4557. break;
  4558. case NPC_TRANSFORMATION:
  4559. case NPC_METAMORPHOSIS:
  4560. if(md && md->skillidx >= 0) {
  4561. if (skilllv > 1)
  4562. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4563. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4564. unit_remove_map(src,1);
  4565. }
  4566. else
  4567. { //Transform into another class.
  4568. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4569. if (class_) mob_class_change(md, class_);
  4570. }
  4571. }
  4572. break;
  4573. case NPC_EMOTION_ON:
  4574. case NPC_EMOTION:
  4575. if(md && md->skillidx >= 0)
  4576. {
  4577. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4578. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4579. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4580. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4581. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4582. int mode, mode2;
  4583. mode = status_get_mode(src);
  4584. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4585. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4586. if (skillid == NPC_EMOTION_ON) //Add a mode
  4587. mode2|= md->db->skill[md->skillidx].val[2];
  4588. else //Remove a mode
  4589. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4590. }
  4591. if (mode == mode2)
  4592. break; //No change
  4593. md->mode = mode2;
  4594. if (md->mode == md->db->mode)
  4595. md->mode = 0; //Fallback to the db's mode.
  4596. //Since mode changed, reset their state.
  4597. mob_stop_attack(md);
  4598. mob_stop_walking(md,0);
  4599. }
  4600. }
  4601. break;
  4602. case NPC_DEFENDER:
  4603. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4604. break;
  4605. case NPC_POWERUP:
  4606. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4607. clif_skill_nodamage(src,bl,skillid,skilllv,
  4608. sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
  4609. break;
  4610. case NPC_AGIUP:
  4611. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4612. clif_skill_nodamage(src,bl,skillid,skilllv,
  4613. sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
  4614. break;
  4615. case NPC_INVISIBLE:
  4616. //val4 passed as 1 is for "infinite cloak".
  4617. clif_skill_nodamage(src,bl,skillid,skilllv,
  4618. sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4619. break;
  4620. case NPC_SIEGEMODE:
  4621. // not sure what it does
  4622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4623. break;
  4624. case WE_MALE: /* 君だけは護るよ */
  4625. if(sd && dstsd){
  4626. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4627. int gain_hp=dstsd->status.max_hp*abs(hp_rate)/100;// The earned is the same % of the target HP than it costed the caster. [Skotlex]
  4628. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4629. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4630. }
  4631. break;
  4632. case WE_FEMALE: /* � なたの?に??オになります */
  4633. if(sd && dstsd){
  4634. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4635. int gain_sp=dstsd->status.max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  4636. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4637. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4638. }
  4639. break;
  4640. // parent-baby skills
  4641. case WE_BABY:
  4642. if(sd){
  4643. struct map_session_data *f_sd = pc_get_father(sd);
  4644. struct map_session_data *m_sd = pc_get_mother(sd);
  4645. // if neither was found
  4646. if(!f_sd && !m_sd){
  4647. clif_skill_fail(sd,skillid,0,0);
  4648. map_freeblock_unlock();
  4649. return 0;
  4650. }
  4651. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4652. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4653. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4654. }
  4655. break;
  4656. case PF_HPCONVERSION: /* ライフ置き換え */
  4657. {
  4658. int hp, sp;
  4659. hp = status_get_max_hp(src) / 10; //基本はHPの10%
  4660. sp = hp * 10 * skilllv / 100;
  4661. if (hp >= status_get_hp(bl)) {
  4662. if (sd) clif_skill_fail(sd,skillid,0,0);
  4663. break;
  4664. }
  4665. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4666. if (dstsd) {
  4667. if (sp > dstsd->status.max_sp - dstsd->status.sp)
  4668. sp = dstsd->status.max_sp - dstsd->status.sp;
  4669. // we need to check with the sp that was taken away when casting too
  4670. if (skill_get_sp(skillid, skilllv) >= dstsd->status.max_sp - dstsd->status.sp)
  4671. hp = sp = 0;
  4672. }
  4673. battle_heal(src,bl,-hp, sp, 0);
  4674. if (dstsd && dstsd->fd)
  4675. {
  4676. clif_heal(dstsd->fd, SP_SP, sp);
  4677. clif_updatestatus(dstsd, SP_SP);
  4678. }
  4679. }
  4680. break;
  4681. case HT_REMOVETRAP: /* リム?ブトラップ */
  4682. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4683. {
  4684. struct skill_unit *su=NULL;
  4685. struct item item_tmp;
  4686. int flag;
  4687. if((bl->type==BL_SKILL) &&
  4688. (su=(struct skill_unit *)bl) &&
  4689. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4690. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4691. {
  4692. if(sd && !su->group->state.into_abyss)
  4693. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4694. if(battle_config.skill_removetrap_type){
  4695. for(i=0;i<10;i++) {
  4696. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4697. memset(&item_tmp,0,sizeof(item_tmp));
  4698. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4699. item_tmp.identify = 1;
  4700. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4701. clif_additem(sd,0,0,flag);
  4702. 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);
  4703. }
  4704. }
  4705. }
  4706. }else{
  4707. memset(&item_tmp,0,sizeof(item_tmp));
  4708. item_tmp.nameid = 1065;
  4709. item_tmp.identify = 1;
  4710. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4711. clif_additem(sd,0,0,flag);
  4712. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4713. }
  4714. }
  4715. }
  4716. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4717. struct block_list *target=map_id2bl(su->group->val2);
  4718. if(target)
  4719. status_change_end(target,SC_ANKLE,-1);
  4720. }
  4721. skill_delunit(su);
  4722. }
  4723. }
  4724. break;
  4725. case HT_SPRINGTRAP: /* スプリングトラップ */
  4726. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4727. {
  4728. struct skill_unit *su=NULL;
  4729. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4730. switch(su->group->unit_id){
  4731. case UNT_ANKLESNARE: // ankle snare
  4732. if (su->group->val2 != 0)
  4733. // if it is already trapping something don't spring it,
  4734. // remove trap should be used instead
  4735. break;
  4736. // otherwise fallthrough to below
  4737. case UNT_BLASTMINE:
  4738. case UNT_SKIDTRAP:
  4739. case UNT_LANDMINE:
  4740. case UNT_SHOCKWAVE:
  4741. case UNT_SANDMAN:
  4742. case UNT_FLASHER:
  4743. case UNT_FREEZINGTRAP:
  4744. case UNT_CLAYMORETRAP:
  4745. case UNT_TALKIEBOX:
  4746. su->group->unit_id = UNT_USED_TRAPS;
  4747. clif_changetraplook(bl, UNT_USED_TRAPS);
  4748. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4749. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4750. }
  4751. }
  4752. }
  4753. break;
  4754. case BD_ENCORE: /* アンコ?ル */
  4755. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4756. if(sd)
  4757. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4758. break;
  4759. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4760. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4761. map_freeblock_unlock();
  4762. return 1;
  4763. }
  4764. clif_skill_nodamage(src,bl,skillid,skilllv,
  4765. sc_start4(bl,type,100,
  4766. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4767. break;
  4768. case PF_MINDBREAKER: /* プ�?ボック */
  4769. {
  4770. /* MVPmobと不死には?かない */
  4771. if(status_get_mode(bl)&MD_BOSS || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
  4772. {
  4773. map_freeblock_unlock();
  4774. return 1;
  4775. }
  4776. //Has a 55% + skilllv*5% success chance.
  4777. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4778. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4779. {
  4780. if (sd) clif_skill_fail(sd,skillid,0,0);
  4781. map_freeblock_unlock();
  4782. return 0;
  4783. }
  4784. unit_skillcastcancel(bl,0);
  4785. if(tsc && tsc->count){
  4786. if(tsc->data[SC_FREEZE].timer!=-1)
  4787. status_change_end(bl,SC_FREEZE,-1);
  4788. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4789. status_change_end(bl,SC_STONE,-1);
  4790. if(tsc->data[SC_SLEEP].timer!=-1)
  4791. status_change_end(bl,SC_SLEEP,-1);
  4792. }
  4793. if(dstmd)
  4794. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4795. }
  4796. break;
  4797. case PF_SOULCHANGE:
  4798. {
  4799. int sp1 = 0, sp2 = 0;
  4800. if (sd) {
  4801. if (dstsd) {
  4802. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4803. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4804. sd->status.sp = sp2;
  4805. dstsd->status.sp = sp1;
  4806. clif_heal(sd->fd,SP_SP,sp2);
  4807. clif_updatestatus(sd,SP_SP);
  4808. clif_heal(dstsd->fd,SP_SP,sp1);
  4809. clif_updatestatus(dstsd,SP_SP);
  4810. } else if (dstmd) {
  4811. if (dstmd->state.soul_change_flag) {
  4812. clif_skill_fail(sd,skillid,0,0);
  4813. map_freeblock_unlock();
  4814. return 0;
  4815. }
  4816. sp2 = sd->status.max_sp * 3 /100;
  4817. if (sd->status.sp + sp2 > sd->status.max_sp)
  4818. sp2 = sd->status.max_sp - sd->status.sp;
  4819. sd->status.sp += sp2;
  4820. clif_heal(sd->fd,SP_SP,sp2);
  4821. clif_updatestatus(sd,SP_SP);
  4822. dstmd->state.soul_change_flag = 1;
  4823. }
  4824. }
  4825. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4826. }
  4827. break;
  4828. // Slim Pitcher
  4829. case CR_SLIMPITCHER:
  4830. if (potion_hp) {
  4831. int hp = potion_hp;
  4832. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4833. if (dstsd) {
  4834. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4835. }
  4836. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4837. battle_heal(NULL,bl,hp,0,0);
  4838. }
  4839. break;
  4840. // Full Chemical Protection
  4841. case CR_FULLPROTECTION:
  4842. {
  4843. int i, skilltime;
  4844. skilltime = skill_get_time(skillid,skilllv);
  4845. if (!tsc) {
  4846. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4847. break;
  4848. }
  4849. for (i=0; i<4; i++) {
  4850. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4851. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4852. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4853. }
  4854. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4855. }
  4856. break;
  4857. case RG_CLEANER: //AppleGirl
  4858. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4859. break;
  4860. case PF_DOUBLECASTING:
  4861. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4862. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4863. if (sd) clif_skill_fail(sd,skillid,0,0);
  4864. break;
  4865. case CG_LONGINGFREEDOM:
  4866. {
  4867. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4868. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4869. {
  4870. clif_skill_nodamage(src,bl,skillid,skilllv,
  4871. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4872. }
  4873. }
  4874. break;
  4875. case CG_TAROTCARD:
  4876. {
  4877. int eff, count = -1;
  4878. if (rand() % 100 > skilllv * 8) {
  4879. if (sd) clif_skill_fail(sd,skillid,0,0);
  4880. map_freeblock_unlock();
  4881. return 0;
  4882. }
  4883. do {
  4884. eff = rand() % 14;
  4885. clif_specialeffect(bl, 523 + eff, 0);
  4886. switch (eff)
  4887. {
  4888. case 0: // heals SP to 0
  4889. if (dstsd) pc_damage_sp(dstsd,0,100);
  4890. break;
  4891. case 1: // matk halved
  4892. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4893. break;
  4894. case 2: // all buffs removed
  4895. status_change_clear_buffs(bl,1);
  4896. break;
  4897. case 3: // 1000 damage, random armor destroyed
  4898. {
  4899. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4900. battle_damage(src, bl, 1000, 0, 0);
  4901. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4902. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4903. }
  4904. break;
  4905. case 4: // atk halved
  4906. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4907. break;
  4908. case 5: // 2000HP heal, random teleported
  4909. battle_heal(src, src, 2000, 0, 0);
  4910. unit_warp(src, -1,-1,-1, 3);
  4911. break;
  4912. case 6: // random 2 other effects
  4913. if (count == -1)
  4914. count = 3;
  4915. else
  4916. count++; //Should not retrigger this one.
  4917. break;
  4918. case 7: // stop freeze or stoned
  4919. {
  4920. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4921. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4922. }
  4923. break;
  4924. case 8: // curse coma and poison
  4925. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4926. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4927. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4928. break;
  4929. case 9: // chaos
  4930. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4931. break;
  4932. case 10: // 6666 damage, atk matk halved, cursed
  4933. battle_damage(src, bl, 6666, 0, 0);
  4934. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4935. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4936. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4937. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4938. break;
  4939. case 11: // 4444 damage
  4940. battle_damage(src, bl, 4444, 0, 0);
  4941. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4942. break;
  4943. case 12: // stun
  4944. sc_start(bl,SC_STUN,100,skilllv,5000);
  4945. break;
  4946. case 13: // atk,matk,hit,flee,def reduced
  4947. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4948. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4949. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4950. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4951. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4952. break;
  4953. default:
  4954. break;
  4955. }
  4956. } while ((--count) > 0);
  4957. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4958. }
  4959. break;
  4960. case SL_ALCHEMIST:
  4961. case SL_ASSASIN:
  4962. case SL_BARDDANCER:
  4963. case SL_BLACKSMITH:
  4964. case SL_CRUSADER:
  4965. case SL_HUNTER:
  4966. case SL_KNIGHT:
  4967. case SL_MONK:
  4968. case SL_PRIEST:
  4969. case SL_ROGUE:
  4970. case SL_SAGE:
  4971. case SL_SOULLINKER:
  4972. case SL_STAR:
  4973. case SL_SUPERNOVICE:
  4974. case SL_WIZARD:
  4975. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4976. clif_skill_fail(sd,skillid,0,0);
  4977. break;
  4978. }
  4979. clif_skill_nodamage(src,bl,skillid,skilllv,
  4980. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4981. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4982. break;
  4983. case SL_HIGH:
  4984. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4985. clif_skill_fail(sd,skillid,0,0);
  4986. break;
  4987. }
  4988. clif_skill_nodamage(src,bl,skillid,skilllv,
  4989. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4990. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4991. break;
  4992. case SL_SWOO:
  4993. if (tsc && tsc->data[type].timer != -1) {
  4994. sc_start(src,SC_STUN,100,skilllv,10000);
  4995. break;
  4996. }
  4997. case SL_SKA: // [marquis007]
  4998. case SL_SKE:
  4999. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5000. clif_skill_fail(sd,skillid,0,0);
  5001. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5002. } else
  5003. clif_skill_nodamage(src,bl,skillid,skilllv,
  5004. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5005. if (skillid == SL_SKE)
  5006. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5007. break;
  5008. // New guild skills [Celest]
  5009. case GD_BATTLEORDER:
  5010. if(flag&1) {
  5011. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5012. sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
  5013. } else if (status_get_guild_id(src)) {
  5014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5015. map_foreachinrange(skill_area_sub, src,
  5016. skill_get_splash(skillid, skilllv), BL_CHAR,
  5017. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5018. skill_castend_nodamage_id);
  5019. if (sd)
  5020. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5021. }
  5022. break;
  5023. case GD_REGENERATION:
  5024. if(flag&1) {
  5025. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5026. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  5027. } else if (status_get_guild_id(src)) {
  5028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5029. map_foreachinrange(skill_area_sub, src,
  5030. skill_get_splash(skillid, skilllv), BL_CHAR,
  5031. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5032. skill_castend_nodamage_id);
  5033. if (sd)
  5034. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5035. }
  5036. break;
  5037. case GD_RESTORE:
  5038. if(flag&1) {
  5039. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  5040. int hp, sp;
  5041. hp = status_get_max_hp(bl)*9/10;
  5042. sp = dstsd?dstsd->status.max_sp*9/10:0;
  5043. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5044. battle_heal(NULL,bl,hp,sp,0);
  5045. }
  5046. } else if (status_get_guild_id(src)) {
  5047. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5048. map_foreachinrange(skill_area_sub, src,
  5049. skill_get_splash(skillid, skilllv), BL_CHAR,
  5050. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5051. skill_castend_nodamage_id);
  5052. if (sd)
  5053. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5054. }
  5055. break;
  5056. case GD_EMERGENCYCALL:
  5057. {
  5058. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5059. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5060. int j = 0;
  5061. struct guild *g = NULL;
  5062. // i don't know if it actually summons in a circle, but oh well. ;P
  5063. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5064. if (!g)
  5065. break;
  5066. for(i = 0; i < g->max_member; i++, j++) {
  5067. if (j>8) j=0;
  5068. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5069. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5070. continue;
  5071. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5072. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5073. dx[j] = dy[j] = 0;
  5074. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5075. }
  5076. }
  5077. if (sd)
  5078. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5079. }
  5080. break;
  5081. case SG_FEEL:
  5082. if (sd) {
  5083. if(!sd->feel_map[skilllv-1].index) {
  5084. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5085. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5086. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5087. }
  5088. else
  5089. clif_feel_info(sd, skilllv-1);
  5090. }
  5091. break;
  5092. case SG_HATE:
  5093. if (sd) {
  5094. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5095. if(dstsd) //PC
  5096. {
  5097. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5098. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5099. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5100. }
  5101. else if(dstmd) // mob
  5102. {
  5103. switch(skilllv)
  5104. {
  5105. case 1:
  5106. if (status_get_size(bl)==0)
  5107. {
  5108. sd->hate_mob[0] = dstmd->class_;
  5109. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5110. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5111. } else clif_skill_fail(sd,skillid,0,0);
  5112. break;
  5113. case 2:
  5114. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5115. {
  5116. sd->hate_mob[1] = dstmd->class_;
  5117. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5118. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5119. } else clif_skill_fail(sd,skillid,0,0);
  5120. break;
  5121. case 3:
  5122. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5123. {
  5124. sd->hate_mob[2] = dstmd->class_;
  5125. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5126. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5127. } else clif_skill_fail(sd,skillid,0,0);
  5128. break;
  5129. default:
  5130. clif_skill_fail(sd,skillid,0,0);
  5131. break;
  5132. }
  5133. }
  5134. }
  5135. break;
  5136. //Until they're at right position - gs_nodamage- [Vicious]
  5137. //Not implemented yet [Vicious]
  5138. case GS_GLITTERING:
  5139. if(sd) {
  5140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5141. if(rand()%100 < (50+10*skilllv))
  5142. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5143. else if(sd->spiritball > 0)
  5144. pc_delspiritball(sd,1,0);
  5145. }
  5146. break;
  5147. default:
  5148. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5149. map_freeblock_unlock();
  5150. return 1;
  5151. }
  5152. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5153. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5154. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5155. battle_consume_ammo(sd, skillid, skilllv);
  5156. map_freeblock_unlock();
  5157. return 0;
  5158. }
  5159. /*==========================================
  5160. * スキル使用(詠唱完了、ID指定)
  5161. *------------------------------------------
  5162. */
  5163. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5164. {
  5165. struct block_list *target, *src = map_id2bl(id);
  5166. struct map_session_data* sd = NULL;
  5167. struct mob_data* md = NULL;
  5168. struct unit_data* ud = unit_bl2ud(src);
  5169. struct status_change *sc;
  5170. int inf2;
  5171. nullpo_retr(0, ud);
  5172. BL_CAST( BL_PC, src, sd);
  5173. BL_CAST( BL_MOB, src, md);
  5174. if( src->prev == NULL ) {
  5175. ud->skilltimer = -1;
  5176. return 0;
  5177. }
  5178. switch (ud->skillid) {
  5179. //These three should become skill_castend_pos
  5180. case WE_CALLPARTNER:
  5181. case WE_CALLPARENT:
  5182. case WE_CALLBABY:
  5183. //Find a random spot to place the skill. [Skotlex]
  5184. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5185. ud->skillx = src->x + inf2;
  5186. ud->skilly = src->y + inf2;
  5187. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5188. ud->skillx = src->x;
  5189. ud->skilly = src->y;
  5190. }
  5191. return skill_castend_pos(tid,tick,id,data);
  5192. }
  5193. if(ud->skillid != SA_CASTCANCEL ) {
  5194. if( ud->skilltimer != tid ) {
  5195. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5196. ud->skilltimer = -1;
  5197. return 0;
  5198. }
  5199. if( sd && ud->skilltimer != -1 && (inf2 = pc_checkskill(sd,SA_FREECAST)) > 0)
  5200. status_quick_recalc_speed(sd, SA_FREECAST, inf2, 0);
  5201. ud->skilltimer=-1;
  5202. }
  5203. if (ud->skilltarget == id)
  5204. target = src;
  5205. else
  5206. target = map_id2bl(ud->skilltarget);
  5207. // Use a do so that you can break out of it when the skill fails.
  5208. do {
  5209. if(!target || target->prev==NULL) break;
  5210. if(src->m != target->m || status_isdead(src)) break;
  5211. if(ud->skillid == RG_BACKSTAP) {
  5212. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5213. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5214. break;
  5215. }
  5216. }
  5217. if (ud->skillid == PR_LEXDIVINA)
  5218. {
  5219. sc = status_get_sc(target);
  5220. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5221. (!sc || sc->data[SC_SILENCE].timer == -1))
  5222. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5223. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5224. break;
  5225. }
  5226. } else {
  5227. inf2 = skill_get_inf(ud->skillid);
  5228. if((inf2&INF_ATTACK_SKILL ||
  5229. (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
  5230. && battle_check_target(src, target, BCT_ENEMY)<=0
  5231. )
  5232. break;
  5233. }
  5234. //Avoid doing double checks for instant-cast skills.
  5235. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5236. break;
  5237. //沈黙や状態異常など
  5238. if(md) {
  5239. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5240. md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
  5241. if(md->skillidx >= 0) {
  5242. md->skilldelay[md->skillidx]=tick;
  5243. if (md->db->skill[md->skillidx].emotion >= 0)
  5244. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5245. }
  5246. }
  5247. inf2 = skill_get_inf2(ud->skillid);
  5248. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  5249. int fail_flag = 1;
  5250. if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
  5251. fail_flag = 0;
  5252. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
  5253. fail_flag = 0;
  5254. if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
  5255. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5256. fail_flag = 0;
  5257. if(fail_flag)
  5258. break;
  5259. }
  5260. if(src != target && battle_config.skill_add_range &&
  5261. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5262. {
  5263. if (sd) {
  5264. clif_skill_fail(sd,ud->skillid,0,0);
  5265. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5266. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5267. }
  5268. break;
  5269. }
  5270. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */
  5271. break;
  5272. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5273. unit_stop_walking(src,1);
  5274. if (ud->skillid == SA_MAGICROD)
  5275. ud->canact_tick = tick;
  5276. else
  5277. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5278. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5279. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5280. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5281. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5282. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5283. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5284. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5285. else
  5286. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5287. sc = status_get_sc(src);
  5288. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5289. status_change_end(src,SC_MAGICPOWER,-1);
  5290. if (ud->skilltimer == -1) {
  5291. if(md) md->skillidx = -1;
  5292. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5293. ud->skilllv = ud->skilltarget = 0;
  5294. }
  5295. return 1;
  5296. } while(0);
  5297. //Skill failed.
  5298. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5299. ud->canact_tick = tick;
  5300. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5301. if(md) md->skillidx = -1;
  5302. return 0;
  5303. }
  5304. /*==========================================
  5305. * スキル使用(詠唱完了、場所指定)
  5306. *------------------------------------------
  5307. */
  5308. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5309. {
  5310. struct block_list* src = map_id2bl(id);
  5311. int maxcount;
  5312. struct map_session_data *sd = NULL;
  5313. struct unit_data *ud = unit_bl2ud(src);
  5314. struct mob_data *md = NULL;
  5315. nullpo_retr(0, ud);
  5316. BL_CAST( BL_PC , src, sd);
  5317. BL_CAST( BL_MOB, src, md);
  5318. if( src->prev == NULL ) {
  5319. ud->skilltimer = -1;
  5320. return 0;
  5321. }
  5322. if( ud->skilltimer != tid ) /* タイマIDの確認 */
  5323. {
  5324. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5325. ud->skilltimer = -1;
  5326. return 0;
  5327. }
  5328. if(sd && ud->skilltimer != -1 && (maxcount = pc_checkskill(sd,SA_FREECAST) > 0))
  5329. status_quick_recalc_speed(sd, SA_FREECAST, maxcount, 0);
  5330. ud->skilltimer=-1;
  5331. do {
  5332. if(status_isdead(src)) break;
  5333. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5334. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5335. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5336. )
  5337. break;
  5338. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5339. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5340. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5341. )
  5342. break;
  5343. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5344. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5345. ) {
  5346. int i;
  5347. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5348. if(ud->skillunit[i]->skill_id == ud->skillid)
  5349. maxcount--;
  5350. }
  5351. if(!maxcount)
  5352. break;
  5353. }
  5354. if(tid != -1)
  5355. { //Avoid double checks on instant cast skills. [Skotlex]
  5356. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5357. break;
  5358. if(battle_config.skill_add_range &&
  5359. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5360. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5361. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5362. break;
  5363. }
  5364. }
  5365. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */
  5366. break;
  5367. if(md) {
  5368. md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
  5369. if(md->skillidx >= 0) {
  5370. md->skilldelay[md->skillidx]=tick;
  5371. if (md->db->skill[md->skillidx].emotion >= 0)
  5372. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5373. }
  5374. }
  5375. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5376. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5377. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5378. unit_stop_walking(src,1);
  5379. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5380. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5381. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5382. if (ud->skilltimer == -1) {
  5383. if (md) md->skillidx = -1;
  5384. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5385. ud->skilllv = ud->skillx = ud->skilly = 0;
  5386. }
  5387. return 1;
  5388. } while(0);
  5389. ud->canact_tick = tick;
  5390. ud->skillid = ud->skilllv = 0;
  5391. if(sd) {
  5392. clif_skill_fail(sd,ud->skillid,0,0);
  5393. sd->skillitem = sd->skillitemlv = -1;
  5394. }
  5395. if(md) md->skillidx = -1;
  5396. return 0;
  5397. }
  5398. /*==========================================
  5399. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5400. *------------------------------------------
  5401. */
  5402. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5403. {
  5404. struct map_session_data *sd=NULL;
  5405. struct status_change *sc;
  5406. int i;
  5407. //if(skilllv <= 0) return 0;
  5408. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5409. nullpo_retr(0, src);
  5410. if(status_isdead(src))
  5411. return 0;
  5412. if(src->type==BL_PC)
  5413. sd=(struct map_session_data *)src;
  5414. sc = status_get_sc(src); //Needed for Magic Power checks.
  5415. if (sc && !sc->count)
  5416. sc = NULL; //Unneeded.
  5417. if(skillid != WZ_METEOR &&
  5418. skillid != AM_CANNIBALIZE &&
  5419. skillid != AM_SPHEREMINE &&
  5420. skillid != CR_CULTIVATION)
  5421. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5422. switch(skillid)
  5423. {
  5424. case PR_BENEDICTIO: /* ?ケ??~福 */
  5425. skill_area_temp[1] = src->id;
  5426. i = skill_get_splash(skillid, skilllv);
  5427. map_foreachinarea(skill_area_sub,
  5428. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5429. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5430. skill_castend_nodamage_id);
  5431. map_foreachinarea(skill_area_sub,
  5432. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5433. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5434. skill_castend_damage_id);
  5435. break;
  5436. case BS_HAMMERFALL:
  5437. i = skill_get_splash(skillid, skilllv);
  5438. map_foreachinarea (skill_area_sub,
  5439. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5440. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5441. skill_castend_nodamage_id);
  5442. break;
  5443. case HT_DETECTING: /* ディテクティング */
  5444. i = skill_get_splash(skillid, skilllv);
  5445. map_foreachinarea( status_change_timer_sub,
  5446. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5447. src,status_get_sc(src),SC_SIGHT,tick);
  5448. if(battle_config.traps_setting&1)
  5449. map_foreachinarea( skill_reveal_trap,
  5450. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5451. break;
  5452. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5453. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5454. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5455. case AL_PNEUMA: /* ニュ?マ */
  5456. case WZ_ICEWALL: /* アイスウォ?ル */
  5457. case WZ_FIREPILLAR: /* ファイアピラ? */
  5458. case WZ_QUAGMIRE: /* クァグマイア */
  5459. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5460. case WZ_STORMGUST: /* スト?ムガスト */
  5461. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5462. case PR_SANCTUARY: /* サンクチュアリ */
  5463. case PR_MAGNUS: /* マグヌスエクソシズム */
  5464. case CR_GRANDCROSS: /* グランドク�?ス */
  5465. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5466. case HT_SKIDTRAP: /* スキッドトラップ */
  5467. case HT_LANDMINE: /* ランドマイン */
  5468. case HT_ANKLESNARE: /* アンクルスネア */
  5469. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5470. case HT_SANDMAN: /* サンドマン */
  5471. case HT_FLASHER: /* フラッシャ? */
  5472. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5473. case HT_BLASTMINE: /* ブラストマイン */
  5474. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5475. case AS_VENOMDUST: /* ベノムダスト */
  5476. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5477. case PF_FOGWALL: /* フォグウォ?ル */
  5478. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5479. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5480. case WE_CALLPARTNER:
  5481. case WE_CALLPARENT:
  5482. case WE_CALLBABY:
  5483. case AC_SHOWER: //Ground-placed skill implementation.
  5484. case GS_DESPERADO:
  5485. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5486. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5487. break;
  5488. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5489. skill_clear_unitgroup(src);
  5490. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5491. flag|=1;
  5492. break;
  5493. case RG_CLEANER: // [Valaris]
  5494. i = skill_get_splash(skillid, skilllv);
  5495. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5496. break;
  5497. case SA_VOLCANO: /* ボルケ?ノ */
  5498. case SA_DELUGE: /* デリュ?ジ */
  5499. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5500. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5501. case NJ_SUITON:
  5502. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5503. flag|=1;
  5504. break;
  5505. case WZ_METEOR: //�?テオスト?ム
  5506. {
  5507. int flag=0, area = skill_get_splash(skillid, skilllv);
  5508. short tmpx, tmpy, x1 = 0, y1 = 0;
  5509. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5510. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5511. for(i=0;i<2+(skilllv>>1);i++) {
  5512. tmpx = x;
  5513. tmpy = y;
  5514. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5515. continue;
  5516. if(!(flag&1)){
  5517. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5518. flag=flag|1;
  5519. }
  5520. if(i > 0)
  5521. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5522. x1 = tmpx;
  5523. y1 = tmpy;
  5524. }
  5525. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5526. }
  5527. break;
  5528. case AL_WARP: /* �??プポ?タル */
  5529. if(sd) {
  5530. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5531. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5532. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5533. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5534. }
  5535. break;
  5536. case MO_BODYRELOCATION:
  5537. if (unit_movepos(src, x, y, 1, 1)) {
  5538. clif_slide(src, src->x, src->y);
  5539. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5540. }
  5541. break;
  5542. case AM_CANNIBALIZE: // バイオプラント
  5543. if(sd) {
  5544. int id;
  5545. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5546. struct mob_data *md;
  5547. // Correct info, don't change any of this! [celest]
  5548. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5549. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5550. md->master_id = sd->bl.id;
  5551. // different levels of HP according to skill level
  5552. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5553. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5554. md->special_state.ai = 1;
  5555. //非移動でアクティブで反撃する[0x0:非移動 0x1:移動 0x4:ACT 0x8:非ACT 0x40:反撃無 0x80:反撃有]
  5556. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5557. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5558. }
  5559. // To-do: ?「還されるモンスタ?[には?「還したプレ?[ヤ?[の名前が付きます
  5560. // (attach name of player?)
  5561. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5562. }
  5563. break;
  5564. case AM_SPHEREMINE: // スフィア?マイン
  5565. if(sd){
  5566. int id;
  5567. struct mob_data *md;
  5568. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5569. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5570. md->master_id = sd->bl.id;
  5571. md->hp = 2000 + skilllv * 400;
  5572. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5573. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5574. md->special_state.ai = 2;
  5575. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5576. }
  5577. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5578. }
  5579. break;
  5580. // Slim Pitcher [Celest]
  5581. case CR_SLIMPITCHER:
  5582. {
  5583. if (sd) {
  5584. int i = skilllv%11 - 1;
  5585. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5586. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5587. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5588. clif_skill_fail(sd,skillid,0,0);
  5589. return 1;
  5590. }
  5591. potion_flag = 1;
  5592. potion_hp = 0;
  5593. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5594. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5595. potion_flag = 0;
  5596. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5597. //Apply skill bonuses
  5598. potion_hp = potion_hp * (100
  5599. + pc_checkskill(sd,CR_SLIMPITCHER)*10
  5600. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5601. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5602. )/100;
  5603. if(potion_hp > 0) {
  5604. i = skill_get_splash(skillid, skilllv);
  5605. map_foreachinarea(skill_area_sub,
  5606. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5607. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5608. skill_castend_nodamage_id);
  5609. }
  5610. }
  5611. }
  5612. break;
  5613. case HW_GANBANTEIN:
  5614. if (rand()%100 < 80) {
  5615. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5616. i = skill_get_splash(skillid, skilllv);
  5617. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5618. } else {
  5619. clif_skill_fail(sd,skillid,0,0);
  5620. return 1;
  5621. }
  5622. break;
  5623. case HW_GRAVITATION:
  5624. {
  5625. struct skill_unit_group *sg;
  5626. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5627. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5628. sc_start4(src,SkillStatusChangeTable[skillid],100,
  5629. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5630. flag|=1;
  5631. }
  5632. break;
  5633. // Plant Cultivation [Celest]
  5634. case CR_CULTIVATION:
  5635. {
  5636. if (sd) {
  5637. int i = skilllv - 1;
  5638. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5639. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5640. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5641. clif_skill_fail(sd,skillid,0,0);
  5642. return 1;
  5643. }
  5644. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5645. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5646. if (rand()%100 < 50)
  5647. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5648. else
  5649. clif_skill_fail(sd,skillid,0,0);
  5650. }
  5651. }
  5652. break;
  5653. //Until they're at right position - gs_unit- [Vicious]
  5654. case GS_GROUNDDRIFT: /* グラウンドドリフト*/
  5655. case NJ_KAENSIN: /* 火炎陣*/
  5656. case NJ_BAKUENRYU: /* 爆炎龍*/
  5657. case NJ_HYOUSYOURAKU:
  5658. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5659. flag|=1;
  5660. break;
  5661. case NJ_RAIGEKISAI:
  5662. map_foreachinrange(skill_attack_area, src,
  5663. skill_get_splash(skillid, skilllv), BL_CHAR,
  5664. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5665. break;
  5666. }
  5667. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5668. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5669. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5670. battle_consume_ammo(sd, skillid, skilllv);
  5671. return 0;
  5672. }
  5673. /*==========================================
  5674. * スキル使用?i詠?・完了?Amap指定?j
  5675. *------------------------------------------
  5676. */
  5677. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5678. {
  5679. int x=0,y=0;
  5680. nullpo_retr(0, sd);
  5681. //Simplify skill_failed code.
  5682. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5683. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5684. return 0;
  5685. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5686. skill_failed(sd);
  5687. return 0;
  5688. }
  5689. //スキルが使えない?態異?峵�
  5690. if(sd->sc.count && (
  5691. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5692. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5693. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5694. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5695. sd->sc.data[SC_DANCING].timer!=-1 ||
  5696. sd->sc.data[SC_BERSERK].timer != -1 ||
  5697. sd->sc.data[SC_MARIONETTE].timer != -1
  5698. ))
  5699. return 0;
  5700. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5701. return 0;
  5702. if (strlen(map) > MAP_NAME_LENGTH-1)
  5703. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5704. if (battle_config.error_log)
  5705. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5706. skill_failed(sd);
  5707. return 0;
  5708. }
  5709. pc_stop_attack(sd);
  5710. pc_stop_walking(sd,0);
  5711. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5712. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5713. if(strcmp(map,"cancel")==0) {
  5714. skill_failed(sd);
  5715. return 0;
  5716. }
  5717. switch(skill_num){
  5718. case AL_TELEPORT: /* テレポ?ト */
  5719. if(strcmp(map,"Random")==0)
  5720. pc_randomwarp(sd,3);
  5721. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5722. pc_setpos(sd,sd->status.save_point.map,
  5723. sd->status.save_point.x,sd->status.save_point.y,3);
  5724. break;
  5725. case AL_WARP: /* �??プポ?タル */
  5726. {
  5727. const struct point *p[4];
  5728. struct skill_unit_group *group;
  5729. int i, lv, wx, wy;
  5730. int maxcount=0;
  5731. unsigned short mapindex;
  5732. mapindex = mapindex_name2id((char*)map);
  5733. if(!mapindex) { //Given map not found?
  5734. clif_skill_fail(sd,skill_num,0,0);
  5735. skill_failed(sd);
  5736. return 0;
  5737. }
  5738. p[0] = &sd->status.save_point;
  5739. p[1] = &sd->status.memo_point[0];
  5740. p[2] = &sd->status.memo_point[1];
  5741. p[3] = &sd->status.memo_point[2];
  5742. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5743. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5744. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5745. maxcount--;
  5746. }
  5747. if(!maxcount) {
  5748. clif_skill_fail(sd,skill_num,0,0);
  5749. skill_failed(sd);
  5750. return 0;
  5751. }
  5752. }
  5753. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5754. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5755. wx = sd->menuskill_lv>>16;
  5756. wy = sd->menuskill_lv&0xffff;
  5757. if(lv <= 0) return 0;
  5758. for(i=0;i<lv;i++){
  5759. if(mapindex == p[i]->map){
  5760. x=p[i]->x;
  5761. y=p[i]->y;
  5762. break;
  5763. }
  5764. }
  5765. if(x==0 || y==0) { /* 不?ウパケット?H */
  5766. skill_failed(sd);
  5767. return 0;
  5768. }
  5769. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5770. {
  5771. skill_failed(sd);
  5772. return 0;
  5773. }
  5774. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5775. clif_skill_fail(sd,0,0,0);
  5776. skill_failed(sd);
  5777. return 0;
  5778. }
  5779. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5780. skill_failed(sd);
  5781. return 0;
  5782. }
  5783. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5784. group->val2=(x<<16)|y;
  5785. group->val3 = mapindex;
  5786. }
  5787. break;
  5788. }
  5789. sd->menuskill_id = sd->menuskill_lv = 0;
  5790. return 0;
  5791. #undef skill_failed
  5792. }
  5793. /*==========================================
  5794. * Initializes and sets a ground skill.
  5795. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5796. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5797. *------------------------------------------
  5798. */
  5799. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5800. {
  5801. struct skill_unit_group *group;
  5802. int i,limit,val1=0,val2=0,val3=0;
  5803. int count=0;
  5804. int target,interval,range,unit_flag;
  5805. struct skill_unit_layout *layout;
  5806. struct map_session_data *sd;
  5807. struct status_change *sc;
  5808. int active_flag=1;
  5809. nullpo_retr(0, src);
  5810. limit = skill_get_time(skillid,skilllv);
  5811. range = skill_get_unit_range(skillid,skilllv);
  5812. interval = skill_get_unit_interval(skillid);
  5813. target = skill_get_unit_target(skillid);
  5814. unit_flag = skill_get_unit_flag(skillid);
  5815. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5816. BL_CAST(BL_PC, src, sd);
  5817. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5818. if (sc && !sc->count)
  5819. sc = NULL;
  5820. switch(skillid){ /* ?ン定 */
  5821. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5822. val2=skilllv+1;
  5823. break;
  5824. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5825. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5826. limit = limit*3/2;
  5827. val2=4+skilllv;
  5828. break;
  5829. case AL_WARP: /* �??プポ?タル */
  5830. val1=skilllv+6;
  5831. if(!(flag&1))
  5832. limit=2000;
  5833. active_flag=0;
  5834. break;
  5835. case PR_SANCTUARY: /* サンクチュアリ */
  5836. val1=(skilllv+3)*2;
  5837. val2=(skilllv>6)?777:skilllv*100;
  5838. break;
  5839. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5840. if((flag&1)!=0)
  5841. limit=1000;
  5842. val1=skilllv+2;
  5843. break;
  5844. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5845. case AM_DEMONSTRATION:
  5846. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5847. && (src->type&battle_config.vs_traps_bctall))
  5848. target = BCT_ALL;
  5849. break;
  5850. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5851. val1=skilllv*15+10;
  5852. case HT_SANDMAN: /* サンドマン */
  5853. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5854. case HT_SKIDTRAP: /* スキッドトラップ */
  5855. case HT_LANDMINE: /* ランドマイン */
  5856. case HT_ANKLESNARE: /* アンクルスネア */
  5857. case HT_FLASHER: /* フラッシャ? */
  5858. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5859. case HT_BLASTMINE: /* ブラストマイン */
  5860. if (map_flag_gvg(src->m))
  5861. limit *= 4; // longer trap times in WOE [celest]
  5862. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5863. && (src->type&battle_config.vs_traps_bctall))
  5864. target = BCT_ALL;
  5865. break;
  5866. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5867. {
  5868. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5869. val1=skilllv*15+10;
  5870. aoe_diameter=skilllv+skilllv%2+5;
  5871. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5872. }
  5873. //No break because we also have to check if we use gemstones. [Skotlex]
  5874. case SA_VOLCANO:
  5875. case SA_DELUGE:
  5876. case SA_VIOLENTGALE:
  5877. {
  5878. struct skill_unit_group *old_sg;
  5879. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5880. {
  5881. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5882. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5883. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5884. if (limit < 0) //This can happen...
  5885. limit = skill_get_time(skillid,skilllv);
  5886. }
  5887. skill_clear_group(src,1);
  5888. }
  5889. break;
  5890. }
  5891. case BA_DISSONANCE:
  5892. case DC_UGLYDANCE:
  5893. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5894. break;
  5895. case BA_WHISTLE:
  5896. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  5897. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  5898. if(src->type == BL_PC){
  5899. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5900. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5901. }
  5902. break;
  5903. case DC_HUMMING:
  5904. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  5905. if(src->type == BL_PC)
  5906. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5907. break;
  5908. case BA_POEMBRAGI:
  5909. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  5910. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  5911. if(src->type == BL_PC){
  5912. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5913. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5914. }
  5915. break;
  5916. case DC_DONTFORGETME:
  5917. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  5918. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  5919. if(src->type == BL_PC){
  5920. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5921. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5922. }
  5923. break;
  5924. case BA_APPLEIDUN:
  5925. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  5926. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  5927. if(src->type == BL_PC){
  5928. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5929. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5930. }
  5931. break;
  5932. case DC_SERVICEFORYOU:
  5933. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  5934. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  5935. if(src->type == BL_PC){
  5936. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5937. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5938. }
  5939. break;
  5940. case BA_ASSASSINCROSS:
  5941. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  5942. if(src->type == BL_PC)
  5943. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5944. break;
  5945. case DC_FORTUNEKISS:
  5946. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  5947. if(src->type == BL_PC)
  5948. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5949. break;
  5950. case BD_LULLABY:
  5951. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5952. break;
  5953. case BD_DRUMBATTLEFIELD:
  5954. val1 = (skilllv+1)*25; //Watk increase
  5955. val2 = (skilllv+1)*2; //Def increase
  5956. break;
  5957. case BD_RINGNIBELUNGEN:
  5958. val1 = (skilllv+2)*25; //Watk increase
  5959. break;
  5960. case BD_SIEGFRIED:
  5961. val1 = 55 + skilllv*5; //Elemental Resistance
  5962. val2 = skilllv*10; //Status ailment resistance
  5963. break;
  5964. case PF_FOGWALL: /* フォグウォ?ル */
  5965. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  5966. break;
  5967. case RG_GRAFFITI: /* Graffiti */
  5968. count=1; // Leave this at 1 [Valaris]
  5969. break;
  5970. case WE_CALLPARTNER:
  5971. if (sd) val1 = sd->status.partner_id;
  5972. break;
  5973. case WE_CALLPARENT:
  5974. if (sd) {
  5975. val1 = sd->status.father;
  5976. val2 = sd->status.mother;
  5977. }
  5978. break;
  5979. case WE_CALLBABY:
  5980. if (sd) val1 = sd->status.child;
  5981. break;
  5982. }
  5983. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  5984. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  5985. group->val1=val1;
  5986. group->val2=val2;
  5987. group->val3=val3;
  5988. group->target_flag=target;
  5989. group->bl_flag= skill_get_unit_bl_target(skillid);
  5990. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5991. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  5992. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  5993. if(skillid==HT_TALKIEBOX ||
  5994. skillid==RG_GRAFFITI){
  5995. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  5996. if(group->valstr==NULL){
  5997. ShowFatalError("skill_castend_map: out of memory !\n");
  5998. exit(1);
  5999. }
  6000. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6001. group->valstr[MESSAGE_SIZE-1] = '\0';
  6002. }
  6003. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6004. val1=skilllv;
  6005. val2=0;
  6006. limit=group->limit;
  6007. for(i=0;i<layout->count;i++){
  6008. struct skill_unit *unit;
  6009. int ux,uy,alive=1;
  6010. ux = x + layout->dx[i];
  6011. uy = y + layout->dy[i];
  6012. switch (skillid) {
  6013. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6014. val2=group->val2;
  6015. break;
  6016. case WZ_ICEWALL: /* アイスウォ?ル */
  6017. if(skilllv <= 1)
  6018. val1 = 500;
  6019. else
  6020. val1 = 200 + 200*skilllv;
  6021. break;
  6022. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6023. ux+=(i%5-2);
  6024. uy+=(i/5-2);
  6025. break;
  6026. }
  6027. //直?繝Xキルの?�?�?ン置?タ標?繧ノランドプ�?テクタ?がないかチェック
  6028. if(range<=0)
  6029. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6030. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6031. alive = 0;
  6032. if (alive && battle_config.skill_wall_check) {
  6033. //Check if there's a path between cell and center of casting.
  6034. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6035. alive = 0;
  6036. }
  6037. if(alive && skillid == WZ_ICEWALL) {
  6038. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6039. alive=0;
  6040. else {
  6041. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6042. if(val2==5 || val2==1)
  6043. alive=0;
  6044. else
  6045. clif_changemapcell(src->m,ux,uy,5,0);
  6046. }
  6047. }
  6048. if(alive){
  6049. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6050. unit->val1=val1;
  6051. unit->val2=val2;
  6052. unit->limit=limit;
  6053. unit->range=range;
  6054. if (range==0 && active_flag)
  6055. map_foreachincell(skill_unit_effect,unit->bl.m,
  6056. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6057. }
  6058. }
  6059. return group;
  6060. }
  6061. /*==========================================
  6062. * スキルユニットの?動イベント
  6063. *------------------------------------------
  6064. */
  6065. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6066. {
  6067. struct skill_unit_group *sg;
  6068. struct block_list *ss;
  6069. struct status_change *sc;
  6070. int type,skillid;
  6071. nullpo_retr(0, src);
  6072. nullpo_retr(0, bl);
  6073. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6074. return 0;
  6075. nullpo_retr(0, sg=src->group);
  6076. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6077. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6078. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6079. return 0; //AoE skills are ineffective. [Skotlex]
  6080. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6081. return 0;
  6082. sc = status_get_sc(bl);
  6083. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6084. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6085. type = SkillStatusChangeTable[sg->skill_id];
  6086. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6087. switch (sg->unit_id) {
  6088. case UNT_SAFETYWALL:
  6089. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6090. if (sc && sc->data[type].timer == -1)
  6091. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6092. break;
  6093. case UNT_WARP_WAITING:
  6094. if(bl->type==BL_PC){
  6095. struct map_session_data *sd = (struct map_session_data *)bl;
  6096. if((!sd->chatID || battle_config.chat_warpportal)
  6097. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6098. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6099. if (--sg->val1<=0 || sg->src_id == bl->id)
  6100. skill_delunitgroup(NULL, sg);
  6101. }
  6102. }
  6103. } else if(battle_config.mob_warpportal && bl->type != BL_PET)
  6104. unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
  6105. break;
  6106. case UNT_QUAGMIRE:
  6107. if(sc && sc->data[type].timer==-1)
  6108. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6109. break;
  6110. case UNT_VOLCANO:
  6111. case UNT_DELUGE:
  6112. case UNT_VIOLENTGALE:
  6113. case UNT_SUITON:
  6114. if(sc && sc->data[type].timer==-1)
  6115. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6116. skill_get_time2(sg->skill_id,sg->skill_lv));
  6117. break;
  6118. case UNT_RICHMANKIM:
  6119. case UNT_ETERNALCHAOS:
  6120. case UNT_DRUMBATTLEFIELD:
  6121. case UNT_RINGNIBELUNGEN:
  6122. case UNT_ROKISWEIL:
  6123. case UNT_INTOABYSS:
  6124. case UNT_SIEGFRIED:
  6125. case UNT_HERMODE:
  6126. //Needed to check when a dancer/bard leaves their ensemble area.
  6127. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6128. return sg->skill_id;
  6129. if (sc && sc->data[type].timer==-1)
  6130. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6131. break;
  6132. case UNT_WHISTLE:
  6133. case UNT_ASSASSINCROSS:
  6134. case UNT_POEMBRAGI:
  6135. case UNT_APPLEIDUN:
  6136. case UNT_HUMMING:
  6137. case UNT_DONTFORGETME:
  6138. case UNT_FORTUNEKISS:
  6139. case UNT_SERVICEFORYOU:
  6140. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6141. return 0;
  6142. if (!sc)
  6143. break;
  6144. if (sc->data[type].timer==-1)
  6145. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6146. else if (sc->data[type].val4 == 1) {
  6147. //Readjust timers since the effect will not last long.
  6148. sc->data[type].val4 = 0;
  6149. delete_timer(sc->data[type].timer, status_change_timer);
  6150. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6151. }
  6152. break;
  6153. /* Basilica does not knocks back...
  6154. case UNT_BASILICA:
  6155. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6156. skill_blown(&src->bl,bl,1);
  6157. break;
  6158. */
  6159. case UNT_FOGWALL:
  6160. if (sc && sc->data[type].timer==-1)
  6161. {
  6162. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6163. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6164. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6165. }
  6166. break;
  6167. case UNT_GRAVITATION:
  6168. if (sc && sc->data[type].timer==-1)
  6169. sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
  6170. break;
  6171. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6172. src->val1 = 0;
  6173. if(src->limit + sg->tick > tick + 700)
  6174. src->limit = DIFF_TICK(tick+700,sg->tick);
  6175. break;
  6176. }
  6177. return skillid;
  6178. }
  6179. /*==========================================
  6180. * スキルユニットの発動イベント(タイマ?[発動)
  6181. *------------------------------------------
  6182. */
  6183. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6184. {
  6185. struct skill_unit_group *sg;
  6186. struct block_list *ss;
  6187. struct map_session_data *sd = NULL;
  6188. struct status_change *tsc, *sc;
  6189. struct skill_unit_group_tickset *ts;
  6190. int type, skillid;
  6191. int diff=0;
  6192. nullpo_retr(0, src);
  6193. nullpo_retr(0, bl);
  6194. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6195. return 0;
  6196. nullpo_retr(0, sg=src->group);
  6197. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6198. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6199. sc = status_get_sc(ss); //For magic power.
  6200. tsc = status_get_sc(bl);
  6201. type = SkillStatusChangeTable[sg->skill_id];
  6202. skillid = sg->skill_id;
  6203. if (sg->interval == -1) {
  6204. switch (sg->unit_id) {
  6205. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6206. case UNT_SPIDERWEB:
  6207. case UNT_FIREPILLAR_ACTIVE:
  6208. return 0;
  6209. default:
  6210. if (battle_config.error_log)
  6211. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6212. return 0;
  6213. }
  6214. }
  6215. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6216. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6217. diff = DIFF_TICK(tick,ts->tick);
  6218. if (diff < 0)
  6219. return 0;
  6220. ts->tick = tick+sg->interval;
  6221. // GXは?dなっていたら3HITしない
  6222. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6223. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6224. }
  6225. //Temporarily set magic power to have it take effect. [Skotlex]
  6226. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6227. {
  6228. if (sd)
  6229. { //This is needed since we are not going to recall status_calc_pc...
  6230. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6231. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6232. } else
  6233. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6234. }
  6235. switch (sg->unit_id) {
  6236. case UNT_FIREWALL:
  6237. {
  6238. int count=0, t_ele = status_get_elem_type(bl);
  6239. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
  6240. //This is the best Aegis approximation we can do without
  6241. //changing the minimum skill unit interval. [Skotlex]
  6242. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6243. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6244. } else {
  6245. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6246. src->val2--;
  6247. }
  6248. if (src->val2<=0)
  6249. skill_delunit(src);
  6250. break;
  6251. }
  6252. case UNT_SANCTUARY:
  6253. {
  6254. int race = status_get_race(bl);
  6255. if (battle_check_undead(race, status_get_elem_type(bl)) || race==RC_DEMON)
  6256. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6257. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6258. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6259. // reduce healing count if this was meant for damaging [hekate]
  6260. sg->val1 -= 2;
  6261. } else {
  6262. int heal = sg->val2;
  6263. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6264. break;
  6265. if (status_isimmune(bl))
  6266. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6267. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6268. battle_heal(NULL, bl, heal, 0, 0);
  6269. if (diff >= 500)
  6270. sg->val1--; // ?V規に入ったユニットだけカウント
  6271. }
  6272. if (sg->val1 <= 0)
  6273. skill_delunitgroup(NULL,sg);
  6274. break;
  6275. }
  6276. case UNT_MAGNUS:
  6277. {
  6278. int race = status_get_race(bl);
  6279. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=RC_DEMON)
  6280. break;
  6281. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6282. break;
  6283. }
  6284. case UNT_ATTACK_SKILLS:
  6285. switch (sg->skill_id)
  6286. {
  6287. case SG_SUN_WARM: //SG skills [Komurka]
  6288. case SG_MOON_WARM:
  6289. case SG_STAR_WARM:
  6290. if(bl->type==BL_PC)
  6291. //Only damage SP [Skotlex]
  6292. pc_damage_sp((TBL_PC*)bl, 60, 0);
  6293. else if(!sd || pc_damage_sp(sd, 2, 0) >= 0)
  6294. //Otherwise, Knockback attack.
  6295. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6296. break;
  6297. default:
  6298. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6299. }
  6300. break;
  6301. case UNT_DESPERADO:
  6302. if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
  6303. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6304. break;
  6305. case UNT_FIREPILLAR_WAITING:
  6306. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6307. skill_delunit(src);
  6308. break;
  6309. case UNT_FIREPILLAR_ACTIVE:
  6310. map_foreachinrange(skill_attack_area,bl,
  6311. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6312. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6313. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6314. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6315. break;
  6316. case UNT_SKIDTRAP:
  6317. {
  6318. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6319. sg->unit_id = UNT_USED_TRAPS;
  6320. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6321. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6322. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6323. }
  6324. break;
  6325. case UNT_SPIDERWEB:
  6326. case UNT_ANKLESNARE:
  6327. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6328. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6329. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6330. {
  6331. struct TimerData* td = get_timer(tsc->data[type].timer);
  6332. if (td) sec = DIFF_TICK(td->tick, tick);
  6333. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6334. clif_fixpos(bl);
  6335. sg->val2=bl->id;
  6336. } else
  6337. sec = 3000; //Couldn't trap it?
  6338. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6339. // 01AC: long ID
  6340. // Indicates that an object is trapped, but ID is not a
  6341. // valid monster or player ID.
  6342. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6343. sg->interval = -1;
  6344. src->range = 0;
  6345. }
  6346. break;
  6347. case UNT_VENOMDUST:
  6348. if(tsc && tsc->data[type].timer==-1 )
  6349. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6350. break;
  6351. case UNT_LANDMINE:
  6352. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6353. sg->unit_id = UNT_USED_TRAPS;
  6354. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6355. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6356. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6357. break;
  6358. case UNT_BLASTMINE:
  6359. case UNT_SHOCKWAVE:
  6360. case UNT_SANDMAN:
  6361. case UNT_FLASHER:
  6362. case UNT_FREEZINGTRAP:
  6363. case UNT_CLAYMORETRAP:
  6364. // This ain't used anymore....
  6365. // map_foreachinrange(skill_count_target,&src->bl,
  6366. // skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6367. // &src->bl,&splash_count);
  6368. map_foreachinrange(skill_trap_splash,&src->bl,
  6369. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6370. &src->bl,tick);
  6371. sg->unit_id = UNT_USED_TRAPS;
  6372. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6373. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6374. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6375. break;
  6376. case UNT_TALKIEBOX:
  6377. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6378. break;
  6379. if (sg->val2 == 0){
  6380. clif_talkiebox(&src->bl, sg->valstr);
  6381. sg->unit_id = UNT_USED_TRAPS;
  6382. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6383. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6384. sg->val2 = -1; //踏んだ
  6385. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6386. }
  6387. break;
  6388. case UNT_LULLABY:
  6389. if (ss->id == bl->id)
  6390. break;
  6391. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6392. break;
  6393. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6394. if (ss->id == bl->id)
  6395. break;
  6396. if (bl->type == BL_PC)
  6397. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6398. break;
  6399. case UNT_DISSONANCE:
  6400. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6401. break;
  6402. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6403. {
  6404. int heal;
  6405. if (sg->src_id == bl->id)
  6406. break;
  6407. heal = sg->val2;
  6408. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6409. battle_heal(NULL, bl, heal, 0, 0);
  6410. break;
  6411. }
  6412. case UNT_DEMONSTRATION:
  6413. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6414. break;
  6415. case UNT_GOSPEL:
  6416. if (rand()%100 > sg->skill_lv*10)
  6417. break;
  6418. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6419. int i = rand()%13; // Positive buff count
  6420. switch (i)
  6421. {
  6422. case 0: // Heal 1~9999 HP
  6423. {
  6424. int heal = rand() %9999+1;
  6425. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6426. battle_heal(NULL,bl,heal,0,0);
  6427. }
  6428. break;
  6429. case 1: // End all negative status
  6430. status_change_clear_buffs(bl,2);
  6431. break;
  6432. case 2: // Level 10 Blessing
  6433. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6434. break;
  6435. case 3: // Level 10 Increase AGI
  6436. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6437. break;
  6438. case 4: // Enchant weapon with Holy element
  6439. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6440. break;
  6441. case 5: // Enchant armor with Holy element
  6442. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6443. break;
  6444. case 6: // MaxHP +100%
  6445. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6446. break;
  6447. case 7: // MaxSP +100%
  6448. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6449. break;
  6450. case 8: // All stats +20
  6451. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6452. break;
  6453. case 9: // DEF +25%
  6454. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6455. break;
  6456. case 10: // ATK +100%
  6457. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6458. break;
  6459. case 11: // HIT/Flee +50
  6460. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6461. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6462. break;
  6463. case 12: // Immunity to all status
  6464. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6465. break;
  6466. }
  6467. }
  6468. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6469. int i = rand()%9; // Negative buff count
  6470. switch (i)
  6471. {
  6472. case 0: // Deal 1~9999 damage
  6473. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6474. break;
  6475. case 1: // Curse
  6476. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6477. break;
  6478. case 2: // Blind
  6479. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6480. break;
  6481. case 3: // Poison
  6482. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6483. break;
  6484. case 4: // Level 10 Provoke
  6485. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6486. break;
  6487. case 5: // DEF -100%
  6488. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6489. break;
  6490. case 6: // ATK -100%
  6491. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6492. break;
  6493. case 7: // Flee -100%
  6494. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6495. break;
  6496. case 8: // Speed/ASPD -25%
  6497. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6498. break;
  6499. }
  6500. }
  6501. break;
  6502. case UNT_GRAVITATION:
  6503. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6504. break;
  6505. }
  6506. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6507. { //Unset Magic Power.
  6508. if (sd)
  6509. {
  6510. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6511. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6512. } else
  6513. sc->data[SC_MAGICPOWER].timer = -1;
  6514. }
  6515. if (bl->type == BL_MOB && ss != bl)
  6516. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6517. return skillid;
  6518. }
  6519. /*==========================================
  6520. * スキルユニットから離?する(もしくはしている)?�?�
  6521. *------------------------------------------
  6522. */
  6523. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6524. {
  6525. struct skill_unit_group *sg;
  6526. struct status_change *sc;
  6527. int type;
  6528. nullpo_retr(0, src);
  6529. nullpo_retr(0, bl);
  6530. nullpo_retr(0, sg=src->group);
  6531. sc = status_get_sc(bl);
  6532. if (sc && !sc->count)
  6533. sc = NULL;
  6534. type = SkillStatusChangeTable[sg->skill_id];
  6535. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6536. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6537. return 0;
  6538. switch(sg->unit_id){
  6539. case UNT_SAFETYWALL:
  6540. if (sc && sc->data[type].timer!=-1)
  6541. status_change_end(bl,type,-1);
  6542. break;
  6543. case UNT_ANKLESNARE:
  6544. {
  6545. struct block_list *target = map_id2bl(sg->val2);
  6546. if(target && target == bl){
  6547. status_change_end(bl,SC_ANKLE,-1);
  6548. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6549. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6550. }
  6551. else
  6552. return 0;
  6553. break;
  6554. }
  6555. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6556. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6557. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6558. status_change_end(bl,type,-1);
  6559. break;
  6560. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6561. {
  6562. struct block_list *target = map_id2bl(sg->val2);
  6563. if (target && target==bl)
  6564. {
  6565. status_change_end(bl,SC_SPIDERWEB,-1);
  6566. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6567. }
  6568. break;
  6569. }
  6570. }
  6571. return sg->skill_id;
  6572. }
  6573. /*==========================================
  6574. * Triggered when a char steps out of a skill group [Skotlex]
  6575. *------------------------------------------
  6576. */
  6577. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6578. {
  6579. struct status_change *sc;
  6580. int type;
  6581. sc = status_get_sc(bl);
  6582. if (sc && !sc->count)
  6583. sc = NULL;
  6584. type = SkillStatusChangeTable[skill_id];
  6585. switch (skill_id)
  6586. {
  6587. case WZ_QUAGMIRE:
  6588. if (bl->type==BL_MOB)
  6589. break;
  6590. if (sc && sc->data[type].timer != -1)
  6591. status_change_end(bl, type, -1);
  6592. break;
  6593. case BD_LULLABY:
  6594. case BD_RICHMANKIM:
  6595. case BD_ETERNALCHAOS:
  6596. case BD_DRUMBATTLEFIELD:
  6597. case BD_RINGNIBELUNGEN:
  6598. case BD_ROKISWEIL:
  6599. case BD_INTOABYSS:
  6600. case BD_SIEGFRIED:
  6601. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6602. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6603. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6604. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6605. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6606. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6607. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6608. skill_stop_dancing(bl);
  6609. }
  6610. case MG_SAFETYWALL:
  6611. case AL_PNEUMA:
  6612. case SA_VOLCANO:
  6613. case SA_DELUGE:
  6614. case SA_VIOLENTGALE:
  6615. case CG_HERMODE:
  6616. case HW_GRAVITATION:
  6617. case NJ_SUITON:
  6618. if (sc && sc->data[type].timer != -1)
  6619. status_change_end(bl, type, -1);
  6620. break;
  6621. case BA_POEMBRAGI:
  6622. case BA_WHISTLE:
  6623. case BA_ASSASSINCROSS:
  6624. case BA_APPLEIDUN:
  6625. case DC_HUMMING:
  6626. case DC_DONTFORGETME:
  6627. case DC_FORTUNEKISS:
  6628. case DC_SERVICEFORYOU:
  6629. if (sc && sc->data[type].timer != -1)
  6630. {
  6631. delete_timer(sc->data[type].timer, status_change_timer);
  6632. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6633. //not possible on our current implementation.
  6634. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6635. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6636. }
  6637. break;
  6638. case PF_FOGWALL:
  6639. if (sc && sc->data[type].timer != -1)
  6640. {
  6641. status_change_end(bl,type,-1);
  6642. if (sc->data[SC_BLIND].timer!=-1)
  6643. {
  6644. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6645. status_change_end(bl, SC_BLIND, -1);
  6646. else {
  6647. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6648. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6649. }
  6650. }
  6651. }
  6652. break;
  6653. case UNT_GOSPEL:
  6654. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6655. status_change_end(bl, type, -1);
  6656. break;
  6657. }
  6658. return skill_id;
  6659. }
  6660. /*==========================================
  6661. * Invoked when a unit cell has been placed/removed/deleted.
  6662. * flag values:
  6663. * flag&1: Invoke onplace function (otherwise invoke onout)
  6664. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6665. *------------------------------------------
  6666. */
  6667. int skill_unit_effect(struct block_list *bl,va_list ap)
  6668. {
  6669. struct skill_unit *unit;
  6670. struct skill_unit_group *group;
  6671. int flag;
  6672. unsigned int tick;
  6673. nullpo_retr(0, bl);
  6674. nullpo_retr(0, ap);
  6675. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6676. tick = va_arg(ap,unsigned int);
  6677. flag = va_arg(ap,unsigned int);
  6678. if (!unit->alive || bl->prev==NULL)
  6679. return 0;
  6680. nullpo_retr(0, group=unit->group);
  6681. if (flag&1)
  6682. skill_unit_onplace(unit,bl,tick);
  6683. else
  6684. skill_unit_onout(unit,bl,tick);
  6685. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6686. return 0;
  6687. }
  6688. /*==========================================
  6689. * スキルユニットの限界イベント
  6690. *------------------------------------------
  6691. */
  6692. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6693. {
  6694. struct skill_unit_group *sg;
  6695. nullpo_retr(0, src);
  6696. nullpo_retr(0, sg=src->group);
  6697. switch(sg->unit_id){
  6698. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6699. {
  6700. struct skill_unit_group *group=
  6701. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6702. src->bl.x,src->bl.y,1);
  6703. if(group == NULL)
  6704. return 0;
  6705. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6706. group->val3=sg->val3; //as well as the mapindex to warp to.
  6707. }
  6708. break;
  6709. case UNT_ICEWALL: /* アイスウォ?ル */
  6710. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6711. break;
  6712. case UNT_CALLFAMILY: /* � なたに?いたい */
  6713. {
  6714. struct map_session_data *sd = NULL;
  6715. if(sg->val1) {
  6716. sd = map_charid2sd(sg->val1);
  6717. sg->val1 = 0;
  6718. if (sd && !map[sd->bl.m].flag.nowarp)
  6719. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6720. }
  6721. if(sg->val2) {
  6722. sd = map_charid2sd(sg->val2);
  6723. sg->val2 = 0;
  6724. if (sd && !map[sd->bl.m].flag.nowarp)
  6725. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6726. }
  6727. }
  6728. break;
  6729. }
  6730. return 0;
  6731. }
  6732. /*==========================================
  6733. * スキルユニットのダ�??ジイベント
  6734. *------------------------------------------
  6735. */
  6736. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6737. int damage,unsigned int tick)
  6738. {
  6739. struct skill_unit_group *sg;
  6740. nullpo_retr(0, src);
  6741. nullpo_retr(0, sg=src->group);
  6742. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6743. skill_delunitgroup(NULL,sg);
  6744. else
  6745. switch(sg->unit_id){
  6746. case UNT_ICEWALL:
  6747. src->val1-=damage;
  6748. break;
  6749. default:
  6750. damage = 0;
  6751. break;
  6752. }
  6753. return damage;
  6754. }
  6755. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6756. struct block_list *src = va_arg(ap, struct block_list*);
  6757. struct block_list *partner = va_arg(ap, struct block_list*);
  6758. int blowcount = va_arg(ap, int);
  6759. if (bl == src || bl == partner)
  6760. return 0;
  6761. skill_blown(src, bl, blowcount);
  6762. return 1;
  6763. }
  6764. /*==========================================
  6765. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6766. * partner may be null, but src cannot be.
  6767. *------------------------------------------
  6768. */
  6769. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6770. {
  6771. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6772. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6773. map_foreachinrange(skill_moonlit_sub,src,
  6774. skill_get_splash(CG_MOONLIT, skilllv),
  6775. BL_CHAR,src,partner,blowcount);
  6776. if(partner)
  6777. map_foreachinrange(skill_moonlit_sub,partner,
  6778. skill_get_splash(CG_MOONLIT, skilllv),
  6779. BL_CHAR,src,partner,blowcount);
  6780. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6781. sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6782. if (partner) {
  6783. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6784. sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6785. }
  6786. }
  6787. /*==========================================
  6788. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6789. *------------------------------------------
  6790. */
  6791. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6792. {
  6793. int *c, skillid;
  6794. struct block_list *src;
  6795. struct map_session_data *sd;
  6796. struct map_session_data *tsd;
  6797. int *p_sd; //Contains the list of characters found.
  6798. nullpo_retr(0, bl);
  6799. nullpo_retr(0, ap);
  6800. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6801. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6802. nullpo_retr(0, sd=(struct map_session_data*)src);
  6803. c=va_arg(ap,int *);
  6804. p_sd = va_arg(ap, int *);
  6805. skillid = va_arg(ap,int);
  6806. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6807. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6808. if (bl == src)
  6809. return 0;
  6810. if(pc_isdead(tsd))
  6811. return 0;
  6812. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6813. return 0;
  6814. switch(skillid)
  6815. {
  6816. case PR_BENEDICTIO: /* ?ケ??~福 */
  6817. {
  6818. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6819. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6820. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6821. && sd->status.sp >= 10)
  6822. p_sd[(*c)++]=tsd->bl.id;
  6823. return 1;
  6824. }
  6825. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6826. {
  6827. int skilllv;
  6828. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6829. return 0;
  6830. if (sd->status.sex != tsd->status.sex &&
  6831. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6832. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6833. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6834. sd->status.party_id && tsd->status.party_id &&
  6835. sd->status.party_id == tsd->status.party_id &&
  6836. tsd->sc.data[SC_DANCING].timer == -1)
  6837. {
  6838. p_sd[(*c)++]=tsd->bl.id;
  6839. return skilllv;
  6840. } else {
  6841. return 0;
  6842. }
  6843. }
  6844. break;
  6845. }
  6846. return 0;
  6847. }
  6848. /*==========================================
  6849. * Checks and stores partners for ensemble skills [Skotlex]
  6850. *------------------------------------------
  6851. */
  6852. int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6853. {
  6854. static int c=0;
  6855. static int p_sd[2] = { 0, 0 };
  6856. int i;
  6857. if (cast_flag)
  6858. { //Execute the skill on the partners.
  6859. struct map_session_data* tsd;
  6860. switch (skill_id)
  6861. {
  6862. case PR_BENEDICTIO:
  6863. for (i = 0; i < c; i++)
  6864. {
  6865. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6866. pc_damage_sp(tsd, 10, 0);
  6867. }
  6868. return c;
  6869. case CG_MOONLIT:
  6870. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6871. {
  6872. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6873. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6874. tsd->skillid_dance = skill_id;
  6875. tsd->skilllv_dance = *skill_lv;
  6876. }
  6877. return c;
  6878. default: //Warning: Assuming Ensemble skills here (for speed)
  6879. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6880. {
  6881. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6882. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6883. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6884. tsd->skillid_dance = skill_id;
  6885. tsd->skilllv_dance = *skill_lv;
  6886. }
  6887. return c;
  6888. }
  6889. }
  6890. //Else: new search for partners.
  6891. c = 0;
  6892. memset (p_sd, 0, sizeof(p_sd));
  6893. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6894. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6895. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6896. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
  6897. return c;
  6898. }
  6899. /*==========================================
  6900. * 範??バイオプラント?Aスフィアマイン用Mob存?ン確認判定?�?(foreachinarea)
  6901. *------------------------------------------
  6902. */
  6903. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6904. {
  6905. int *c,src_id=0,mob_class=0;
  6906. struct mob_data *md;
  6907. nullpo_retr(0, bl);
  6908. nullpo_retr(0, ap);
  6909. nullpo_retr(0, md=(struct mob_data*)bl);
  6910. nullpo_retr(0, src_id=va_arg(ap,int));
  6911. nullpo_retr(0, mob_class=va_arg(ap,int));
  6912. nullpo_retr(0, c=va_arg(ap,int *));
  6913. if(md->class_==mob_class && md->master_id==src_id)
  6914. (*c)++;
  6915. return 0;
  6916. }
  6917. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6918. {
  6919. struct npc_data *nd;
  6920. nd=(struct npc_data*)bl;
  6921. if (nd->bl.subtype == WARP)
  6922. return 1;
  6923. return 0;
  6924. }
  6925. /*==========================================
  6926. * Determines if a given skill should be made to consume ammo
  6927. * when used by the player. [Skotlex]
  6928. *------------------------------------------
  6929. */
  6930. int skill_isammotype(TBL_PC *sd, int skill)
  6931. {
  6932. return (
  6933. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6934. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  6935. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  6936. );
  6937. }
  6938. /*==========================================
  6939. * Checks that you have the requirements for casting a skill.
  6940. * Flag:
  6941. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6942. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6943. *------------------------------------------
  6944. */
  6945. int skill_check_condition(struct map_session_data *sd,int skill, int lv, int type)
  6946. {
  6947. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6948. int index[10],itemid[10],amount[10];
  6949. int force_gem_flag = 0;
  6950. int delitem_flag = 1, checkitem_flag = 1;
  6951. nullpo_retr(0, sd);
  6952. if (lv <= 0) return 0;
  6953. if( battle_config.gm_skilluncond &&
  6954. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6955. sd->skillitem != skill)
  6956. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6957. sd->skillitem = sd->skillitemlv = -1;
  6958. return 1;
  6959. }
  6960. if( sd->sc.opt1 ) {
  6961. clif_skill_fail(sd,skill,0,0);
  6962. sd->skillitem = sd->skillitemlv = -1;
  6963. return 0;
  6964. }
  6965. if(pc_is90overweight(sd)) {
  6966. clif_skill_fail(sd,skill,9,0);
  6967. sd->skillitem = sd->skillitemlv = -1;
  6968. return 0;
  6969. }
  6970. if (sd->state.abra_flag)
  6971. {
  6972. sd->skillitem = sd->skillitemlv = -1;
  6973. if(type&1) sd->state.abra_flag = 0;
  6974. return 1;
  6975. }
  6976. if (sd->menuskill_id == AM_PHARMACY &&
  6977. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6978. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6979. )) {
  6980. sd->skillitem = sd->skillitemlv = -1;
  6981. return 0;
  6982. }
  6983. if(sd->skillitem == skill) { /* アイテムの?�?⊥ウ?�??ャ功 */
  6984. if(!type) //When a target was selected
  6985. { //Consume items that were skipped in pc_use_item [Skotlex]
  6986. if((i = sd->itemindex) == -1 ||
  6987. sd->status.inventory[i].nameid != sd->itemid ||
  6988. sd->inventory_data[i] == NULL ||
  6989. !sd->inventory_data[i]->flag.delay_consume ||
  6990. sd->status.inventory[i].amount < 1
  6991. )
  6992. { //Something went wrong, item exploit?
  6993. sd->itemid = sd->itemindex = -1;
  6994. return 0;
  6995. }
  6996. //Consume
  6997. sd->itemid = sd->itemindex = -1;
  6998. if(skill == WZ_EARTHSPIKE
  6999. && sd->sc.data[SC_TKREST].timer != -1 && rand()%100 > sd->sc.data[SC_TKREST].val2) // [marquis007]
  7000. ; //Do not consume item.
  7001. else
  7002. pc_delitem(sd,i,1,0);
  7003. }
  7004. if (type&1) //Casting finished
  7005. sd->skillitem = sd->skillitemlv = -1;
  7006. return 1;
  7007. }
  7008. // for the guild skills [celest]
  7009. if (skill >= GD_SKILLBASE)
  7010. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7011. else
  7012. j = skill;
  7013. if (j < 0 || j >= MAX_SKILL_DB)
  7014. return 0;
  7015. //Code speedup, rather than using skill_get_* over and over again.
  7016. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7017. return 0;
  7018. hp = skill_db[j].hp[lv-1]; /* ?チ費HP */
  7019. sp = skill_db[j].sp[lv-1]; /* ?チ費SP */
  7020. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7021. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  7022. hp_rate = skill_db[j].hp_rate[lv-1];
  7023. sp_rate = skill_db[j].sp_rate[lv-1];
  7024. zeny = skill_db[j].zeny[lv-1];
  7025. weapon = skill_db[j].weapon;
  7026. ammo = skill_db[j].ammo;
  7027. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7028. state = skill_db[j].state;
  7029. spiritball = skill_db[j].spiritball[lv-1];
  7030. mhp = skill_db[j].mhp[lv-1]; /* ?チ費HP */
  7031. for(i = 0; i < 10; i++) {
  7032. itemid[i] = skill_db[j].itemid[i];
  7033. amount[i] = skill_db[j].amount[i];
  7034. }
  7035. if(mhp > 0)
  7036. hp += (sd->status.max_hp * mhp)/100;
  7037. if(hp_rate > 0)
  7038. hp += (sd->status.hp * hp_rate)/100;
  7039. else
  7040. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7041. if(sp_rate > 0)
  7042. sp += (sd->status.sp * sp_rate)/100;
  7043. else
  7044. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7045. if (!ammo && skill && skill_isammotype(sd, skill))
  7046. { //Assume this skill is using the weapon, therefore it requires arrows.
  7047. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7048. ammo_qty = skill_get_num(skill, lv);
  7049. if (ammo_qty < 0) ammo_qty *= -1;
  7050. }
  7051. switch(skill) { // Check for cost reductions due to skills & SCs
  7052. case MC_MAMMONITE:
  7053. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7054. zeny -= zeny*10/100;
  7055. break;
  7056. case AL_HOLYLIGHT:
  7057. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7058. sp *= 5;
  7059. break;
  7060. case SL_SMA:
  7061. case SL_STUN:
  7062. case SL_STIN:
  7063. {
  7064. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7065. if(kaina_lv==0 || sd->status.base_level<70)
  7066. break;
  7067. if(sd->status.base_level>=90)
  7068. sp -= sp*7*kaina_lv/100;
  7069. else if(sd->status.base_level>=80)
  7070. sp -= sp*5*kaina_lv/100;
  7071. else if(sd->status.base_level>=70)
  7072. sp -= sp*3*kaina_lv/100;
  7073. }
  7074. break;
  7075. case MO_TRIPLEATTACK:
  7076. case MO_CHAINCOMBO:
  7077. case MO_COMBOFINISH:
  7078. case CH_TIGERFIST:
  7079. case CH_CHAINCRUSH:
  7080. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7081. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7082. break;
  7083. }
  7084. if(sd->dsprate!=100)
  7085. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7086. switch(skill) {
  7087. case SA_CASTCANCEL:
  7088. if(sd->ud.skilltimer == -1) {
  7089. clif_skill_fail(sd,skill,0,0);
  7090. return 0;
  7091. }
  7092. break;
  7093. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7094. case NV_TRICKDEAD: /* 死んだふり */
  7095. case TF_HIDING: /* ハイディング */
  7096. case AS_CLOAKING: /* ク�??キング */
  7097. case CR_AUTOGUARD: /* オ?トガ?ド */
  7098. case CR_DEFENDER: /* ディフェンダ? */
  7099. case ST_CHASEWALK:
  7100. case PA_GOSPEL:
  7101. case CR_SHRINK:
  7102. case TK_RUN:
  7103. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7104. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7105. break;
  7106. case AL_WARP:
  7107. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7108. delitem_flag = 0;
  7109. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7110. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7111. return 0;
  7112. }
  7113. break;
  7114. case MO_CALLSPIRITS: /* ?功 */
  7115. if(sd->spiritball >= lv) {
  7116. clif_skill_fail(sd,skill,0,0);
  7117. return 0;
  7118. }
  7119. break;
  7120. case CH_SOULCOLLECT: /* 狂?功 */
  7121. if(sd->spiritball >= 5) {
  7122. clif_skill_fail(sd,skill,0,0);
  7123. return 0;
  7124. }
  7125. break;
  7126. case MO_FINGEROFFENSIVE: //指?
  7127. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7128. spiritball = sd->spiritball;
  7129. sd->spiritball_old = sd->spiritball;
  7130. }
  7131. else sd->spiritball_old = lv;
  7132. break;
  7133. case MO_BODYRELOCATION:
  7134. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7135. spiritball = 0;
  7136. break;
  7137. case MO_CHAINCOMBO: //連打?カ
  7138. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7139. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7140. return 0;
  7141. }
  7142. break;
  7143. case MO_COMBOFINISH: //猛龍�?
  7144. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7145. return 0;
  7146. break;
  7147. case CH_TIGERFIST: //伏虎�?
  7148. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7149. return 0;
  7150. break;
  7151. case CH_CHAINCRUSH: //連柱崩?
  7152. if(sd->sc.data[SC_COMBO].timer == -1)
  7153. return 0;
  7154. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7155. return 0;
  7156. break;
  7157. case MO_EXTREMITYFIST:
  7158. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7159. // return 0;
  7160. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7161. spiritball--;
  7162. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7163. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7164. spiritball = 4;
  7165. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7166. spiritball = 3;
  7167. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7168. spiritball = sd->spiritball?sd->spiritball:1;
  7169. //It should consume whatever is left as long as it's at least 1.
  7170. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7171. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7172. clif_skill_fail(sd,skill,0,0);
  7173. return 0;
  7174. }
  7175. break;
  7176. case TK_MISSION: //Does not works on Non-Taekwon
  7177. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7178. clif_skill_fail(sd,skill,0,0);
  7179. return 0;
  7180. }
  7181. break;
  7182. case TK_READYCOUNTER:
  7183. case TK_READYDOWN:
  7184. case TK_READYSTORM:
  7185. case TK_READYTURN:
  7186. case TK_JUMPKICK:
  7187. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7188. //They do not work on Soul Linkers.
  7189. clif_skill_fail(sd,skill,0,0);
  7190. return 0;
  7191. }
  7192. break;
  7193. case TK_TURNKICK:
  7194. case TK_STORMKICK:
  7195. case TK_DOWNKICK:
  7196. case TK_COUNTER:
  7197. if(sd->sc.data[SC_COMBO].timer == -1)
  7198. return 0; //Combo needs to be ready
  7199. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7200. { //Unlimited Combo
  7201. if (skill == sd->skillid_old) {
  7202. status_change_end(&sd->bl, SC_COMBO, -1);
  7203. sd->skillid_old = sd->skilllv_old = 0;
  7204. return 0; //Can't repeat previous combo skill.
  7205. }
  7206. break;
  7207. } else
  7208. if(sd->sc.data[SC_COMBO].val1 == skill)
  7209. break; //Combo ready.
  7210. return 0;
  7211. case BD_ADAPTATION: /* アドリブ */
  7212. {
  7213. struct skill_unit_group *group=NULL;
  7214. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7215. ((group=(struct skill_unit_group*)sd->sc.data[SC_DANCING].val2) && (skill_get_time(sd->sc.data[SC_DANCING].val1,group->skill_lv) - sd->sc.data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以?繧フみ?H
  7216. clif_skill_fail(sd,skill,0,0);
  7217. return 0;
  7218. }
  7219. }
  7220. break;
  7221. case PR_BENEDICTIO: /* ?ケ??~福 */
  7222. {
  7223. if (!battle_config.player_skill_partner_check ||
  7224. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7225. )
  7226. break; //No need to do any partner checking [Skotlex]
  7227. if (!(type&1))
  7228. { //Started casting.
  7229. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7230. {
  7231. clif_skill_fail(sd,skill,0,0);
  7232. return 0;
  7233. }
  7234. }
  7235. else
  7236. { //Done casting
  7237. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7238. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7239. }
  7240. }
  7241. break;
  7242. case AM_CANNIBALIZE: /* バイオプラント */
  7243. case AM_SPHEREMINE: /* スフィア?マイン */
  7244. if(type&1){
  7245. int c=0;
  7246. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7247. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7248. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7249. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7250. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7251. if(c >= maxcount){
  7252. clif_skill_fail(sd,skill,0,0);
  7253. return 0;
  7254. }
  7255. }
  7256. }
  7257. break;
  7258. case WZ_FIREPILLAR: // celest
  7259. if (lv <= 5) // no gems required at level 1-5
  7260. itemid[0] = 0;
  7261. break;
  7262. case SL_SMA:
  7263. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7264. if(sd->sc.data[SC_SMA].timer == -1)
  7265. return 0;
  7266. break;
  7267. case HT_POWER:
  7268. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7269. return 0;
  7270. break;
  7271. case HW_GANBANTEIN:
  7272. force_gem_flag = 1;
  7273. break;
  7274. case AM_BERSERKPITCHER:
  7275. case AM_POTIONPITCHER:
  7276. case CR_SLIMPITCHER:
  7277. case MG_STONECURSE:
  7278. case CR_CULTIVATION:
  7279. case SA_FLAMELAUNCHER:
  7280. case SA_FROSTWEAPON:
  7281. case SA_LIGHTNINGLOADER:
  7282. case SA_SEISMICWEAPON:
  7283. delitem_flag = 0;
  7284. break;
  7285. case SA_DELUGE:
  7286. case SA_VOLCANO:
  7287. case SA_VIOLENTGALE:
  7288. case SA_LANDPROTECTOR:
  7289. { //Does not consumes if the skill is already active. [Skotlex]
  7290. struct skill_unit_group *sg;
  7291. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7292. {
  7293. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7294. checkitem_flag = delitem_flag = 0;
  7295. else sg->limit = 0; //Disable it.
  7296. }
  7297. break;
  7298. }
  7299. case CG_HERMODE:
  7300. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7301. skill_get_splash(skill, lv), BL_NPC) < 1)
  7302. {
  7303. clif_skill_fail(sd,skill,0,0);
  7304. return 0;
  7305. }
  7306. break;
  7307. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7308. {
  7309. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7310. int size = range*2+1;
  7311. for (i=0;i<size*size;i++) {
  7312. x = sd->bl.x+(i%size-range);
  7313. y = sd->bl.y+(i/size-range);
  7314. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7315. clif_skill_fail(sd,skill,0,0);
  7316. return 0;
  7317. }
  7318. }
  7319. }
  7320. break;
  7321. case PR_REDEMPTIO:
  7322. {
  7323. int exp;
  7324. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7325. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7326. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7327. return 0;
  7328. }
  7329. break;
  7330. }
  7331. case AM_TWILIGHT2:
  7332. case AM_TWILIGHT3:
  7333. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7334. {
  7335. clif_skill_fail(sd,skill,0,0);
  7336. return 0;
  7337. }
  7338. break;
  7339. //SHOULD BE OPTIMALIZED [Komurka]
  7340. //Optimized #1. optimize comfort later. [Vicious]
  7341. case SG_SUN_WARM:
  7342. case SG_MOON_WARM:
  7343. case SG_STAR_WARM:
  7344. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7345. break;
  7346. clif_skill_fail(sd,skill,0,0);
  7347. return 0;
  7348. break;
  7349. case SG_SUN_COMFORT:
  7350. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7351. break;
  7352. clif_skill_fail(sd,skill,0,0);
  7353. return 0;
  7354. case SG_MOON_COMFORT:
  7355. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7356. break;
  7357. clif_skill_fail(sd,skill,0,0);
  7358. return 0;
  7359. case SG_STAR_COMFORT:
  7360. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7361. break;
  7362. clif_skill_fail(sd,skill,0,0);
  7363. return 0;
  7364. case SG_FUSION:
  7365. if (sd->sc.data[SC_FUSION].timer!=-1)
  7366. return 1;
  7367. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
  7368. break;
  7369. return 0;
  7370. case GD_BATTLEORDER:
  7371. case GD_REGENERATION:
  7372. case GD_RESTORE:
  7373. case GD_EMERGENCYCALL:
  7374. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7375. return 0;
  7376. if (lv <= 0)
  7377. return 0;
  7378. if (skill == GD_EMERGENCYCALL) {
  7379. if (!map_flag_gvg(sd->bl.m))
  7380. { //if not allowed to warp to the map (castles are always allowed)
  7381. clif_skill_fail(sd,skill,0,0);
  7382. return 0;
  7383. }
  7384. } else if (!agit_flag) {
  7385. clif_skill_fail(sd,skill,0,0);
  7386. return 0;
  7387. }
  7388. break;
  7389. //Until they're at right position - gs_skillcheck- [Vicious]
  7390. case GS_GLITTERING:
  7391. if(sd->spiritball >= 10) {
  7392. clif_skill_fail(sd,skill,0,0);
  7393. return 0;
  7394. }
  7395. zeny = 1;
  7396. break;
  7397. case GS_FLING:
  7398. if(sd->spiritball == 0)
  7399. clif_skill_fail(sd,skill,0,0);
  7400. break;
  7401. case GS_TRIPLEACTION:
  7402. case GS_MAGICALBULLET:
  7403. case GS_CRACKER:
  7404. case GS_BULLSEYE:
  7405. spiritball = 1;
  7406. break;
  7407. case GS_MADNESSCANCEL:
  7408. spiritball = 4;
  7409. if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1)
  7410. status_change_end(&sd->bl,SC_ADJUSTMENT,-1);
  7411. break;
  7412. case GS_ADJUSTMENT:
  7413. spiritball = 2;
  7414. if(sd->spiritball >= 2 && sd->sc.data[SC_MADNESSCANCEL].timer != -1)
  7415. status_change_end(&sd->bl,SC_MADNESSCANCEL,-1);
  7416. break;
  7417. case GS_INCREASING:
  7418. spiritball = 2;
  7419. break;
  7420. case NJ_KAENSIN:
  7421. case NJ_BAKUENRYU:
  7422. case NJ_SUITON:
  7423. case NJ_HYOUSYOURAKU:
  7424. case NJ_RAIGEKISAI:
  7425. case NJ_KAMAITACHI:
  7426. //delitem_flag = 0; <- don't need?
  7427. break;
  7428. case NJ_ISSEN:
  7429. if (sd->sc.data[SC_NEN].timer!=-1)
  7430. return 0;
  7431. break;
  7432. //Not implemented yet [Vicious]
  7433. case NJ_KASUMIKIRI:
  7434. case NJ_KIRIKAGE:
  7435. case NJ_UTSUSEMI:
  7436. case NJ_BUNSINJYUTSU:
  7437. case NJ_NEN:
  7438. break;
  7439. }
  7440. if(!(type&2)){
  7441. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7442. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7443. return 0;
  7444. }
  7445. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7446. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7447. return 0;
  7448. }
  7449. if( zeny>0 && sd->status.zeny < zeny) {
  7450. clif_skill_fail(sd,skill,5,0);
  7451. return 0;
  7452. }
  7453. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7454. clif_skill_fail(sd,skill,6,0);
  7455. return 0;
  7456. }
  7457. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7458. if((i=sd->equip_index[10]) < 0 ||
  7459. !sd->inventory_data[i] ||
  7460. sd->status.inventory[i].amount < ammo_qty
  7461. ) {
  7462. clif_arrow_fail(sd,0);
  7463. return 0;
  7464. }
  7465. if (!(ammo&1<<sd->inventory_data[i]->look))
  7466. { //Ammo type check. Send the "wrong weapon type" message
  7467. //which is the closest we have to wrong ammo type. [Skotlex]
  7468. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7469. //clif_skill_fail(sd,skill,6,0);
  7470. return 0;
  7471. }
  7472. }
  7473. if( spiritball > 0 && sd->spiritball < spiritball) {
  7474. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7475. return 0;
  7476. }
  7477. }
  7478. switch(state) {
  7479. case ST_HIDING:
  7480. if(!(sd->sc.option&OPTION_HIDE)) {
  7481. clif_skill_fail(sd,skill,0,0);
  7482. return 0;
  7483. }
  7484. break;
  7485. case ST_CLOAKING:
  7486. if(!pc_iscloaking(sd)) {
  7487. clif_skill_fail(sd,skill,0,0);
  7488. return 0;
  7489. }
  7490. break;
  7491. case ST_HIDDEN:
  7492. if(!pc_ishiding(sd)) {
  7493. clif_skill_fail(sd,skill,0,0);
  7494. return 0;
  7495. }
  7496. break;
  7497. case ST_RIDING:
  7498. if(!pc_isriding(sd)) {
  7499. clif_skill_fail(sd,skill,0,0);
  7500. return 0;
  7501. }
  7502. break;
  7503. case ST_FALCON:
  7504. if(!pc_isfalcon(sd)) {
  7505. clif_skill_fail(sd,skill,0,0);
  7506. return 0;
  7507. }
  7508. break;
  7509. case ST_CART:
  7510. if(!pc_iscarton(sd)) {
  7511. clif_skill_fail(sd,skill,0,0);
  7512. return 0;
  7513. }
  7514. break;
  7515. case ST_SHIELD:
  7516. if(sd->status.shield <= 0) {
  7517. clif_skill_fail(sd,skill,0,0);
  7518. return 0;
  7519. }
  7520. break;
  7521. case ST_SIGHT:
  7522. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7523. clif_skill_fail(sd,skill,0,0);
  7524. return 0;
  7525. }
  7526. break;
  7527. case ST_EXPLOSIONSPIRITS:
  7528. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7529. clif_skill_fail(sd,skill,0,0);
  7530. return 0;
  7531. }
  7532. break;
  7533. case ST_CARTBOOST:
  7534. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7535. clif_skill_fail(sd,skill,0,0);
  7536. return 0;
  7537. }
  7538. break;
  7539. case ST_RECOV_WEIGHT_RATE:
  7540. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7541. clif_skill_fail(sd,skill,0,0);
  7542. return 0;
  7543. }
  7544. break;
  7545. case ST_MOVE_ENABLE:
  7546. //Check only on begin casting. [Skotlex]
  7547. if(!type && !unit_can_move(&sd->bl)) {
  7548. clif_skill_fail(sd,skill,0,0);
  7549. return 0;
  7550. }
  7551. break;
  7552. case ST_WATER:
  7553. //?�?齡サ定
  7554. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7555. if (sd->sc.data[SC_DELUGE].timer == -1 && sd->sc.data[SC_SUITON].timer == -1 &&
  7556. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7557. {
  7558. clif_skill_fail(sd,skill,0,0);
  7559. return 0;
  7560. }
  7561. break;
  7562. }
  7563. if (checkitem_flag) {
  7564. for(i=0;i<10;i++) {
  7565. int x = lv%11 - 1;
  7566. index[i] = -1;
  7567. if(itemid[i] <= 0)
  7568. continue;
  7569. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7570. continue;
  7571. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7572. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7573. continue;
  7574. if((skill == AM_POTIONPITCHER ||
  7575. skill == CR_SLIMPITCHER ||
  7576. skill == CR_CULTIVATION) && i != x)
  7577. continue;
  7578. index[i] = pc_search_inventory(sd,itemid[i]);
  7579. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7580. if(itemid[i] == 716 || itemid[i] == 717)
  7581. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7582. else
  7583. clif_skill_fail(sd,skill,0,0);
  7584. return 0;
  7585. }
  7586. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7587. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7588. }
  7589. }
  7590. if(!(type&1))
  7591. return 1;
  7592. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7593. if(delitem_flag) {
  7594. for(i=0;i<10;i++) {
  7595. if(index[i] >= 0)
  7596. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7597. }
  7598. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7599. // if (ammo && battle_config.arrow_decrement)
  7600. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7601. }
  7602. if(type&2)
  7603. return 1;
  7604. if(sp > 0) { // SP?チ費
  7605. sd->status.sp-=sp;
  7606. clif_updatestatus(sd,SP_SP);
  7607. }
  7608. if(hp > 0) { // HP?チ費
  7609. sd->status.hp-=hp;
  7610. clif_updatestatus(sd,SP_HP);
  7611. }
  7612. if(zeny > 0) // Zeny?チ費
  7613. pc_payzeny(sd,zeny);
  7614. if(spiritball > 0) // 氣球?チ費
  7615. pc_delspiritball(sd,spiritball,0);
  7616. return 1;
  7617. }
  7618. /*==========================================
  7619. * 詠?・時間計算
  7620. *------------------------------------------
  7621. */
  7622. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
  7623. {
  7624. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7625. int time = skill_get_cast(skill_id, skill_lv);
  7626. struct map_session_data *sd;
  7627. nullpo_retr(0, bl);
  7628. BL_CAST(BL_PC, bl, sd);
  7629. // calculate base cast time (reduced by dex)
  7630. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7631. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7632. if (scale > 0) // not instant cast
  7633. time = time * scale / battle_config.castrate_dex_scale;
  7634. else return 0; // instant cast
  7635. }
  7636. // calculate cast time reduced by card bonuses
  7637. if (sd && sd->castrate != 100)
  7638. time = time * sd->castrate / 100;
  7639. // config cast time multiplier
  7640. if (battle_config.cast_rate != 100)
  7641. time = time * battle_config.cast_rate / 100;
  7642. // calculate cast time reduced by skill bonuses
  7643. if (!(castnodex&2))
  7644. time = skill_castfix_sc(bl, time);
  7645. // return final cast time
  7646. return (time > 0) ? time : 0;
  7647. }
  7648. /*==========================================
  7649. * Does cast-time reductions based on sc data.
  7650. *------------------------------------------
  7651. */
  7652. int skill_castfix_sc(struct block_list *bl, int time)
  7653. {
  7654. struct status_change *sc = status_get_sc(bl);
  7655. if (time <= 0) return 0;
  7656. if (sc && sc->count) {
  7657. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7658. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7659. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7660. }
  7661. if (sc->data[SC_POEMBRAGI].timer != -1)
  7662. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7663. }
  7664. return (time > 0) ? time : 0;
  7665. }
  7666. /*==========================================
  7667. * ディレイ計算
  7668. *------------------------------------------
  7669. */
  7670. int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
  7671. {
  7672. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7673. int time = skill_get_delay(skill_id, skill_lv);
  7674. nullpo_retr(0, bl);
  7675. if (bl->type == BL_MOB)
  7676. return 0; //Mobs have no delay other than the skill-specific delay in their skill db. [Skotlex]
  7677. // instant cast attack skills depend on aspd as delay [celest]
  7678. if (time == 0) {
  7679. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7680. time = status_get_adelay(bl); //Use attack delay as default delay.
  7681. else
  7682. time = battle_config.default_skill_delay;
  7683. } else if (time < 0)
  7684. time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
  7685. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7686. { // if skill casttime is allowed to be reduced by dex
  7687. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7688. if (scale > 0)
  7689. time = time * scale / battle_config.castrate_dex_scale;
  7690. else //To be capped later to minimum.
  7691. time = 0;
  7692. }
  7693. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7694. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7695. if (battle_config.delay_rate != 100)
  7696. time = time * battle_config.delay_rate / 100;
  7697. if (!(delaynodex&2))
  7698. { /* ブラギの�? */
  7699. struct status_change *sc;
  7700. sc= status_get_sc(bl);
  7701. if (sc && sc->count) {
  7702. if (sc->data[SC_POEMBRAGI].timer != -1)
  7703. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7704. if (sc->data[SC_SPIRIT].timer != -1)
  7705. switch (skill_id) {
  7706. case CR_SHIELDBOOMERANG:
  7707. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7708. time /=2;
  7709. break;
  7710. case AS_SONICBLOW:
  7711. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7712. time /= 2;
  7713. break;
  7714. }
  7715. }
  7716. }
  7717. return (time < battle_config.min_skill_delay_limit)?
  7718. battle_config.min_skill_delay_limit:time;
  7719. }
  7720. /*=========================================
  7721. * ブランディッシュスピア ?炎哿ヘ?決定
  7722. *----------------------------------------
  7723. */
  7724. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  7725. nullpo_retv(tc);
  7726. if(dir == 0){
  7727. tc->val1[0]=x-2;
  7728. tc->val1[1]=x-1;
  7729. tc->val1[2]=x;
  7730. tc->val1[3]=x+1;
  7731. tc->val1[4]=x+2;
  7732. tc->val2[0]=
  7733. tc->val2[1]=
  7734. tc->val2[2]=
  7735. tc->val2[3]=
  7736. tc->val2[4]=y-1;
  7737. }
  7738. else if(dir==2){
  7739. tc->val1[0]=
  7740. tc->val1[1]=
  7741. tc->val1[2]=
  7742. tc->val1[3]=
  7743. tc->val1[4]=x+1;
  7744. tc->val2[0]=y+2;
  7745. tc->val2[1]=y+1;
  7746. tc->val2[2]=y;
  7747. tc->val2[3]=y-1;
  7748. tc->val2[4]=y-2;
  7749. }
  7750. else if(dir==4){
  7751. tc->val1[0]=x-2;
  7752. tc->val1[1]=x-1;
  7753. tc->val1[2]=x;
  7754. tc->val1[3]=x+1;
  7755. tc->val1[4]=x+2;
  7756. tc->val2[0]=
  7757. tc->val2[1]=
  7758. tc->val2[2]=
  7759. tc->val2[3]=
  7760. tc->val2[4]=y+1;
  7761. }
  7762. else if(dir==6){
  7763. tc->val1[0]=
  7764. tc->val1[1]=
  7765. tc->val1[2]=
  7766. tc->val1[3]=
  7767. tc->val1[4]=x-1;
  7768. tc->val2[0]=y+2;
  7769. tc->val2[1]=y+1;
  7770. tc->val2[2]=y;
  7771. tc->val2[3]=y-1;
  7772. tc->val2[4]=y-2;
  7773. }
  7774. else if(dir==1){
  7775. tc->val1[0]=x-1;
  7776. tc->val1[1]=x;
  7777. tc->val1[2]=x+1;
  7778. tc->val1[3]=x+2;
  7779. tc->val1[4]=x+3;
  7780. tc->val2[0]=y-4;
  7781. tc->val2[1]=y-3;
  7782. tc->val2[2]=y-1;
  7783. tc->val2[3]=y;
  7784. tc->val2[4]=y+1;
  7785. }
  7786. else if(dir==3){
  7787. tc->val1[0]=x+3;
  7788. tc->val1[1]=x+2;
  7789. tc->val1[2]=x+1;
  7790. tc->val1[3]=x;
  7791. tc->val1[4]=x-1;
  7792. tc->val2[0]=y-1;
  7793. tc->val2[1]=y;
  7794. tc->val2[2]=y+1;
  7795. tc->val2[3]=y+2;
  7796. tc->val2[4]=y+3;
  7797. }
  7798. else if(dir==5){
  7799. tc->val1[0]=x+1;
  7800. tc->val1[1]=x;
  7801. tc->val1[2]=x-1;
  7802. tc->val1[3]=x-2;
  7803. tc->val1[4]=x-3;
  7804. tc->val2[0]=y+3;
  7805. tc->val2[1]=y+2;
  7806. tc->val2[2]=y+1;
  7807. tc->val2[3]=y;
  7808. tc->val2[4]=y-1;
  7809. }
  7810. else if(dir==7){
  7811. tc->val1[0]=x-3;
  7812. tc->val1[1]=x-2;
  7813. tc->val1[2]=x-1;
  7814. tc->val1[3]=x;
  7815. tc->val1[4]=x+1;
  7816. tc->val2[1]=y;
  7817. tc->val2[0]=y+1;
  7818. tc->val2[2]=y-1;
  7819. tc->val2[3]=y-2;
  7820. tc->val2[4]=y-3;
  7821. }
  7822. }
  7823. /*=========================================
  7824. * ブランディッシュスピア 方向判定 範??張
  7825. *-----------------------------------------
  7826. */
  7827. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  7828. int c;
  7829. nullpo_retv(tc);
  7830. for(c=0;c<5;c++){
  7831. if(dir==0){
  7832. tc->val2[c]+=are;
  7833. }else if(dir==1){
  7834. tc->val1[c]-=are; tc->val2[c]+=are;
  7835. }else if(dir==2){
  7836. tc->val1[c]-=are;
  7837. }else if(dir==3){
  7838. tc->val1[c]-=are; tc->val2[c]-=are;
  7839. }else if(dir==4){
  7840. tc->val2[c]-=are;
  7841. }else if(dir==5){
  7842. tc->val1[c]+=are; tc->val2[c]-=are;
  7843. }else if(dir==6){
  7844. tc->val1[c]+=are;
  7845. }else if(dir==7){
  7846. tc->val1[c]+=are; tc->val2[c]+=are;
  7847. }
  7848. }
  7849. }
  7850. /*==========================================
  7851. * Weapon Repair [Celest/DracoRPG]
  7852. *------------------------------------------
  7853. */
  7854. void skill_repairweapon(struct map_session_data *sd, int idx)
  7855. {
  7856. int material;
  7857. int materials[4] = { 1002, 998, 999, 756 };
  7858. struct item *item;
  7859. struct map_session_data *target_sd;
  7860. nullpo_retv(sd);
  7861. target_sd = map_id2sd(sd->menuskill_lv);
  7862. if (!target_sd) //Failed....
  7863. return;
  7864. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7865. return;
  7866. if(idx < 0 || idx >= MAX_INVENTORY)
  7867. return; //Invalid index??
  7868. item = &target_sd->status.inventory[idx];
  7869. if(item->nameid <= 0 || item->attribute == 0)
  7870. return; //Again invalid item....
  7871. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7872. clif_item_repaireffect(sd,item->nameid,1);
  7873. return;
  7874. }
  7875. if (itemdb_type(item->nameid)==4)
  7876. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7877. else
  7878. material = materials [2]; // Armors consume 1 Steel
  7879. if (pc_search_inventory(sd,material) < 0 ) {
  7880. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7881. return;
  7882. }
  7883. item->attribute=0;
  7884. clif_equiplist(target_sd);
  7885. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7886. clif_item_repaireffect(sd,item->nameid,0);
  7887. if(sd!=target_sd)
  7888. clif_item_repaireffect(target_sd,item->nameid,0);
  7889. }
  7890. /*==========================================
  7891. * Item Appraisal
  7892. *------------------------------------------
  7893. */
  7894. void skill_identify(struct map_session_data *sd,int idx)
  7895. {
  7896. int flag=1;
  7897. nullpo_retv(sd);
  7898. if(idx >= 0 && idx < MAX_INVENTORY) {
  7899. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7900. flag=0;
  7901. sd->status.inventory[idx].identify=1;
  7902. }
  7903. }
  7904. clif_item_identified(sd,idx,flag);
  7905. }
  7906. /*==========================================
  7907. * Weapon Refine [Celest]
  7908. *------------------------------------------
  7909. */
  7910. void skill_weaponrefine(struct map_session_data *sd,int idx)
  7911. {
  7912. int i = 0, ep = 0, per;
  7913. int material[5] = { 0, 1010, 1011, 984, 984 };
  7914. struct item *item;
  7915. nullpo_retv(sd);
  7916. if (idx >= 0 && idx < MAX_INVENTORY) {
  7917. struct item_data *ditem = sd->inventory_data[idx];
  7918. item = &sd->status.inventory[idx];
  7919. if(item->nameid > 0 && ditem->type == 4) {
  7920. if (item->refine >= sd->menuskill_lv ||
  7921. item->refine >= MAX_REFINE || // if it's no longer refineable
  7922. ditem->flag.no_refine || // if the item isn't refinable
  7923. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  7924. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7925. return;
  7926. }
  7927. per = percentrefinery [ditem->wlv][(int)item->refine];
  7928. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7929. if (per > rand() % 100) {
  7930. item->refine++;
  7931. pc_delitem(sd, i, 1, 0);
  7932. if(item->equip) {
  7933. ep = item->equip;
  7934. pc_unequipitem(sd,idx,3);
  7935. }
  7936. clif_refine(sd->fd,sd,0,idx,item->refine);
  7937. clif_delitem(sd,idx,1);
  7938. clif_additem(sd,idx,1,0);
  7939. if (ep)
  7940. pc_equipitem(sd,idx,ep);
  7941. clif_misceffect(&sd->bl,3);
  7942. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  7943. switch(ditem->wlv){
  7944. case 1:
  7945. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7946. break;
  7947. case 2:
  7948. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7949. break;
  7950. case 3:
  7951. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7952. break;
  7953. }
  7954. }
  7955. } else {
  7956. pc_delitem(sd, i, 1, 0);
  7957. item->refine = 0;
  7958. if(item->equip)
  7959. pc_unequipitem(sd,idx,3);
  7960. clif_refine(sd->fd,sd,1,idx,item->refine);
  7961. pc_delitem(sd,idx,1,0);
  7962. clif_misceffect(&sd->bl,2);
  7963. clif_emotion(&sd->bl, 23);
  7964. }
  7965. }
  7966. }
  7967. }
  7968. /*==========================================
  7969. * オ?トスペル
  7970. *------------------------------------------
  7971. */
  7972. int skill_autospell(struct map_session_data *sd,int skillid)
  7973. {
  7974. int skilllv;
  7975. int maxlv=1,lv;
  7976. nullpo_retr(0, sd);
  7977. skilllv = sd->menuskill_lv;
  7978. lv=pc_checkskill(sd,skillid);
  7979. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7980. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7981. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7982. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  7983. maxlv =10; //Soul Linker bonus. [Skotlex]
  7984. else if(skilllv==2) maxlv=1;
  7985. else if(skilllv==3) maxlv=2;
  7986. else if(skilllv>=4) maxlv=3;
  7987. }
  7988. else if(skillid==MG_SOULSTRIKE){
  7989. if(skilllv==5) maxlv=1;
  7990. else if(skilllv==6) maxlv=2;
  7991. else if(skilllv>=7) maxlv=3;
  7992. }
  7993. else if(skillid==MG_FIREBALL){
  7994. if(skilllv==8) maxlv=1;
  7995. else if(skilllv>=9) maxlv=2;
  7996. }
  7997. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7998. else return 0;
  7999. if(maxlv > lv)
  8000. maxlv = lv;
  8001. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  8002. skill_get_time(SA_AUTOSPELL,skilllv));// にしてみたけどbscriptが?曹ォ易い????H
  8003. return 0;
  8004. }
  8005. /*==========================================
  8006. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  8007. *------------------------------------------
  8008. */
  8009. static int skill_gangster_count(struct block_list *bl,va_list ap)
  8010. {
  8011. struct map_session_data *sd;
  8012. sd=(struct map_session_data*)bl;
  8013. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8014. return 1;
  8015. return 0;
  8016. }
  8017. static int skill_gangster_in(struct block_list *bl,va_list ap)
  8018. {
  8019. struct map_session_data *sd;
  8020. sd=(struct map_session_data*)bl;
  8021. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8022. sd->state.gangsterparadise=1;
  8023. return 0;
  8024. }
  8025. static int skill_gangster_out(struct block_list *bl,va_list ap)
  8026. {
  8027. struct map_session_data *sd;
  8028. sd=(struct map_session_data*)bl;
  8029. if(sd && sd->state.gangsterparadise)
  8030. sd->state.gangsterparadise=0;
  8031. return 0;
  8032. }
  8033. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8034. {
  8035. int range;
  8036. nullpo_retr(0, sd);
  8037. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8038. return 0;
  8039. range = skill_get_splash(RG_GANGSTER, range);
  8040. if(type==1) {/* ?タった時の?�? */
  8041. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8042. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8043. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8044. sd->state.gangsterparadise = 1;
  8045. }
  8046. return 0;
  8047. }
  8048. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8049. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8050. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8051. sd->state.gangsterparadise = 0;
  8052. return 0;
  8053. }
  8054. return 0;
  8055. }
  8056. /*==========================================
  8057. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8058. *------------------------------------------
  8059. */
  8060. static int skill_rest_count(struct block_list *bl,va_list ap)
  8061. {
  8062. struct map_session_data *sd;
  8063. sd=(struct map_session_data*)bl;
  8064. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8065. return 1;
  8066. return 0;
  8067. }
  8068. static int skill_rest_in(struct block_list *bl,va_list ap)
  8069. {
  8070. struct map_session_data *sd;
  8071. nullpo_retr(0, bl);
  8072. nullpo_retr(0, ap);
  8073. sd=(struct map_session_data*)bl;
  8074. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8075. sd->state.rest=1;
  8076. status_calc_pc(sd,0);
  8077. }
  8078. return 0;
  8079. }
  8080. static int skill_rest_out(struct block_list *bl,va_list ap)
  8081. {
  8082. struct map_session_data *sd;
  8083. sd=(struct map_session_data*)bl;
  8084. if(sd && sd->state.rest != 0)
  8085. sd->state.rest=0;
  8086. return 0;
  8087. }
  8088. int skill_rest(struct map_session_data *sd ,int type)
  8089. {
  8090. int range;
  8091. nullpo_retr(0, sd);
  8092. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8093. range = skill_get_splash(TK_HPTIME, range);
  8094. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8095. range = skill_get_splash(TK_SPTIME, range);
  8096. else
  8097. return 0;
  8098. if(type==1) { //When you sit down
  8099. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8100. {
  8101. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8102. sd->state.rest = 1;
  8103. status_calc_pc(sd,0);
  8104. }
  8105. return 0;
  8106. }
  8107. else if(type==0) { //When you stand up
  8108. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8109. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8110. sd->state.rest = 0;
  8111. status_calc_pc(sd,0);
  8112. return 0;
  8113. }
  8114. return 0;
  8115. }
  8116. /*==========================================
  8117. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8118. *------------------------------------------
  8119. */
  8120. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8121. {
  8122. struct block_list *src;
  8123. int skillnum,skilllv;
  8124. unsigned int tick;
  8125. nullpo_retr(0, bl);
  8126. nullpo_retr(0, ap);
  8127. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8128. skillnum=va_arg(ap,int);
  8129. skilllv=va_arg(ap,int);
  8130. if(skilllv <= 0) return 0;
  8131. tick=va_arg(ap,unsigned int);
  8132. if (src == bl || //自分には?かない
  8133. bl->prev == NULL ||
  8134. status_isdead(bl))
  8135. return 0;
  8136. if (bl->type == BL_PC) {
  8137. struct map_session_data *sd = (struct map_session_data *)bl;
  8138. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8139. return 0;
  8140. }
  8141. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8142. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8143. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8144. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8145. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8146. return 0;
  8147. }
  8148. /*==========================================
  8149. * バジリカのセルを?ン定する
  8150. *------------------------------------------
  8151. */
  8152. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8153. {
  8154. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8155. int size = range*2+1;
  8156. for (i=0;i<size*size;i++) {
  8157. x = src->bl.x+(i%size-range);
  8158. y = src->bl.y+(i/size-range);
  8159. map_setcell(src->bl.m,x,y,flag);
  8160. }
  8161. }
  8162. /*==========================================
  8163. * Sets a map cell around the caster, according to the skill's range.
  8164. *------------------------------------------
  8165. */
  8166. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8167. {
  8168. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8169. int size = range*2+1;
  8170. for (i=0;i<size*size;i++) {
  8171. x = src->x+(i%size-range);
  8172. y = src->y+(i/size-range);
  8173. map_setcell(src->m,x,y,flag);
  8174. }
  8175. }
  8176. /*==========================================
  8177. *
  8178. *------------------------------------------
  8179. */
  8180. int skill_attack_area(struct block_list *bl,va_list ap)
  8181. {
  8182. struct block_list *src,*dsrc;
  8183. int atk_type,skillid,skilllv,flag,type;
  8184. unsigned int tick;
  8185. nullpo_retr(0, bl);
  8186. nullpo_retr(0, ap);
  8187. atk_type = va_arg(ap,int);
  8188. if((src=va_arg(ap,struct block_list*)) == NULL)
  8189. return 0;
  8190. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8191. return 0;
  8192. skillid=va_arg(ap,int);
  8193. skilllv=va_arg(ap,int);
  8194. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8195. tick=va_arg(ap,unsigned int);
  8196. flag=va_arg(ap,int);
  8197. type=va_arg(ap,int);
  8198. if(battle_check_target(dsrc,bl,type) > 0)
  8199. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8200. return 0;
  8201. }
  8202. /*==========================================
  8203. *
  8204. *------------------------------------------
  8205. */
  8206. int skill_clear_group(struct block_list *bl, int flag)
  8207. {
  8208. struct unit_data *ud = unit_bl2ud(bl);
  8209. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8210. int i, count=0;
  8211. nullpo_retr(0, bl);
  8212. if (!ud) return 0;
  8213. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8214. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8215. {
  8216. switch (ud->skillunit[i]->skill_id) {
  8217. case SA_DELUGE:
  8218. case SA_VOLCANO:
  8219. case SA_VIOLENTGALE:
  8220. case SA_LANDPROTECTOR:
  8221. case NJ_SUITON:
  8222. if (flag&1)
  8223. group[count++]= ud->skillunit[i];
  8224. break;
  8225. default:
  8226. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8227. group[count++]= ud->skillunit[i];
  8228. break;
  8229. }
  8230. }
  8231. for (i=0;i<count;i++)
  8232. skill_delunitgroup(bl, group[i]);
  8233. return count;
  8234. }
  8235. /*==========================================
  8236. * Returns the first element field found [Skotlex]
  8237. *------------------------------------------
  8238. */
  8239. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8240. {
  8241. struct unit_data *ud = unit_bl2ud(bl);
  8242. int i;
  8243. nullpo_retr(0, bl);
  8244. if (!ud) return NULL;
  8245. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8246. switch (ud->skillunit[i]->skill_id) {
  8247. case SA_DELUGE:
  8248. case SA_VOLCANO:
  8249. case SA_VIOLENTGALE:
  8250. case SA_LANDPROTECTOR:
  8251. case NJ_SUITON:
  8252. return ud->skillunit[i];
  8253. }
  8254. }
  8255. return NULL;
  8256. }
  8257. // for graffiti cleaner [Valaris]
  8258. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8259. {
  8260. struct skill_unit *unit=NULL;
  8261. nullpo_retr(0, bl);
  8262. nullpo_retr(0, ap);
  8263. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8264. return 0;
  8265. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8266. skill_delunit(unit);
  8267. return 0;
  8268. }
  8269. int skill_greed(struct block_list *bl, va_list ap)
  8270. {
  8271. struct block_list *src;
  8272. struct map_session_data *sd=NULL;
  8273. struct flooritem_data *fitem=NULL;
  8274. nullpo_retr(0, bl);
  8275. nullpo_retr(0, ap);
  8276. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8277. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8278. pc_takeitem(sd, fitem);
  8279. return 0;
  8280. }
  8281. /*==========================================
  8282. * ランドプ�?テクタ?チェック(foreachinarea)
  8283. *------------------------------------------
  8284. */
  8285. int skill_landprotector(struct block_list *bl, va_list ap )
  8286. {
  8287. int skillid;
  8288. int *alive;
  8289. struct skill_unit *unit;
  8290. struct block_list *src;
  8291. skillid = va_arg(ap,int);
  8292. alive = va_arg(ap,int *);
  8293. src = va_arg(ap,struct block_list *);
  8294. unit = (struct skill_unit *)bl;
  8295. if (unit == NULL || unit->group == NULL)
  8296. return 0;
  8297. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8298. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8299. { //Check for offensive Land Protector to delete both. [Skotlex]
  8300. (*alive) = 0;
  8301. skill_delunit(unit);
  8302. return 1;
  8303. }
  8304. if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
  8305. return 0; //Only blocks out magical skills.````````
  8306. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8307. skill_delunit(unit);
  8308. } else
  8309. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8310. (*alive) = 0;
  8311. } else
  8312. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8313. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8314. (*alive) = 0;
  8315. } else
  8316. return 0;
  8317. return 1;
  8318. }
  8319. /*==========================================
  8320. * variation of skill_landprotector
  8321. *------------------------------------------
  8322. */
  8323. int skill_ganbatein(struct block_list *bl, va_list ap )
  8324. {
  8325. struct skill_unit *unit;
  8326. nullpo_retr(0, bl);
  8327. nullpo_retr(0, ap);
  8328. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8329. return 0;
  8330. // Apparently, it REMOVES traps.
  8331. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8332. // return 0; //Do not remove traps.
  8333. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8334. skill_delunit(unit);
  8335. else skill_delunitgroup(NULL, unit->group);
  8336. return 1;
  8337. }
  8338. /*==========================================
  8339. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8340. *------------------------------------------
  8341. */
  8342. int skill_count_target (struct block_list *bl, va_list ap)
  8343. {
  8344. struct block_list *src;
  8345. int *c;
  8346. nullpo_retr(0, bl);
  8347. nullpo_retr(0, ap);
  8348. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8349. return 0;
  8350. if ((c = va_arg(ap,int *)) == NULL)
  8351. return 0;
  8352. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8353. (*c)++;
  8354. return 0;
  8355. }
  8356. /*==========================================
  8357. * トラップ範??�?(foreachinarea)
  8358. *------------------------------------------
  8359. */
  8360. int skill_trap_splash (struct block_list *bl, va_list ap)
  8361. {
  8362. struct block_list *src;
  8363. int tick;
  8364. struct skill_unit *unit;
  8365. struct skill_unit_group *sg;
  8366. struct block_list *ss;
  8367. src = va_arg(ap,struct block_list *);
  8368. unit = (struct skill_unit *)src;
  8369. tick = va_arg(ap,int);
  8370. nullpo_retr(0, sg = unit->group);
  8371. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8372. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8373. switch(sg->unit_id){
  8374. case UNT_SHOCKWAVE:
  8375. case UNT_SANDMAN:
  8376. case UNT_FLASHER:
  8377. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8378. break;
  8379. case UNT_BLASTMINE:
  8380. case UNT_CLAYMORETRAP:
  8381. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8382. break;
  8383. case UNT_FREEZINGTRAP:
  8384. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8385. break;
  8386. }
  8387. }
  8388. return 0;
  8389. }
  8390. /*==========================================
  8391. * ステ?タス異?�?I了
  8392. *------------------------------------------
  8393. */
  8394. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8395. {
  8396. struct status_change *sc;
  8397. nullpo_retr(0, bl);
  8398. nullpo_retr(0, sc= status_get_sc(bl));
  8399. if (!sc->count) return 0;
  8400. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8401. status_change_end(bl, SC_ENCPOISON, -1);
  8402. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8403. status_change_end(bl, SC_ASPERSIO, -1);
  8404. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  8405. status_change_end(bl, SC_FIREWEAPON, -1);
  8406. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  8407. status_change_end(bl, SC_WATERWEAPON, -1);
  8408. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  8409. status_change_end(bl, SC_WINDWEAPON, -1);
  8410. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  8411. status_change_end(bl, SC_EARTHWEAPON, -1);
  8412. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8413. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8414. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8415. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8416. return 0;
  8417. }
  8418. /* ク�??キング??ク?i周りに移動不可能地?が� るか?j */
  8419. int skill_check_cloaking(struct block_list *bl)
  8420. {
  8421. struct map_session_data *sd = NULL;
  8422. struct status_change *sc;
  8423. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8424. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8425. int end = 1,i;
  8426. nullpo_retr(1, bl);
  8427. if (bl->type == BL_PC)
  8428. sd = (struct map_session_data *)bl;
  8429. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8430. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8431. { //Check for walls.
  8432. for (i = 0; i < 8; i++)
  8433. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8434. {
  8435. end = 0;
  8436. break;
  8437. }
  8438. } else
  8439. end = 0; //No wall check.
  8440. if(end){
  8441. sc = status_get_sc(bl);
  8442. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  8443. status_change_end(bl, SC_CLOAKING, -1);
  8444. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  8445. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  8446. }
  8447. }
  8448. else {
  8449. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  8450. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  8451. }
  8452. }
  8453. return end;
  8454. }
  8455. /*
  8456. *----------------------------------------------------------------------------
  8457. * スキルユニット
  8458. *----------------------------------------------------------------------------
  8459. */
  8460. /*==========================================
  8461. * 演奏/ダンスをやめる
  8462. * flag 1で?≡t中なら相方にユニットを任せる
  8463. *
  8464. *------------------------------------------
  8465. */
  8466. void skill_stop_dancing(struct block_list *src)
  8467. {
  8468. struct status_change* sc;
  8469. struct skill_unit_group* group;
  8470. struct map_session_data* dsd = NULL;
  8471. nullpo_retv(src);
  8472. nullpo_retv(sc = status_get_sc(src));
  8473. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8474. return;
  8475. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8476. sc->data[SC_DANCING].val2 = 0;
  8477. if (sc->data[SC_DANCING].val4)
  8478. {
  8479. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8480. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8481. sc->data[SC_DANCING].val4 = 0;
  8482. }
  8483. if (group)
  8484. skill_delunitgroup(NULL, group);
  8485. if (dsd)
  8486. {
  8487. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8488. status_change_end(&dsd->bl, SC_DANCING, -1);
  8489. }
  8490. status_change_end(src, SC_DANCING, -1);
  8491. }
  8492. /*==========================================
  8493. * スキルユニット?炎匀サ
  8494. *------------------------------------------
  8495. */
  8496. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8497. {
  8498. struct skill_unit *unit;
  8499. nullpo_retr(NULL, group);
  8500. nullpo_retr(NULL, unit=&group->unit[idx]);
  8501. if(!unit->alive)
  8502. group->alive_count++;
  8503. unit->bl.id=map_addobject(&unit->bl);
  8504. unit->bl.type=BL_SKILL;
  8505. unit->bl.m=group->map;
  8506. unit->bl.x=x;
  8507. unit->bl.y=y;
  8508. unit->group=group;
  8509. unit->val1=unit->val2=0;
  8510. unit->alive=1;
  8511. map_addblock(&unit->bl);
  8512. clif_skill_setunit(unit);
  8513. switch (group->skill_id) {
  8514. case AL_PNEUMA:
  8515. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8516. break;
  8517. case MG_SAFETYWALL:
  8518. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8519. break;
  8520. case SA_LANDPROTECTOR:
  8521. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8522. break;
  8523. case HP_BASILICA:
  8524. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8525. break;
  8526. case WZ_ICEWALL:
  8527. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8528. break;
  8529. }
  8530. return unit;
  8531. }
  8532. /*==========================================
  8533. * スキルユニット?�?�
  8534. *------------------------------------------
  8535. */
  8536. int skill_delunit(struct skill_unit *unit)
  8537. {
  8538. struct skill_unit_group *group;
  8539. nullpo_retr(0, unit);
  8540. if(!unit->alive)
  8541. return 0;
  8542. nullpo_retr(0, group=unit->group);
  8543. /* onlimitイベント呼び?oし */
  8544. skill_unit_onlimit( unit,gettick() );
  8545. /* onoutイベント呼び?oし */
  8546. if (!unit->range) {
  8547. map_foreachincell(skill_unit_effect,unit->bl.m,
  8548. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8549. }
  8550. switch (group->skill_id) {
  8551. case AL_PNEUMA:
  8552. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8553. break;
  8554. case MG_SAFETYWALL:
  8555. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8556. break;
  8557. case SA_LANDPROTECTOR:
  8558. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8559. break;
  8560. case HP_BASILICA:
  8561. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8562. break;
  8563. case WZ_ICEWALL:
  8564. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8565. break;
  8566. }
  8567. clif_skill_delunit(unit);
  8568. unit->group=NULL;
  8569. unit->alive=0;
  8570. map_delobjectnofree(unit->bl.id);
  8571. if(--group->alive_count==0)
  8572. skill_delunitgroup(NULL, group);
  8573. return 0;
  8574. }
  8575. /*==========================================
  8576. * スキルユニットグル?プ?炎匀サ
  8577. *------------------------------------------
  8578. */
  8579. static int skill_unit_group_newid = MAX_SKILL_DB;
  8580. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8581. int count,int skillid,int skilllv,int unit_id, int limit, int interval)
  8582. {
  8583. struct unit_data *ud = unit_bl2ud(src);
  8584. struct skill_unit_group *group=NULL;
  8585. int i;
  8586. if(skilllv <= 0) return 0;
  8587. nullpo_retr(NULL, src);
  8588. nullpo_retr(NULL, ud);
  8589. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8590. if(i == MAX_SKILLUNITGROUP) {
  8591. int j=0;
  8592. unsigned maxdiff=0,x,tick=gettick();
  8593. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8594. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8595. maxdiff=x;
  8596. j=i;
  8597. }
  8598. skill_delunitgroup(src, ud->skillunit[j]);
  8599. //Since elements must have shifted, we use the last slot.
  8600. i = MAX_SKILLUNITGROUP-1;
  8601. }
  8602. if (!ud->skillunit[i])
  8603. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8604. group=ud->skillunit[i];
  8605. group->src_id=src->id;
  8606. group->party_id=status_get_party_id(src);
  8607. group->guild_id=status_get_guild_id(src);
  8608. group->group_id=skill_unit_group_newid++;
  8609. if(skill_unit_group_newid<=0)
  8610. skill_unit_group_newid = MAX_SKILL_DB;
  8611. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8612. group->unit_count=count;
  8613. group->alive_count=0;
  8614. group->val1=group->val2=group->val3=0;
  8615. group->skill_id=skillid;
  8616. group->skill_lv=skilllv;
  8617. group->unit_id=unit_id;
  8618. group->map=src->m;
  8619. group->limit=limit;
  8620. group->interval=interval;
  8621. group->tick=gettick();
  8622. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8623. group->tick += 1500;
  8624. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  8625. group->tick += interval;
  8626. group->valstr=NULL;
  8627. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8628. if (i&UF_DANCE) {
  8629. struct map_session_data *sd = NULL;
  8630. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8631. sd->skillid_dance=skillid;
  8632. sd->skilllv_dance=skilllv;
  8633. }
  8634. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8635. //?≡tスキルは相方をダンス?�ヤにする
  8636. if (sd && i&UF_ENSEMBLE &&
  8637. battle_config.player_skill_partner_check &&
  8638. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8639. ) {
  8640. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8641. }
  8642. }
  8643. return group;
  8644. }
  8645. /*==========================================
  8646. * スキルユニットグル?プ?�?�
  8647. *------------------------------------------
  8648. */
  8649. int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
  8650. {
  8651. struct unit_data *ud;
  8652. int i,j;
  8653. nullpo_retr(0, group);
  8654. if (!src) src=map_id2bl(group->src_id);
  8655. ud = unit_bl2ud(src);
  8656. if(!src || !ud) {
  8657. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8658. return 0;
  8659. }
  8660. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  8661. {
  8662. struct status_change* sc = status_get_sc(src);
  8663. if (sc && sc->data[SC_DANCING].timer != -1)
  8664. {
  8665. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8666. status_change_end(src,SC_DANCING,-1);
  8667. }
  8668. }
  8669. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8670. struct status_change *sc = status_get_sc(src);
  8671. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8672. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8673. status_change_end(src,SC_GOSPEL,-1);
  8674. }
  8675. }
  8676. if (group->skill_id == SG_SUN_WARM ||
  8677. group->skill_id == SG_MOON_WARM ||
  8678. group->skill_id == SG_STAR_WARM) {
  8679. struct status_change *sc = status_get_sc(src);
  8680. if(sc && sc->data[SC_WARM].timer != -1) {
  8681. sc->data[SC_WARM].val4 = 0;
  8682. status_change_end(src,SC_WARM,-1);
  8683. }
  8684. }
  8685. if (src->type==BL_PC && group->state.ammo_consume)
  8686. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8687. group->alive_count=0;
  8688. if(group->unit!=NULL){
  8689. for(i=0;i<group->unit_count;i++)
  8690. if(group->unit[i].alive)
  8691. skill_delunit(&group->unit[i]);
  8692. }
  8693. if(group->valstr!=NULL){
  8694. aFree(group->valstr);
  8695. group->valstr=NULL;
  8696. }
  8697. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  8698. group->unit=NULL;
  8699. group->group_id=0;
  8700. group->unit_count=0;
  8701. //Locate and clear this unit from the array.
  8702. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8703. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8704. j--;
  8705. if (i<MAX_SKILLUNITGROUP) {
  8706. ud->skillunit[i] = ud->skillunit[j];
  8707. ud->skillunit[j] = NULL;
  8708. ers_free(skill_unit_ers, group);
  8709. } else
  8710. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8711. return 1;
  8712. }
  8713. /*==========================================
  8714. * スキルユニットグル?プ全?�?�
  8715. *------------------------------------------
  8716. */
  8717. int skill_clear_unitgroup(struct block_list *src)
  8718. {
  8719. struct unit_data *ud = unit_bl2ud(src);
  8720. nullpo_retr(0, ud);
  8721. while (ud->skillunit[0])
  8722. skill_delunitgroup(src, ud->skillunit[0]);
  8723. return 1;
  8724. }
  8725. /*==========================================
  8726. * スキルユニットグル?プの被影響tick??�
  8727. *------------------------------------------
  8728. */
  8729. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  8730. struct block_list *bl,struct skill_unit_group *group,int tick)
  8731. {
  8732. int i,j=-1,k,s,id;
  8733. struct unit_data *ud;
  8734. struct skill_unit_group_tickset *set;
  8735. nullpo_retr(0, bl);
  8736. if (group->interval==-1)
  8737. return NULL;
  8738. ud = unit_bl2ud(bl);
  8739. if (!ud) return NULL;
  8740. set = ud->skillunittick;
  8741. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8742. id = s = group->skill_id;
  8743. else
  8744. id = s = group->group_id;
  8745. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8746. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8747. if (set[k].id == id)
  8748. return &set[k];
  8749. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8750. j=k;
  8751. }
  8752. if (j == -1) {
  8753. if(battle_config.error_log) {
  8754. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8755. }
  8756. j = id % MAX_SKILLUNITGROUPTICKSET;
  8757. }
  8758. set[j].id = id;
  8759. set[j].tick = tick;
  8760. return &set[j];
  8761. }
  8762. /*==========================================
  8763. * スキルユニットタイマ??動?�?用(foreachinarea)
  8764. *------------------------------------------
  8765. */
  8766. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  8767. {
  8768. struct skill_unit *unit;
  8769. struct skill_unit_group *group;
  8770. unsigned int tick;
  8771. nullpo_retr(0, bl);
  8772. nullpo_retr(0, ap);
  8773. unit = va_arg(ap,struct skill_unit *);
  8774. tick = va_arg(ap,unsigned int);
  8775. if (!unit->alive || bl->prev==NULL)
  8776. return 0;
  8777. nullpo_retr(0, group=unit->group);
  8778. if (skill_get_type(group->skill_id)==BF_MAGIC
  8779. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  8780. return 0; //AoE skills are ineffective. [Skotlex]
  8781. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  8782. return 0;
  8783. skill_unit_onplace_timer(unit,bl,tick);
  8784. return 0;
  8785. }
  8786. /*==========================================
  8787. * スキルユニットタイマ??�?用(foreachobject)
  8788. *------------------------------------------
  8789. */
  8790. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  8791. {
  8792. struct skill_unit *unit;
  8793. struct skill_unit_group *group;
  8794. unsigned int tick;
  8795. nullpo_retr(0, bl);
  8796. nullpo_retr(0, ap);
  8797. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8798. tick=va_arg(ap,unsigned int);
  8799. if(!unit->alive)
  8800. return 0;
  8801. group=unit->group;
  8802. nullpo_retr(0, group);
  8803. /* onplace_timerイベント呼び?oし */
  8804. if (unit->range>=0 && group->interval!=-1) {
  8805. if (battle_config.skill_wall_check)
  8806. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8807. group->bl_flag,bl,tick);
  8808. else
  8809. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8810. group->bl_flag,bl,tick);
  8811. if (!unit->alive)
  8812. return 0;
  8813. }
  8814. /* 時間?リれ?�?� */
  8815. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  8816. switch(group->unit_id){
  8817. case UNT_BLASTMINE:
  8818. group->unit_id = UNT_USED_TRAPS;
  8819. clif_changetraplook(bl, UNT_USED_TRAPS);
  8820. group->limit=DIFF_TICK(tick+1500,group->tick);
  8821. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8822. break;
  8823. case UNT_SKIDTRAP:
  8824. case UNT_ANKLESNARE:
  8825. case UNT_LANDMINE:
  8826. case UNT_SHOCKWAVE:
  8827. case UNT_SANDMAN:
  8828. case UNT_FLASHER:
  8829. case UNT_FREEZINGTRAP:
  8830. case UNT_CLAYMORETRAP:
  8831. case UNT_TALKIEBOX:
  8832. {
  8833. struct block_list *src=map_id2bl(group->src_id);
  8834. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  8835. else{
  8836. if(src && src->type==BL_PC && !group->state.into_abyss)
  8837. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  8838. struct item item_tmp;
  8839. memset(&item_tmp,0,sizeof(item_tmp));
  8840. item_tmp.nameid=1065;
  8841. item_tmp.identify=1;
  8842. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  8843. }
  8844. }
  8845. skill_delunit(unit);
  8846. }
  8847. break;
  8848. case 0xc1:
  8849. case 0xc2:
  8850. case 0xc3:
  8851. case 0xc4:
  8852. {
  8853. struct block_list *src=map_id2bl(group->src_id);
  8854. if (src)
  8855. group->tick = tick;
  8856. }
  8857. break;
  8858. default:
  8859. skill_delunit(unit);
  8860. }
  8861. }
  8862. if(group->unit_id == UNT_ICEWALL) {
  8863. unit->val1 -= 5;
  8864. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  8865. unit->limit = DIFF_TICK(tick+700,group->tick);
  8866. }
  8867. return 0;
  8868. }
  8869. /*==========================================
  8870. * スキルユニットタイマ??�?
  8871. *------------------------------------------
  8872. */
  8873. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  8874. {
  8875. map_freeblock_lock();
  8876. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8877. map_freeblock_unlock();
  8878. return 0;
  8879. }
  8880. /*==========================================
  8881. * スキルユニット移動時?�?用(foreachinarea)
  8882. *------------------------------------------
  8883. */
  8884. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  8885. {
  8886. struct skill_unit *unit = (struct skill_unit *)bl;
  8887. struct block_list *target;
  8888. unsigned int tick,flag,result;
  8889. int skill_id;
  8890. target=va_arg(ap,struct block_list*);
  8891. tick = va_arg(ap,unsigned int);
  8892. flag = va_arg(ap,int);
  8893. nullpo_retr(0, unit->group);
  8894. if (!(unit->group->bl_flag&target->type))
  8895. return 0; //we don't target this type of bl
  8896. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8897. if (unit->group->interval!=-1 &&
  8898. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  8899. return 0;
  8900. if (!unit->alive || target->prev==NULL)
  8901. return 0;
  8902. if (flag&1)
  8903. {
  8904. result = skill_unit_onplace(unit,target,tick);
  8905. if (flag&2 && result)
  8906. { //Clear skill ids we have stored in onout.
  8907. int i;
  8908. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  8909. if (i<8)
  8910. skill_unit_temp[i] = 0;
  8911. }
  8912. }
  8913. else
  8914. {
  8915. result = skill_unit_onout(unit,target,tick);
  8916. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  8917. skill_unit_temp[skill_unit_index++] = result;
  8918. }
  8919. if (flag&4)
  8920. skill_unit_onleft(skill_id,target,tick);
  8921. return 1;
  8922. }
  8923. /*==========================================
  8924. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8925. * Flag values:
  8926. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8927. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8928. * units to figure out when they have left a group.
  8929. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8930. *------------------------------------------
  8931. */
  8932. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  8933. {
  8934. nullpo_retr(0, bl);
  8935. if(bl->prev==NULL )
  8936. return 0;
  8937. if (flag&2 && !(flag&1))
  8938. { //Onout, clear data
  8939. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  8940. skill_unit_index=0;
  8941. }
  8942. map_foreachincell(skill_unit_move_sub,
  8943. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8944. if (flag&2 && flag&1)
  8945. { //Onplace, check any skill units you have left.
  8946. int i;
  8947. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  8948. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8949. }
  8950. return 0;
  8951. }
  8952. /*==========================================
  8953. * スキルユニット自?の移動時?�?
  8954. * 引?はグル?プと移動量
  8955. *------------------------------------------
  8956. */
  8957. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  8958. {
  8959. int i,j;
  8960. unsigned int tick = gettick();
  8961. int *m_flag;
  8962. struct skill_unit *unit1;
  8963. struct skill_unit *unit2;
  8964. nullpo_retr(0, group);
  8965. if (group->unit_count<=0)
  8966. return 0;
  8967. if (group->unit==NULL)
  8968. return 0;
  8969. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  8970. return 0;
  8971. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  8972. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  8973. // m_flag
  8974. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8975. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8976. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8977. // 3: Both 1+2.
  8978. for(i=0;i<group->unit_count;i++){
  8979. unit1=&group->unit[i];
  8980. if (!unit1->alive || unit1->bl.m!=m)
  8981. continue;
  8982. for(j=0;j<group->unit_count;j++){
  8983. unit2=&group->unit[j];
  8984. if (!unit2->alive)
  8985. continue;
  8986. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8987. m_flag[i] |= 0x1;
  8988. }
  8989. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8990. m_flag[i] |= 0x2;
  8991. }
  8992. }
  8993. }
  8994. j = 0;
  8995. for (i=0;i<group->unit_count;i++) {
  8996. unit1=&group->unit[i];
  8997. if (!unit1->alive)
  8998. continue;
  8999. if (!(m_flag[i]&0x2)) {
  9000. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9001. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9002. }
  9003. //Move Cell using "smart" criteria (avoid useless moving around)
  9004. switch(m_flag[i])
  9005. {
  9006. case 0:
  9007. //Cell moves independently, safely move it.
  9008. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9009. clif_skill_setunit(unit1);
  9010. break;
  9011. case 1:
  9012. //Cell moves unto another cell, look for a replacement cell that won't collide
  9013. //and has no cell moving into it (flag == 2)
  9014. for(;j<group->unit_count;j++)
  9015. {
  9016. if(m_flag[j]!=2 || !group->unit[j].alive)
  9017. continue;
  9018. //Move to where this cell would had moved.
  9019. unit2 = &group->unit[j];
  9020. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9021. clif_skill_setunit(unit1);
  9022. j++; //Skip this cell as we have used it.
  9023. break;
  9024. }
  9025. break;
  9026. case 2:
  9027. case 3:
  9028. break; //Don't move the cell as a cell will end on this tile anyway.
  9029. }
  9030. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  9031. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9032. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9033. }
  9034. }
  9035. aFree(m_flag);
  9036. return 0;
  9037. }
  9038. /*----------------------------------------------------------------------------
  9039. * アイテム?�?ャ
  9040. *----------------------------------------------------------------------------
  9041. */
  9042. /*==========================================
  9043. * アイテム?�?ャ可能判定
  9044. *------------------------------------------
  9045. */
  9046. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9047. {
  9048. int i,j;
  9049. nullpo_retr(0, sd);
  9050. if(nameid<=0)
  9051. return 0;
  9052. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9053. if(skill_produce_db[i].nameid == nameid )
  9054. break;
  9055. }
  9056. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9057. return 0;
  9058. if(trigger>=0){
  9059. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9060. if(skill_produce_db[i].itemlv!=trigger)
  9061. return 0;
  9062. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9063. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9064. return 0;
  9065. } else { // Weapon (itemlv must be higher or equal)
  9066. if(skill_produce_db[i].itemlv>trigger)
  9067. return 0;
  9068. }
  9069. }
  9070. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9071. return 0; /* スキルが足りない */
  9072. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9073. int id,x,y;
  9074. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9075. continue;
  9076. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9077. if(pc_search_inventory(sd,id) < 0)
  9078. return 0;
  9079. }
  9080. else {
  9081. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9082. if( sd->status.inventory[y].nameid == id )
  9083. x+=sd->status.inventory[y].amount;
  9084. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9085. return 0;
  9086. }
  9087. }
  9088. return i+1;
  9089. }
  9090. /*==========================================
  9091. * アイテム?�?ャ可能判定
  9092. *------------------------------------------
  9093. */
  9094. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9095. int nameid, int slot1, int slot2, int slot3, int qty)
  9096. {
  9097. int slot[3];
  9098. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9099. nullpo_retr(0, sd);
  9100. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9101. return 0;
  9102. idx--;
  9103. if (qty < 1)
  9104. qty = 1;
  9105. if (!skill_id) //A skill can be specified for some override cases.
  9106. skill_id = skill_produce_db[idx].req_skill;
  9107. slot[0]=slot1;
  9108. slot[1]=slot2;
  9109. slot[2]=slot3;
  9110. /* 埋め?み?�? */
  9111. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9112. int j;
  9113. if( slot[i]<=0 )
  9114. continue;
  9115. j = pc_search_inventory(sd,slot[i]);
  9116. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9117. continue;
  9118. if(slot[i]==1000){ /* Star Crumb */
  9119. pc_delitem(sd,j,1,1);
  9120. sc++;
  9121. }
  9122. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9123. static const int ele_table[4]={3,1,4,2};
  9124. pc_delitem(sd,j,1,1);
  9125. ele=ele_table[slot[i]-994];
  9126. }
  9127. }
  9128. /* ?゙料?チ費 */
  9129. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9130. int j,id,x;
  9131. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9132. continue;
  9133. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9134. do{ /* 2つ以?繧フインデックスにまたがっているかもしれない */
  9135. int y=0;
  9136. j = pc_search_inventory(sd,id);
  9137. if(j >= 0){
  9138. y = sd->status.inventory[j].amount;
  9139. if(y>x)y=x; /* 足りている */
  9140. pc_delitem(sd,j,y,0);
  9141. }else {
  9142. if(battle_config.error_log)
  9143. ShowError("skill_produce_mix: material item error\n");
  9144. }
  9145. x-=y; /* まだ足りない個?を計算 */
  9146. }while( j>=0 && x>0 ); /* ?゙料を?チ費するか?Aエラ?になるまで繰り返す */
  9147. }
  9148. if((equip=itemdb_isequip(nameid)))
  9149. wlv = itemdb_wlv(nameid);
  9150. if(!equip) {
  9151. switch(skill_id){
  9152. case BS_IRON:
  9153. case BS_STEEL:
  9154. case BS_ENCHANTEDSTONE:
  9155. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9156. int skill = pc_checkskill(sd,skill_id);
  9157. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9158. switch(nameid){
  9159. case 998: // Iron
  9160. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9161. break;
  9162. case 999: // Steel
  9163. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9164. break;
  9165. case 1000: //Star Crumb
  9166. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9167. break;
  9168. default: // Enchanted Stones
  9169. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9170. break;
  9171. }
  9172. break;
  9173. case ASC_CDP:
  9174. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9175. break;
  9176. case AL_HOLYWATER:
  9177. make_per = 100000; //100% success
  9178. break;
  9179. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9180. case AM_TWILIGHT1:
  9181. case AM_TWILIGHT2:
  9182. case AM_TWILIGHT3:
  9183. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9184. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9185. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9186. switch(nameid){
  9187. case 501: // Red Potion
  9188. case 503: // Yellow Potion
  9189. case 504: // White Potion
  9190. case 605: // Anodyne
  9191. case 606: // Aloevera
  9192. make_per += 2000;
  9193. break;
  9194. case 505: // Blue Potion
  9195. make_per -= 500;
  9196. break;
  9197. case 545: // Condensed Red Potion
  9198. case 546: // Condensed Yellow Potion
  9199. case 547: // Condensed White Potion
  9200. make_per -= 1000;
  9201. break;
  9202. case 970: // Alcohol
  9203. make_per += 1000;
  9204. break;
  9205. case 7139: // Glistening Coat
  9206. make_per -= 1000;
  9207. break;
  9208. case 7135: // Bottle Grenade
  9209. case 7136: // Acid Bottle
  9210. case 7137: // Plant Bottle
  9211. case 7138: // Marine Sphere Bottle
  9212. default:
  9213. break;
  9214. }
  9215. if(battle_config.pp_rate != 100)
  9216. make_per = make_per * battle_config.pp_rate / 100;
  9217. break;
  9218. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9219. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9220. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9221. switch(nameid){
  9222. case 12114:
  9223. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9224. if (flag > 0)
  9225. make_per += 1000*flag-500;
  9226. break;
  9227. case 12115:
  9228. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9229. if (flag > 0)
  9230. make_per += 1000*flag-500;
  9231. break;
  9232. case 12116:
  9233. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9234. if (flag > 0)
  9235. make_per += 1000*flag-500;
  9236. break;
  9237. case 12117:
  9238. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9239. if (flag > 0)
  9240. make_per += 1000*flag-500;
  9241. break;
  9242. }
  9243. break;
  9244. default:
  9245. make_per = 5000;
  9246. break;
  9247. }
  9248. }
  9249. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9250. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9251. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9252. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  9253. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  9254. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9255. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9256. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9257. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9258. if(battle_config.wp_rate != 100)
  9259. make_per = make_per * battle_config.wp_rate / 100;
  9260. }
  9261. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9262. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9263. make_per = (make_per * 80) / 100; //Lupus
  9264. if(make_per < 1) make_per = 1;
  9265. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9266. struct item tmp_item;
  9267. memset(&tmp_item,0,sizeof(tmp_item));
  9268. tmp_item.nameid=nameid;
  9269. tmp_item.amount=1;
  9270. tmp_item.identify=1;
  9271. if(equip){
  9272. tmp_item.card[0]=0x00ff;
  9273. tmp_item.card[1]=((sc*5)<<8)+ele;
  9274. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9275. tmp_item.card[3]=GetWord(sd->char_id,1);
  9276. } else {
  9277. //Flag is only used on the end, so it can be used here. [Skotlex]
  9278. switch (skill_id) {
  9279. case AM_PHARMACY:
  9280. case AM_TWILIGHT1:
  9281. case AM_TWILIGHT2:
  9282. case AM_TWILIGHT3:
  9283. flag = battle_config.produce_potion_name_input;
  9284. break;
  9285. case AL_HOLYWATER:
  9286. flag = battle_config.holywater_name_input;
  9287. break;
  9288. case ASC_CDP:
  9289. flag = battle_config.cdp_name_input;
  9290. break;
  9291. default:
  9292. flag = battle_config.produce_item_name_input;
  9293. break;
  9294. }
  9295. if (flag) {
  9296. tmp_item.card[0]=0x00fe;
  9297. tmp_item.card[1]=0;
  9298. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9299. tmp_item.card[3]=GetWord(sd->char_id,1);
  9300. }
  9301. }
  9302. // if(log_config.produce > 0)
  9303. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9304. //TODO update PICKLOG
  9305. if(equip){
  9306. clif_produceeffect(sd,0,nameid);
  9307. clif_misceffect(&sd->bl,3);
  9308. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9309. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9310. } else {
  9311. int fame = 0;
  9312. tmp_item.amount = 0;
  9313. for (i=0; i< qty; i++)
  9314. { //Apply quantity modifiers.
  9315. if (rand()%10000 < make_per || qty == 1)
  9316. { //Success
  9317. tmp_item.amount++;
  9318. if(nameid < 545 || nameid > 547)
  9319. continue;
  9320. if(skill_id != AM_PHARMACY &&
  9321. skill_id != AM_TWILIGHT1 &&
  9322. skill_id != AM_TWILIGHT2 &&
  9323. skill_id != AM_TWILIGHT3)
  9324. continue;
  9325. //Add fame as needed.
  9326. switch(++sd->potion_success_counter) {
  9327. case 3:
  9328. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9329. break;
  9330. case 5:
  9331. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9332. break;
  9333. case 7:
  9334. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9335. break;
  9336. case 10:
  9337. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9338. sd->potion_success_counter = 0;
  9339. break;
  9340. }
  9341. } else //Failure
  9342. sd->potion_success_counter = 0;
  9343. }
  9344. if (fame)
  9345. pc_addfame(sd,fame);
  9346. //Visual effects and the like.
  9347. switch (skill_id) {
  9348. case AM_PHARMACY:
  9349. case AM_TWILIGHT1:
  9350. case AM_TWILIGHT2:
  9351. case AM_TWILIGHT3:
  9352. case ASC_CDP:
  9353. clif_produceeffect(sd,2,nameid);
  9354. clif_misceffect(&sd->bl,5);
  9355. break;
  9356. case BS_IRON:
  9357. case BS_STEEL:
  9358. case BS_ENCHANTEDSTONE:
  9359. clif_produceeffect(sd,0,nameid);
  9360. clif_misceffect(&sd->bl,3);
  9361. break;
  9362. default: //Those that don't require a skill?
  9363. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9364. clif_specialeffect(&sd->bl, 608, 0);
  9365. break;
  9366. }
  9367. }
  9368. if (tmp_item.amount) { //Success
  9369. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9370. clif_additem(sd,0,0,flag);
  9371. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9372. }
  9373. return 1;
  9374. }
  9375. }
  9376. //Failure
  9377. // if(log_config.produce)
  9378. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9379. //TODO update PICKLOG
  9380. if(equip){
  9381. clif_produceeffect(sd,1,nameid);
  9382. clif_misceffect(&sd->bl,2);
  9383. } else {
  9384. switch (skill_id) {
  9385. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  9386. battle_damage(NULL, &sd->bl, sd->status.max_hp>>2, 0, 1);
  9387. case AM_PHARMACY:
  9388. case AM_TWILIGHT1:
  9389. case AM_TWILIGHT2:
  9390. case AM_TWILIGHT3:
  9391. clif_produceeffect(sd,3,nameid);
  9392. clif_misceffect(&sd->bl,6);
  9393. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9394. break;
  9395. case BS_IRON:
  9396. case BS_STEEL:
  9397. case BS_ENCHANTEDSTONE:
  9398. clif_produceeffect(sd,1,nameid);
  9399. clif_misceffect(&sd->bl,2);
  9400. break;
  9401. default:
  9402. if (skill_produce_db[idx].itemlv==11)
  9403. clif_specialeffect(&sd->bl, 609, 0);
  9404. }
  9405. }
  9406. return 0;
  9407. }
  9408. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9409. {
  9410. int i,j,flag,index=-1;
  9411. struct item tmp_item;
  9412. nullpo_retr(0, sd);
  9413. if(nameid <= 0)
  9414. return 1;
  9415. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9416. if(nameid == skill_arrow_db[i].nameid) {
  9417. index = i;
  9418. break;
  9419. }
  9420. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9421. return 1;
  9422. pc_delitem(sd,j,1,0);
  9423. for(i=0;i<5;i++) {
  9424. memset(&tmp_item,0,sizeof(tmp_item));
  9425. tmp_item.identify = 1;
  9426. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9427. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9428. if(battle_config.making_arrow_name_input) {
  9429. tmp_item.card[0]=0x00fe;
  9430. tmp_item.card[1]=0;
  9431. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9432. tmp_item.card[3]=GetWord(sd->char_id,1);
  9433. }
  9434. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9435. continue;
  9436. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9437. clif_additem(sd,0,0,flag);
  9438. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9439. }
  9440. }
  9441. return 0;
  9442. }
  9443. /*==========================================
  9444. *
  9445. *------------------------------------------
  9446. */
  9447. int skill_blockpc_end(int tid,unsigned int tick,int id,int data)
  9448. {
  9449. struct map_session_data *sd = map_id2sd(id);
  9450. if (data <= 0 || data >= MAX_SKILL)
  9451. return 0;
  9452. if (sd) sd->blockskill[data] = 0;
  9453. return 1;
  9454. }
  9455. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9456. {
  9457. nullpo_retr (-1, sd);
  9458. if (skillid >= GD_SKILLBASE)
  9459. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9460. if (skillid < 1 || skillid > MAX_SKILL)
  9461. return -1;
  9462. sd->blockskill[skillid] = 1;
  9463. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9464. }
  9465. /*----------------------------------------------------------------------------
  9466. * ?炎匀サ系
  9467. */
  9468. /*
  9469. * 文字列?�?
  9470. * ',' で区?リって val に戻す
  9471. */
  9472. int skill_split_str(char *str,char **val,int num)
  9473. {
  9474. int i;
  9475. for (i=0; i<num && str; i++){
  9476. val[i] = str;
  9477. str = strchr(str,',');
  9478. if (str)
  9479. *str++=0;
  9480. }
  9481. return i;
  9482. }
  9483. /*
  9484. * 文字列?�?
  9485. * ':' で区?リってatoiしてvalに戻す
  9486. */
  9487. int skill_split_atoi(char *str,int *val)
  9488. {
  9489. int i, j, diff, step = 1;
  9490. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9491. if (!str) break;
  9492. val[i] = atoi(str);
  9493. str = strchr(str,':');
  9494. if (str)
  9495. *str++=0;
  9496. }
  9497. if(i==0) //No data found.
  9498. return 0;
  9499. if(i==1)
  9500. { //Single value, have the whole range have the same value.
  9501. for (; i < MAX_SKILL_LEVEL; i++)
  9502. val[i] = val[i-1];
  9503. return i;
  9504. }
  9505. //Check for linear change with increasing steps until we reach half of the data acquired.
  9506. for (step = 1; step <= i/2; step++)
  9507. {
  9508. diff = val[i-1] - val[i-step-1];
  9509. for(j = i-1; j >= step; j--)
  9510. if ((val[j]-val[j-step]) != diff)
  9511. break;
  9512. if (j>=step) //No match, try next step.
  9513. continue;
  9514. for(; i < MAX_SKILL_LEVEL; i++)
  9515. { //Apply linear increase
  9516. val[i] = val[i-step]+diff;
  9517. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9518. { val[i] = 1; diff = 0; step = 1; }
  9519. }
  9520. return i;
  9521. }
  9522. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9523. for (;i<MAX_SKILL_LEVEL; i++)
  9524. val[i] = val[i-1];
  9525. return i;
  9526. }
  9527. /*
  9528. * スキルユニットの配置?﨣�?�?ャ
  9529. */
  9530. void skill_init_unit_layout(void)
  9531. {
  9532. int i,j,size,pos = 0;
  9533. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9534. // 矩形のユニット配置を?�?ャする
  9535. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9536. size = i*2+1;
  9537. skill_unit_layout[i].count = size*size;
  9538. for (j=0; j<size*size; j++) {
  9539. skill_unit_layout[i].dx[j] = (j%size-i);
  9540. skill_unit_layout[i].dy[j] = (j/size-i);
  9541. }
  9542. }
  9543. pos = i;
  9544. // 矩形以外のユニット配置を?�?ャする
  9545. for (i=0;i<MAX_SKILL_DB;i++) {
  9546. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9547. continue;
  9548. switch (i) {
  9549. case MG_FIREWALL:
  9550. case WZ_ICEWALL:
  9551. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  9552. break;
  9553. case PR_SANCTUARY:
  9554. {
  9555. static const int dx[] = {
  9556. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9557. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9558. static const int dy[]={
  9559. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9560. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9561. skill_unit_layout[pos].count = 21;
  9562. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9563. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9564. break;
  9565. }
  9566. case PR_MAGNUS:
  9567. {
  9568. static const int dx[] = {
  9569. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9570. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9571. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9572. static const int dy[] = {
  9573. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9574. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9575. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9576. skill_unit_layout[pos].count = 33;
  9577. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9578. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9579. break;
  9580. }
  9581. case AS_VENOMDUST:
  9582. {
  9583. static const int dx[] = {-1, 0, 0, 0, 1};
  9584. static const int dy[] = { 0,-1, 0, 1, 0};
  9585. skill_unit_layout[pos].count = 5;
  9586. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9587. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9588. break;
  9589. }
  9590. case CR_GRANDCROSS:
  9591. case NPC_GRANDDARKNESS:
  9592. {
  9593. static const int dx[] = {
  9594. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9595. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9596. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9597. static const int dy[] = {
  9598. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9599. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9600. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9601. skill_unit_layout[pos].count = 29;
  9602. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9603. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9604. break;
  9605. }
  9606. case PF_FOGWALL:
  9607. {
  9608. static const int dx[] = {
  9609. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9610. static const int dy[] = {
  9611. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9612. skill_unit_layout[pos].count = 15;
  9613. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9614. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9615. break;
  9616. }
  9617. case PA_GOSPEL:
  9618. {
  9619. static const int dx[] = {
  9620. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9621. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9622. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9623. -1, 0, 1};
  9624. static const int dy[] = {
  9625. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9626. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9627. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9628. 3, 3, 3};
  9629. skill_unit_layout[pos].count = 33;
  9630. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9631. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9632. break;
  9633. }
  9634. default:
  9635. ShowError("unknown unit layout at skill %d\n",i);
  9636. break;
  9637. }
  9638. if (!skill_unit_layout[pos].count)
  9639. continue;
  9640. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9641. skill_db[i].unit_layout_type[j] = pos;
  9642. pos++;
  9643. }
  9644. // ファイヤ?[ウォ?[ル
  9645. firewall_unit_pos = pos;
  9646. for (i=0;i<8;i++) {
  9647. if (i&1) { /* 斜め配置 */
  9648. skill_unit_layout[pos].count = 5;
  9649. if (i&0x2) {
  9650. int dx[] = {-1,-1, 0, 0, 1};
  9651. int dy[] = { 1, 0, 0,-1,-1};
  9652. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9653. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9654. } else {
  9655. int dx[] = { 1, 1 ,0, 0,-1};
  9656. int dy[] = { 1, 0, 0,-1,-1};
  9657. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9658. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9659. }
  9660. } else { /* ?c横配置 */
  9661. skill_unit_layout[pos].count = 3;
  9662. if (i%4==0) { /* ?繪コ */
  9663. int dx[] = {-1, 0, 1};
  9664. int dy[] = { 0, 0, 0};
  9665. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9666. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9667. } else { /* ?カ右 */
  9668. int dx[] = { 0, 0, 0};
  9669. int dy[] = {-1, 0, 1};
  9670. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9671. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9672. }
  9673. }
  9674. pos++;
  9675. }
  9676. // アイスウォ?[ル
  9677. icewall_unit_pos = pos;
  9678. for (i=0;i<8;i++) {
  9679. skill_unit_layout[pos].count = 5;
  9680. if (i&1) { /* 斜め配置 */
  9681. if (i&0x2) {
  9682. int dx[] = {-2,-1, 0, 1, 2};
  9683. int dy[] = { 2, 1, 0,-1,-2};
  9684. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9685. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9686. } else {
  9687. int dx[] = { 2, 1 ,0,-1,-2};
  9688. int dy[] = { 2, 1, 0,-1,-2};
  9689. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9690. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9691. }
  9692. } else { /* ?c横配置 */
  9693. if (i%4==0) { /* ?繪コ */
  9694. int dx[] = {-2,-1, 0, 1, 2};
  9695. int dy[] = { 0, 0, 0, 0, 0};
  9696. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9697. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9698. } else { /* ?カ右 */
  9699. int dx[] = { 0, 0, 0, 0, 0};
  9700. int dy[] = {-2,-1, 0, 1, 2};
  9701. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9702. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9703. }
  9704. }
  9705. pos++;
  9706. }
  9707. }
  9708. /*==========================================
  9709. * スキル?係ファイル?み?み
  9710. * skill_db.txt スキルデ?タ
  9711. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  9712. * produce_db.txt アイテム?�?ャスキル用デ?タ
  9713. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  9714. * abra_db.txt アブラカダブラ?動スキルデ?タ
  9715. *------------------------------------------
  9716. */
  9717. int skill_readdb(void)
  9718. {
  9719. int i,j,k,l,m;
  9720. FILE *fp;
  9721. char line[1024],path[1024],*p;
  9722. char *filename[]={"produce_db.txt","produce_db2.txt"};
  9723. /* スキルデ?タベ?ス */
  9724. memset(skill_db,0,sizeof(skill_db));
  9725. sprintf(path, "%s/skill_db.txt", db_path);
  9726. fp=fopen(path,"r");
  9727. if(fp==NULL){
  9728. ShowError("can't read %s\n", path);
  9729. return 1;
  9730. }
  9731. while(fgets(line,1020,fp)){
  9732. char *split[50];
  9733. if(line[0]=='/' && line[1]=='/')
  9734. continue;
  9735. j = skill_split_str(line,split,15);
  9736. if(j < 15 || split[14]==NULL)
  9737. continue;
  9738. i=atoi(split[0]);
  9739. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  9740. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  9741. continue;
  9742. }
  9743. if (i >= GD_SKILLBASE)
  9744. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9745. if(i<=0 || i>MAX_SKILL_DB)
  9746. continue;
  9747. skill_split_atoi(split[1],skill_db[i].range);
  9748. skill_db[i].hit=atoi(split[2]);
  9749. skill_db[i].inf=atoi(split[3]);
  9750. skill_db[i].pl=atoi(split[4]);
  9751. skill_db[i].nk=atoi(split[5]);
  9752. skill_split_atoi(split[6],skill_db[i].splash);
  9753. skill_db[i].max=atoi(split[7]);
  9754. skill_split_atoi(split[8],skill_db[i].num);
  9755. if(strcmpi(split[9],"yes") == 0)
  9756. skill_db[i].castcancel=1;
  9757. else
  9758. skill_db[i].castcancel=0;
  9759. skill_db[i].cast_def_rate=atoi(split[10]);
  9760. skill_db[i].inf2=atoi(split[11]);
  9761. skill_db[i].maxcount=atoi(split[12]);
  9762. if(strcmpi(split[13],"weapon") == 0)
  9763. skill_db[i].skill_type=BF_WEAPON;
  9764. else if(strcmpi(split[13],"magic") == 0)
  9765. skill_db[i].skill_type=BF_MAGIC;
  9766. else if(strcmpi(split[13],"misc") == 0)
  9767. skill_db[i].skill_type=BF_MISC;
  9768. else
  9769. skill_db[i].skill_type=0;
  9770. skill_split_atoi(split[14],skill_db[i].blewcount);
  9771. for (j = 0; skill_names[j].id != 0; j++)
  9772. if (skill_names[j].id == i) {
  9773. skill_db[i].name = skill_names[j].name;
  9774. skill_db[i].desc = skill_names[j].desc;
  9775. break;
  9776. }
  9777. }
  9778. fclose(fp);
  9779. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9780. sprintf(path, "%s/skill_require_db.txt", db_path);
  9781. fp=fopen(path,"r");
  9782. if(fp==NULL){
  9783. ShowError("can't read %s\n", path);
  9784. return 1;
  9785. }
  9786. while(fgets(line,1020,fp)){
  9787. char *split[50];
  9788. if(line[0]=='/' && line[1]=='/')
  9789. continue;
  9790. j = skill_split_str(line,split,32);
  9791. if(j < 32 || split[31]==NULL)
  9792. continue;
  9793. i=atoi(split[0]);
  9794. if (i >= GD_SKILLBASE)
  9795. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9796. if(i<=0 || i>MAX_SKILL_DB)
  9797. continue;
  9798. skill_split_atoi(split[1],skill_db[i].hp);
  9799. skill_split_atoi(split[2],skill_db[i].mhp);
  9800. skill_split_atoi(split[3],skill_db[i].sp);
  9801. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9802. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9803. skill_split_atoi(split[6],skill_db[i].zeny);
  9804. p = split[7];
  9805. for(j=0;j<32;j++){
  9806. l = atoi(p);
  9807. if (l==99) {
  9808. skill_db[i].weapon = 0xffffffff;
  9809. break;
  9810. }
  9811. else
  9812. skill_db[i].weapon |= 1<<l;
  9813. p=strchr(p,':');
  9814. if(!p)
  9815. break;
  9816. p++;
  9817. }
  9818. p = split[8];
  9819. for(j=0;j<32;j++){
  9820. l = atoi(p);
  9821. if (l)
  9822. skill_db[i].ammo |= 1<<l;
  9823. p=strchr(p,':');
  9824. if(!p)
  9825. break;
  9826. p++;
  9827. }
  9828. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9829. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9830. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9831. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9832. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9833. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9834. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  9835. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9836. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9837. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9838. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  9839. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9840. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9841. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  9842. else skill_db[i].state=ST_NONE;
  9843. skill_split_atoi(split[11],skill_db[i].spiritball);
  9844. for (j = 0; j < 10; j++) {
  9845. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  9846. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  9847. }
  9848. }
  9849. fclose(fp);
  9850. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9851. /* キャスティングデ?タベ?ス */
  9852. sprintf(path, "%s/skill_cast_db.txt", db_path);
  9853. fp=fopen(path,"r");
  9854. if(fp==NULL){
  9855. ShowError("can't read %s\n", path);
  9856. return 1;
  9857. }
  9858. l=0;
  9859. while(fgets(line,1020,fp)){
  9860. char *split[50];
  9861. l++;
  9862. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9863. if(line[0]=='/' && line[1]=='/')
  9864. continue;
  9865. j = skill_split_str(line,split,6);
  9866. if(split[0]==NULL || j<2)
  9867. continue; //Blank line.
  9868. if(split[5]==NULL || j<6) {
  9869. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  9870. continue;
  9871. }
  9872. i=atoi(split[0]);
  9873. if (i >= GD_SKILLBASE)
  9874. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9875. if(i<=0 || i>MAX_SKILL_DB)
  9876. continue;
  9877. skill_split_atoi(split[1],skill_db[i].cast);
  9878. skill_split_atoi(split[2],skill_db[i].delay);
  9879. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9880. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9881. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9882. }
  9883. fclose(fp);
  9884. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9885. /* スキルユニットデ?[タベ?[ス */
  9886. sprintf(path, "%s/skill_unit_db.txt", db_path);
  9887. fp=fopen(path,"r");
  9888. if (fp==NULL) {
  9889. ShowError("can't read %s\n", path);
  9890. return 1;
  9891. }
  9892. k = 0;
  9893. while (fgets(line,1020,fp)) {
  9894. char *split[50];
  9895. if (line[0]=='/' && line[1]=='/')
  9896. continue;
  9897. j = skill_split_str(line,split,8);
  9898. if (split[7]==NULL || j<8)
  9899. continue;
  9900. i=atoi(split[0]);
  9901. if (i >= GD_SKILLBASE)
  9902. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9903. if(i<=0 || i>MAX_SKILL_DB)
  9904. continue;
  9905. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9906. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9907. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9908. skill_split_atoi(split[4],skill_db[i].unit_range);
  9909. skill_db[i].unit_interval = atoi(split[5]);
  9910. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9911. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9912. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  9913. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  9914. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  9915. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  9916. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  9917. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  9918. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9919. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9920. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9921. skill_db[i].unit_target=BCT_NOENEMY;
  9922. //By default, target just characters.
  9923. skill_db[i].unit_target |= BL_CHAR;
  9924. if (skill_db[i].unit_flag&UF_NOPC)
  9925. skill_db[i].unit_target &= ~BL_PC;
  9926. if (skill_db[i].unit_flag&UF_NOMOB)
  9927. skill_db[i].unit_target &= ~BL_MOB;
  9928. if (skill_db[i].unit_flag&UF_SKILL)
  9929. skill_db[i].unit_target |= BL_SKILL;
  9930. k++;
  9931. }
  9932. fclose(fp);
  9933. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9934. skill_init_unit_layout();
  9935. /* ?サ造系スキルデ?タベ?ス */
  9936. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9937. for(m=0;m<2;m++){
  9938. sprintf(path, "%s/%s", db_path, filename[m]);
  9939. fp=fopen(path,"r");
  9940. if(fp==NULL){
  9941. if(m>0)
  9942. continue;
  9943. ShowError("can't read %s\n",path);
  9944. return 1;
  9945. }
  9946. k=0;
  9947. while(fgets(line,1020,fp)){
  9948. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  9949. int x,y;
  9950. if(line[0]=='/' && line[1]=='/')
  9951. continue;
  9952. memset(split,0,sizeof(split));
  9953. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  9954. if(split[0]==0) //fixed by Lupus
  9955. continue;
  9956. i=atoi(split[0]);
  9957. if(i<=0) continue;
  9958. skill_produce_db[k].nameid=i;
  9959. skill_produce_db[k].itemlv=atoi(split[1]);
  9960. skill_produce_db[k].req_skill=atoi(split[2]);
  9961. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  9962. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9963. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9964. }
  9965. k++;
  9966. if(k >= MAX_SKILL_PRODUCE_DB)
  9967. break;
  9968. }
  9969. fclose(fp);
  9970. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9971. }
  9972. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9973. sprintf(path, "%s/create_arrow_db.txt", db_path);
  9974. fp=fopen(path,"r");
  9975. if(fp==NULL){
  9976. ShowError("can't read %s\n", path);
  9977. return 1;
  9978. }
  9979. k=0;
  9980. while(fgets(line,1020,fp)){
  9981. char *split[16];
  9982. int x,y;
  9983. if(line[0]=='/' && line[1]=='/')
  9984. continue;
  9985. memset(split,0,sizeof(split));
  9986. j = skill_split_str(line,split,13);
  9987. if(split[0]==0) //fixed by Lupus
  9988. continue;
  9989. i=atoi(split[0]);
  9990. if(i<=0)
  9991. continue;
  9992. skill_arrow_db[k].nameid=i;
  9993. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9994. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9995. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9996. }
  9997. k++;
  9998. if(k >= MAX_SKILL_ARROW_DB)
  9999. break;
  10000. }
  10001. fclose(fp);
  10002. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10003. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10004. sprintf(path, "%s/abra_db.txt", db_path);
  10005. fp=fopen(path,"r");
  10006. if(fp==NULL){
  10007. ShowError("can't read %s\n", path);
  10008. return 1;
  10009. }
  10010. k=0;
  10011. while(fgets(line,1020,fp)){
  10012. char *split[16];
  10013. if(line[0]=='/' && line[1]=='/')
  10014. continue;
  10015. memset(split,0,sizeof(split));
  10016. j = skill_split_str(line,split,13);
  10017. if(split[0]==0) //fixed by Lupus
  10018. continue;
  10019. i=atoi(split[0]);
  10020. if(i<=0)
  10021. continue;
  10022. skill_abra_db[i].req_lv=atoi(split[2]);
  10023. skill_abra_db[i].per=atoi(split[3]);
  10024. k++;
  10025. if(k >= MAX_SKILL_ABRA_DB)
  10026. break;
  10027. }
  10028. fclose(fp);
  10029. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10030. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10031. fp=fopen(path,"r");
  10032. if(fp==NULL){
  10033. ShowError("can't read %s\n", path);
  10034. return 1;
  10035. }
  10036. while(fgets(line,1020,fp)){
  10037. char *split[50];
  10038. if(line[0]=='/' && line[1]=='/')
  10039. continue;
  10040. memset(split,0,sizeof(split));
  10041. j = skill_split_str(line,split,3);
  10042. if(split[0]==0) //fixed by Lupus
  10043. continue;
  10044. i=atoi(split[0]);
  10045. if (i >= GD_SKILLBASE)
  10046. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10047. if(i<=0 || i>MAX_SKILL_DB)
  10048. continue;
  10049. skill_split_atoi(split[1],skill_db[i].castnodex);
  10050. if (!split[2])
  10051. continue;
  10052. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10053. }
  10054. fclose(fp);
  10055. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10056. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10057. fp=fopen(path,"r");
  10058. if(fp==NULL){
  10059. ShowError("can't read %s\n", path);
  10060. return 1;
  10061. }
  10062. k=0;
  10063. while(fgets(line,1020,fp)){
  10064. char *split[16];
  10065. if(line[0]=='/' && line[1]=='/')
  10066. continue;
  10067. memset(split,0,sizeof(split));
  10068. j = skill_split_str(line,split,2);
  10069. if(split[0]==0) //fixed by Lupus
  10070. continue;
  10071. i=atoi(split[0]);
  10072. if (i >= GD_SKILLBASE)
  10073. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10074. if(i<=0 || i>MAX_SKILL_DB)
  10075. continue;
  10076. skill_db[i].nocast|=atoi(split[1]);
  10077. k++;
  10078. }
  10079. fclose(fp);
  10080. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10081. return 0;
  10082. }
  10083. /*===============================================
  10084. * For reading leveluseskillspamount.txt [Celest]
  10085. *-----------------------------------------------
  10086. */
  10087. static int skill_read_skillspamount(void)
  10088. {
  10089. char *buf,*p;
  10090. struct skill_db *skill = NULL;
  10091. int s, idx, new_flag=1, level=1, sp=0;
  10092. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10093. if(buf==NULL)
  10094. return -1;
  10095. buf[s]=0;
  10096. for(p=buf;p-buf<s;){
  10097. char buf2[64];
  10098. if (sscanf(p,"%[@]",buf2) == 1) {
  10099. level = 1;
  10100. new_flag = 1;
  10101. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10102. for (idx=0; skill_names[idx].id != 0; idx++) {
  10103. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10104. skill = &skill_db[ skill_names[idx].id ];
  10105. new_flag = 0;
  10106. break;
  10107. }
  10108. }
  10109. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10110. skill->sp[level-1]=sp;
  10111. level++;
  10112. }
  10113. p=strchr(p,10);
  10114. if(!p) break;
  10115. p++;
  10116. }
  10117. aFree(buf);
  10118. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10119. return 0;
  10120. }
  10121. void skill_reload(void)
  10122. {
  10123. skill_readdb();
  10124. if (battle_config.skill_sp_override_grffile)
  10125. skill_read_skillspamount();
  10126. }
  10127. /*==========================================
  10128. * スキル?係?炎匀サ?�?
  10129. *------------------------------------------
  10130. */
  10131. int do_init_skill(void)
  10132. {
  10133. skill_readdb();
  10134. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10135. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10136. if (battle_config.skill_sp_override_grffile)
  10137. skill_read_skillspamount();
  10138. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10139. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10140. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10141. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10142. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10143. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10144. return 0;
  10145. }
  10146. int do_final_skill(void) {
  10147. ers_destroy(skill_unit_ers);
  10148. ers_destroy(skill_timer_ers);
  10149. return 0;
  10150. }