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) && skill_get_inf(skillid)!=INF_GROUND_SKILL && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1354. { //Soul Drain should only work on targetted spells [Skotlex]
  1355. int sp;
  1356. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1357. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1358. sp = (status_get_lv(bl))*(95+15*rate)/100;
  1359. if(sp > sd->status.max_sp - sd->status.sp)
  1360. sp = sd->status.max_sp - sd->status.sp;
  1361. if (sp) {
  1362. sd->status.sp += sp;
  1363. clif_heal(sd->fd,SP_SP,sp);
  1364. }
  1365. }
  1366. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1367. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1368. {
  1369. struct block_list *tbl;
  1370. struct unit_data *ud;
  1371. int i, skillid, skilllv, rate;
  1372. for (i = 0; i < MAX_PC_BONUS; i++) {
  1373. if (dstsd->autospell2[i].id == 0)
  1374. break;
  1375. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1376. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1377. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1378. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1379. if (skillnotok(skillid, dstsd))
  1380. continue;
  1381. if (rand()%1000 > rate)
  1382. continue;
  1383. if (dstsd->autospell2[i].id < 0)
  1384. tbl = bl;
  1385. else
  1386. tbl = src;
  1387. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1388. continue; //Autoskills DO check for target-src range. [Skotlex]
  1389. switch (skill_get_casttype(skillid)) {
  1390. case CAST_GROUND:
  1391. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1392. break;
  1393. case CAST_NODAMAGE:
  1394. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1395. break;
  1396. case CAST_DAMAGE:
  1397. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1398. break;
  1399. }
  1400. //Set canact delay. [Skotlex]
  1401. ud = unit_bl2ud(bl);
  1402. if (ud) {
  1403. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1404. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1405. ud->canact_tick = tick+rate;
  1406. }
  1407. break; //trigger only one auto-spell per hit.
  1408. }
  1409. }
  1410. return 0;
  1411. }
  1412. /*=========================================================================
  1413. Breaks equipment. On-non players causes the corresponding strip effect.
  1414. - rate goes from 0 to 10000 (100.00%)
  1415. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1416. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1417. --------------------------------------------------------------------------*/
  1418. int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
  1419. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1420. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
  1421. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1422. struct status_change *sc = status_get_sc(bl);
  1423. int i,j;
  1424. TBL_PC *sd;
  1425. BL_CAST(BL_PC, bl, sd);
  1426. if (sc && !sc->count)
  1427. sc = NULL;
  1428. if (sd) {
  1429. if (sd->unbreakable_equip)
  1430. where &= ~sd->unbreakable_equip;
  1431. if (sd->unbreakable)
  1432. rate -= rate*sd->unbreakable/100;
  1433. if (where&EQP_WEAPON) {
  1434. switch (sd->status.weapon) {
  1435. case W_FIST: //Bare fists should not break :P
  1436. case W_1HAXE:
  1437. case W_2HAXE:
  1438. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1439. case W_STAFF:
  1440. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1441. where &= ~EQP_WEAPON;
  1442. }
  1443. }
  1444. }
  1445. if (flag&BCT_ENEMY) {
  1446. if (battle_config.equip_skill_break_rate != 100)
  1447. rate = rate*battle_config.equip_skill_break_rate/100;
  1448. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1449. if (battle_config.equip_self_break_rate != 100)
  1450. rate = rate*battle_config.equip_self_break_rate/100;
  1451. }
  1452. for (i = 0; i < 4; i++) {
  1453. if (where&where_list[i]) {
  1454. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1455. where&=~where_list[i];
  1456. else if (rand()%10000 >= rate)
  1457. where&=~where_list[i];
  1458. else if (!sd) //Cause Strip effect.
  1459. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1460. }
  1461. }
  1462. if (!where) //Nothing to break.
  1463. return 0;
  1464. if (sd) {
  1465. for (i = 0; i < 11; i++) {
  1466. j = sd->equip_index[i];
  1467. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1468. continue;
  1469. flag = 0;
  1470. switch(i) {
  1471. case 6: //Upper Head
  1472. flag = (where&EQP_HELM);
  1473. break;
  1474. case 7: //Body
  1475. flag = (where&EQP_ARMOR);
  1476. break;
  1477. case 8: //Left/Right hands
  1478. case 9:
  1479. flag = (
  1480. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1481. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1482. break;
  1483. default:
  1484. continue;
  1485. }
  1486. if (flag) {
  1487. sd->status.inventory[j].attribute = 1;
  1488. pc_unequipitem(sd, j, 3);
  1489. }
  1490. }
  1491. clif_equiplist(sd);
  1492. }
  1493. return where; //Return list of pieces broken.
  1494. }
  1495. /*=========================================================================
  1496. Used to knock back players, monsters, traps, etc
  1497. If count&0xf00000, the direction is send in the 6th byte.
  1498. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1499. If count&0x20000, position update packets must not be sent.
  1500. IF count&0X40000, direction is random.
  1501. --------------------------------------------------------------------------*/
  1502. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1503. {
  1504. int dx=0,dy=0,nx,ny;
  1505. int x=target->x,y=target->y;
  1506. int dir,ret;
  1507. struct skill_unit *su=NULL;
  1508. nullpo_retr(0, src);
  1509. if (src != target && map_flag_gvg(target->m))
  1510. return 0; //No knocking back in WoE
  1511. if (!count&0xffff)
  1512. return 0; //Actual knockback distance is 0.
  1513. switch (target->type) {
  1514. case BL_MOB:
  1515. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1516. return 0;
  1517. break;
  1518. case BL_SKILL:
  1519. su=(struct skill_unit *)target;
  1520. break;
  1521. }
  1522. if (count&0xf00000)
  1523. dir = (count>>20)&0xf;
  1524. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1525. dir = unit_getdir(target);
  1526. else if (count&0x40000) //Flag for random pushing.
  1527. dir = rand()%8;
  1528. else
  1529. dir = map_calc_dir(target,src->x,src->y);
  1530. if (dir>=0 && dir<8){
  1531. dx = -dirx[dir];
  1532. dy = -diry[dir];
  1533. }
  1534. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1535. nx=ret>>16;
  1536. ny=ret&0xffff;
  1537. if (!su)
  1538. unit_stop_walking(target,0);
  1539. dx = nx - x;
  1540. dy = ny - y;
  1541. if (!dx && !dy) //Could not knockback.
  1542. return 0;
  1543. map_foreachinmovearea(clif_outsight,target->m,
  1544. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1545. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1546. if(su)
  1547. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1548. else
  1549. map_moveblock(target, nx, ny, gettick());
  1550. map_foreachinmovearea(clif_insight,target->m,
  1551. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1552. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1553. if(!(count&0x20000))
  1554. clif_blown(target);
  1555. return 0;
  1556. }
  1557. /*
  1558. * =========================================================================
  1559. * スキル?U??果?�?まとめ
  1560. * flagの?明?B16?i?
  1561. * 00XRTTff
  1562. * ff = magicで計算に渡される?j
  1563. * TT = パケットのtype部分(0でデフォルト?j
  1564. * X = パケットのスキルLv
  1565. * R = 予約?iskill_area_subで使用する?j
  1566. *-------------------------------------------------------------------------
  1567. */
  1568. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1569. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1570. {
  1571. struct Damage dmg;
  1572. struct status_change *sc;
  1573. struct map_session_data *sd=NULL, *tsd=NULL;
  1574. int type,lv,damage,rdamage=0;
  1575. static int tmpdmg = 0;
  1576. if(skillid > 0 && skilllv <= 0) return 0;
  1577. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1578. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1579. nullpo_retr(0, bl); //Target to be attacked.
  1580. if (src != dsrc) {
  1581. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1582. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1583. return 0;
  1584. } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
  1585. //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]
  1586. if (!status_check_skilluse(dsrc, bl, skillid, 2))
  1587. return 0;
  1588. }
  1589. if (dsrc->type == BL_PC)
  1590. sd = (struct map_session_data *)dsrc;
  1591. if (bl->type == BL_PC)
  1592. tsd = (struct map_session_data *)bl;
  1593. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1594. 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
  1595. return 0;
  1596. type=-1;
  1597. lv=(flag>>20)&0xf;
  1598. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
  1599. //Skotlex: Adjusted to the new system
  1600. if(src->type==BL_PET && (struct pet_data *)src)
  1601. { // [Valaris]
  1602. struct pet_data *pd = (struct pet_data *)src;
  1603. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1604. {
  1605. int element = skill_get_pl(skillid);
  1606. if (skillid == -1)
  1607. element = status_get_attack_element(src);
  1608. dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
  1609. dmg.damage2=0;
  1610. dmg.div_= pd->a_skill->div_;
  1611. }
  1612. }
  1613. sc= status_get_sc(bl);
  1614. if (sc && !sc->count) sc = NULL; //Don't need it.
  1615. if (attack_type&BF_MAGIC) {
  1616. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1617. && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
  1618. ) { //Works on players or mobs with level under 80.
  1619. clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
  1620. if (--sc->data[SC_KAITE].val2 <= 0)
  1621. status_change_end(bl, SC_KAITE, -1);
  1622. bl = src; //Just make the skill attack yourself @.@
  1623. sc = status_get_sc(bl);
  1624. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1625. if (sc && !sc->count)
  1626. sc = NULL; //Don't need it.
  1627. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1628. { //Spirit of Wizard blocks bounced back spells.
  1629. dmg.damage = dmg.damage2 = 0;
  1630. dmg.dmg_lv = ATK_FLEE;
  1631. }
  1632. }
  1633. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1634. dmg.damage = dmg.damage2 = 0;
  1635. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1636. if(tsd) {
  1637. int sp = skill_get_sp(skillid,skilllv);
  1638. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1639. if(skillid == WZ_WATERBALL && skilllv > 1)
  1640. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1641. if(sp > SHRT_MAX) sp = SHRT_MAX;
  1642. else if(sp < 1) sp = 1;
  1643. if(sp > tsd->status.max_sp - tsd->status.sp)
  1644. sp = tsd->status.max_sp - tsd->status.sp;
  1645. tsd->status.sp += sp;
  1646. clif_heal(tsd->fd,SP_SP,sp);
  1647. tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1648. }
  1649. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1650. }
  1651. }
  1652. damage = dmg.damage + dmg.damage2;
  1653. if (damage > 0 && src != bl && src == dsrc)
  1654. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1655. if(lv==15)
  1656. lv=-1;
  1657. if( flag&0xff00 )
  1658. type=(flag&0xff00)>>8;
  1659. if((damage <= 0 || damage < dmg.div_)
  1660. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1661. dmg.blewcount = 0;
  1662. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1663. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1664. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1665. }
  1666. //使用者がPCの?�?№フ?�?ここから
  1667. if(sd) {
  1668. //Sorry for removing the Japanese comments, but they were actually distracting
  1669. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1670. if (sd->sc.data[SC_COMBO].timer!=-1)
  1671. { //End combo state after skill is invoked. [Skotlex]
  1672. switch (skillid) {
  1673. case TK_TURNKICK:
  1674. case TK_STORMKICK:
  1675. case TK_DOWNKICK:
  1676. case TK_COUNTER:
  1677. //set this skill as previous one.
  1678. sd->skillid_old = skillid;
  1679. sd->skilllv_old = skilllv;
  1680. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  1681. break; //Do not end combo state.
  1682. default:
  1683. status_change_end(src,SC_COMBO,-1);
  1684. }
  1685. }
  1686. switch(skillid)
  1687. {
  1688. case MO_TRIPLEATTACK:
  1689. {
  1690. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1691. if (damage < status_get_hp(bl) &&
  1692. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1693. delay += 300 * battle_config.combo_delay_rate / 100;
  1694. sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
  1695. clif_combo_delay(src, delay);
  1696. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1697. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1698. break;
  1699. }
  1700. case MO_CHAINCOMBO:
  1701. {
  1702. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1703. if(damage < status_get_hp(bl) &&
  1704. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1705. delay += 300 * battle_config.combo_delay_rate /100;
  1706. sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
  1707. clif_combo_delay(src,delay);
  1708. break;
  1709. }
  1710. case MO_COMBOFINISH:
  1711. {
  1712. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1713. if(damage < status_get_hp(bl) &&
  1714. (
  1715. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1716. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1717. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1718. ))
  1719. delay += 300 * battle_config.combo_delay_rate /100;
  1720. sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
  1721. clif_combo_delay(src,delay);
  1722. break;
  1723. }
  1724. case CH_TIGERFIST:
  1725. { //Tigerfist is now a combo-only skill. [Skotlex]
  1726. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1727. if(damage < status_get_hp(bl) &&
  1728. (
  1729. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1730. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1731. ))
  1732. delay += 300 * battle_config.combo_delay_rate /100;
  1733. sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
  1734. clif_combo_delay(src,delay);
  1735. break;
  1736. }
  1737. case CH_CHAINCRUSH:
  1738. {
  1739. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1740. if(damage < status_get_hp(bl))
  1741. delay += 300 * battle_config.combo_delay_rate /100;
  1742. sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
  1743. clif_combo_delay(src,delay);
  1744. break;
  1745. }
  1746. case AC_DOUBLE:
  1747. {
  1748. int race = status_get_race(bl);
  1749. if((race == RC_BRUTE || race == RC_INSECT) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1750. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1751. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1752. clif_combo_delay(src,2000);
  1753. }
  1754. break;
  1755. }
  1756. case TK_COUNTER:
  1757. { //bonus from SG_FRIEND [Komurka]
  1758. int level;
  1759. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1760. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1761. }
  1762. break;
  1763. case SL_STIN:
  1764. case SL_STUN:
  1765. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1766. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1767. break;
  1768. case GS_FULLBUSTER:
  1769. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1770. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1771. break;
  1772. } //Switch End
  1773. }
  1774. //武器スキル?ここまで
  1775. switch(skillid){
  1776. //Skills who's damage should't show any skill-animation.
  1777. case SM_MAGNUM:
  1778. case AS_SPLASHER:
  1779. case ASC_METEORASSAULT:
  1780. case GS_SPREADATTACK:
  1781. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1782. break;
  1783. case KN_BRANDISHSPEAR:
  1784. { //Only display skill animation for skill's target.
  1785. struct unit_data *ud = unit_bl2ud(src);
  1786. if (ud && ud->skilltarget == bl->id)
  1787. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
  1788. else
  1789. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1790. break;
  1791. }
  1792. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1793. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1794. break;
  1795. case ASC_BREAKER: // [celest]
  1796. if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
  1797. tmpdmg = damage; // store the temporary weapon damage
  1798. return 0; //Wait for the second iteration to do all the work below.
  1799. }
  1800. if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
  1801. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
  1802. damage += tmpdmg; // add weapon and magic damage
  1803. tmpdmg = 0; // clear the temporary weapon damage
  1804. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
  1805. break;
  1806. case NPC_SELFDESTRUCTION:
  1807. if(src->type==BL_PC)
  1808. dmg.blewcount = 10;
  1809. break;
  1810. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1811. case TF_DOUBLE:
  1812. case GS_CHAINACTION:
  1813. case SN_SHARPSHOOTING:
  1814. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1815. break;
  1816. case CR_GRANDCROSS:
  1817. case NPC_GRANDDARKNESS:
  1818. //Only show animation when hitting yourself. [Skotlex]
  1819. if (src!=bl) {
  1820. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1821. break;
  1822. }
  1823. default:
  1824. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1825. }
  1826. map_freeblock_lock();
  1827. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1828. && pc_checkskill(tsd,RG_PLAGIARISM)
  1829. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1830. && damage < tsd->status.hp)
  1831. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1832. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1833. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1834. {
  1835. //?に?んでいるスキルが� れば該?スキルを消す
  1836. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1837. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1838. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1839. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1840. }
  1841. tsd->cloneskill_id = skillid;
  1842. tsd->status.skill[skillid].id = skillid;
  1843. tsd->status.skill[skillid].lv = skilllv;
  1844. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1845. tsd->status.skill[skillid].lv = lv;
  1846. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1847. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1848. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1849. clif_skillinfoblock(tsd);
  1850. }
  1851. }
  1852. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1853. struct skill_unit* su = (struct skill_unit*)bl;
  1854. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1855. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1856. }
  1857. if (!dmg.amotion) {
  1858. battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1859. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1860. if (!status_isdead(bl))
  1861. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1862. //Counter status effects [Skotlex]
  1863. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1864. }
  1865. }
  1866. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1867. if (dmg.blewcount > 0 && !status_isdead(bl))
  1868. skill_blown(dsrc,bl,dmg.blewcount);
  1869. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1870. if (dmg.amotion)
  1871. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion,0);
  1872. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
  1873. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1874. int rate = 50 + skilllv * 5;
  1875. rate = rate + (s_lv - t_lv);
  1876. if(rand()%100 < rate)
  1877. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1878. }
  1879. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1880. if (battle_config.left_cardfix_to_right)
  1881. battle_drain(sd, tsd, dmg.damage, dmg.damage, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
  1882. else
  1883. battle_drain(sd, tsd, dmg.damage, dmg.damage2, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
  1884. }
  1885. if (rdamage>0) {
  1886. if (dmg.amotion)
  1887. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
  1888. else
  1889. battle_damage(bl,src,rdamage,0,0);
  1890. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1891. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1892. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1893. }
  1894. if (!(flag & 1) &&
  1895. (
  1896. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1897. ) &&
  1898. (sc = status_get_sc(src)) &&
  1899. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1900. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1901. {
  1902. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1903. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1904. }
  1905. map_freeblock_unlock();
  1906. return damage; /* ?ダ�?を返す */
  1907. }
  1908. /*==========================================
  1909. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1910. * flagについて?F16?i?を確認
  1911. * MSB <- 00fTffff ->LSB
  1912. * T =タ?ゲット選?用(BCT_*)
  1913. * ffff=自由に使用可能
  1914. * 0 =予約?B0に固定
  1915. *------------------------------------------
  1916. */
  1917. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1918. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1919. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1920. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1921. int skill_area_sub( struct block_list *bl,va_list ap )
  1922. {
  1923. struct block_list *src;
  1924. int skill_id,skill_lv,flag;
  1925. unsigned int tick;
  1926. SkillFunc func;
  1927. nullpo_retr(0, bl);
  1928. nullpo_retr(0, ap);
  1929. 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
  1930. skill_id=va_arg(ap,int);
  1931. skill_lv=va_arg(ap,int);
  1932. tick=va_arg(ap,unsigned int);
  1933. flag=va_arg(ap,int);
  1934. func=va_arg(ap,SkillFunc);
  1935. if(battle_check_target(src,bl,flag) > 0)
  1936. func(src,bl,skill_id,skill_lv,tick,flag);
  1937. return 0;
  1938. }
  1939. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1940. {
  1941. struct skill_unit *unit;
  1942. int skillid,g_skillid;
  1943. unit = (struct skill_unit *)bl;
  1944. if(bl->prev == NULL || bl->type != BL_SKILL)
  1945. return 0;
  1946. if(!unit->alive)
  1947. return 0;
  1948. skillid = va_arg(ap,int);
  1949. g_skillid = unit->group->skill_id;
  1950. switch (skillid)
  1951. {
  1952. case MG_SAFETYWALL:
  1953. case AL_PNEUMA:
  1954. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1955. return 0;
  1956. break;
  1957. case AL_WARP:
  1958. case HT_SKIDTRAP:
  1959. case HT_LANDMINE:
  1960. case HT_ANKLESNARE:
  1961. case HT_SHOCKWAVE:
  1962. case HT_SANDMAN:
  1963. case HT_FLASHER:
  1964. case HT_FREEZINGTRAP:
  1965. case HT_BLASTMINE:
  1966. case HT_CLAYMORETRAP:
  1967. case HT_TALKIEBOX:
  1968. case HP_BASILICA:
  1969. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1970. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1971. return 0;
  1972. break;
  1973. default: //Avoid stacking with same kind of trap. [Skotlex]
  1974. if (g_skillid != skillid)
  1975. return 0;
  1976. break;
  1977. }
  1978. return 1;
  1979. }
  1980. int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
  1981. {
  1982. int range = skill_get_unit_range(skillid, skilllv);
  1983. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1984. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1985. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1986. return 0;
  1987. }
  1988. // とり� えず?ウ方形のユニットレイアウトのみ対応
  1989. range += layout_type;
  1990. return map_foreachinarea(skill_check_unit_range_sub,m,
  1991. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1992. }
  1993. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1994. {
  1995. int *c;
  1996. int skillid;
  1997. nullpo_retr(0, bl);
  1998. nullpo_retr(0, ap);
  1999. nullpo_retr(0, c = va_arg(ap,int *));
  2000. if(bl->prev == NULL)
  2001. return 0;
  2002. if(status_isdead(bl))
  2003. return 0;
  2004. skillid = va_arg(ap,int);
  2005. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2006. return 0;
  2007. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
  2008. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2009. (*c)++;
  2010. return 1;
  2011. }
  2012. int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
  2013. {
  2014. int c = 0, range, type;
  2015. switch (skillid) { // to be expanded later
  2016. case WZ_ICEWALL:
  2017. range = 2;
  2018. break;
  2019. default:
  2020. {
  2021. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2022. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2023. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2024. return 0;
  2025. }
  2026. // とり� えず?ウ方形のユニットレイアウトのみ対応
  2027. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2028. }
  2029. break;
  2030. }
  2031. // if the caster is a monster/NPC, only check for players
  2032. // otherwise just check characters
  2033. if (bl->type == BL_PC)
  2034. type = BL_CHAR;
  2035. else
  2036. type = BL_PC;
  2037. map_foreachinarea(skill_check_unit_range2_sub, m,
  2038. x - range, y - range, x + range, y + range,
  2039. type, &c, skillid);
  2040. return c;
  2041. }
  2042. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  2043. {
  2044. struct map_session_data *sd;
  2045. int gid, id, *flag;
  2046. nullpo_retr(0, sd = (struct map_session_data *)bl);
  2047. nullpo_retr(0, ap);
  2048. id = va_arg(ap,int);
  2049. gid = va_arg(ap,int);
  2050. if (sd->status.guild_id != gid)
  2051. return 0;
  2052. nullpo_retr(0, flag = va_arg(ap,int *));
  2053. if (flag && *flag > 0) {
  2054. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2055. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  2056. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  2057. status_calc_pc (sd, 0);
  2058. }
  2059. return 0;
  2060. }
  2061. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0);
  2062. }
  2063. return 0;
  2064. }
  2065. /*=========================================================================
  2066. * 範?スキル使用?�??ャ分けここから
  2067. */
  2068. /* ??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 */
  2069. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  2070. {
  2071. if(skill_area_temp[0] < 0xffff)
  2072. skill_area_temp[0]++;
  2073. return 1;
  2074. }
  2075. int skill_count_water(struct block_list *src,int range)
  2076. {
  2077. int i,x,y,cnt = 0,size = range*2+1;
  2078. struct skill_unit *unit;
  2079. for (i=0;i<size*size;i++) {
  2080. x = src->x+(i%size-range);
  2081. y = src->y+(i/size-range);
  2082. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2083. cnt++;
  2084. continue;
  2085. }
  2086. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2087. if (unit) {
  2088. cnt++;
  2089. skill_delunit(unit);
  2090. }
  2091. }
  2092. return cnt;
  2093. }
  2094. /*==========================================
  2095. *
  2096. *------------------------------------------
  2097. */
  2098. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  2099. {
  2100. struct block_list *src = map_id2bl(id),*target;
  2101. struct unit_data *ud = unit_bl2ud(src);
  2102. struct skill_timerskill *skl = NULL;
  2103. int range;
  2104. nullpo_retr(0, src);
  2105. nullpo_retr(0, ud);
  2106. skl = ud->skilltimerskill[data];
  2107. nullpo_retr(0, skl);
  2108. ud->skilltimerskill[data] = NULL;
  2109. do {
  2110. if(src->prev == NULL)
  2111. break;
  2112. if(skl->target_id) {
  2113. target = map_id2bl(skl->target_id);
  2114. if(!target && skl->skill_id == RG_INTIMIDATE)
  2115. target = src; //Required since it has to warp.
  2116. if(target == NULL)
  2117. break;
  2118. if(target->prev == NULL)
  2119. break;
  2120. if(src->m != target->m)
  2121. break;
  2122. if(status_isdead(src))
  2123. break;
  2124. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2125. break;
  2126. switch(skl->skill_id) {
  2127. case RG_INTIMIDATE:
  2128. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2129. short x,y;
  2130. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2131. if (target != src && !status_isdead(target))
  2132. unit_warp(target, -1, x, y, 3);
  2133. }
  2134. break;
  2135. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2136. case DC_SCREAM: /* スクリ?ム */
  2137. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2138. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2139. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2140. break;
  2141. case WZ_WATERBALL:
  2142. if (!status_isdead(target))
  2143. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2144. if (skl->type>1 && !status_isdead(target)) {
  2145. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2146. } else {
  2147. struct status_change *sc = status_get_sc(src);
  2148. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2149. status_change_end(src,SC_MAGICPOWER,-1);
  2150. }
  2151. break;
  2152. default:
  2153. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2154. break;
  2155. }
  2156. }
  2157. else {
  2158. if(src->m != skl->map)
  2159. break;
  2160. switch(skl->skill_id) {
  2161. case WZ_METEOR:
  2162. if(skl->type >= 0) {
  2163. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2164. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2165. }
  2166. else
  2167. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2168. break;
  2169. }
  2170. }
  2171. } while (0);
  2172. //Free skl now that it is no longer needed.
  2173. ers_free(skill_timer_ers, skl);
  2174. return 0;
  2175. }
  2176. /*==========================================
  2177. *
  2178. *------------------------------------------
  2179. */
  2180. 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)
  2181. {
  2182. int i;
  2183. struct unit_data *ud;
  2184. nullpo_retr(1, src);
  2185. ud = unit_bl2ud(src);
  2186. nullpo_retr(1, ud);
  2187. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2188. if (i==MAX_SKILLTIMERSKILL) return 1;
  2189. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2190. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2191. ud->skilltimerskill[i]->src_id = src->id;
  2192. ud->skilltimerskill[i]->target_id = target;
  2193. ud->skilltimerskill[i]->skill_id = skill_id;
  2194. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2195. ud->skilltimerskill[i]->map = src->m;
  2196. ud->skilltimerskill[i]->x = x;
  2197. ud->skilltimerskill[i]->y = y;
  2198. ud->skilltimerskill[i]->type = type;
  2199. ud->skilltimerskill[i]->flag = flag;
  2200. return 0;
  2201. }
  2202. /*==========================================
  2203. *
  2204. *------------------------------------------
  2205. */
  2206. int skill_cleartimerskill(struct block_list *src)
  2207. {
  2208. int i;
  2209. struct unit_data *ud;
  2210. nullpo_retr(0, src);
  2211. ud = unit_bl2ud(src);
  2212. nullpo_retr(0, ud);
  2213. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2214. if(ud->skilltimerskill[i]) {
  2215. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2216. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2217. ud->skilltimerskill[i]=NULL;
  2218. }
  2219. }
  2220. return 1;
  2221. }
  2222. static int skill_reveal_trap( struct block_list *bl,va_list ap )
  2223. {
  2224. TBL_SKILL *su = (TBL_SKILL*)bl;
  2225. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2226. { //Reveal trap.
  2227. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2228. //clif_changetraplook(bl, su->group->unit_id);
  2229. clif_skill_setunit(su);
  2230. return 1;
  2231. }
  2232. return 0;
  2233. }
  2234. /*==========================================
  2235. * スキル使用?i詠?・完了?AID指定?U?系?j
  2236. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2237. *------------------------------------------
  2238. */
  2239. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2240. {
  2241. struct map_session_data *sd = NULL, *tsd = NULL;
  2242. struct status_change *sc;
  2243. if (skillid > 0 && skilllv <= 0) return 0;
  2244. nullpo_retr(1, src);
  2245. nullpo_retr(1, bl);
  2246. if (src->m != bl->m)
  2247. return 1;
  2248. if (bl->prev == NULL)
  2249. return 1;
  2250. if (src->type == BL_PC)
  2251. sd = (struct map_session_data *)src;
  2252. if (bl->type == BL_PC)
  2253. tsd = (struct map_session_data *)bl;
  2254. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2255. return 1;
  2256. if (skillid && skill_get_type(skillid) == BF_MAGIC &&
  2257. !battle_config.gtb_pvp_only && status_isimmune(bl)) {
  2258. if (sd) clif_skill_fail(sd,skillid,0,0);
  2259. //GTB makes all targetted skills silently fail.
  2260. return 1;
  2261. }
  2262. sc = status_get_sc(src);
  2263. if (sc && !sc->count)
  2264. sc = NULL; //Unneeded
  2265. map_freeblock_lock();
  2266. switch(skillid)
  2267. {
  2268. /* �?器?U?系スキル */
  2269. case SM_BASH: /* バッシュ */
  2270. case MC_MAMMONITE: /* �?マ?ナイト */
  2271. case TF_DOUBLE:
  2272. case AC_DOUBLE: /* ダブルストレイフィング */
  2273. case AS_SONICBLOW: /* ソニックブ�?? */
  2274. case KN_PIERCE: /* ピア?ス */
  2275. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2276. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2277. case TF_POISON: /* インベナム */
  2278. case TF_SPRINKLESAND: /* ?サまき */
  2279. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2280. case RG_RAID: /* サプライズアタック */
  2281. case RG_INTIMIDATE: /* インティミデイト */
  2282. case AM_ACIDTERROR: /* アシッドテラ? */
  2283. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2284. case DC_THROWARROW: /* 矢?ち */
  2285. case BA_DISSONANCE: /* 不協和音 */
  2286. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2287. case NPC_DARKCROSS:
  2288. case CR_SHIELDCHARGE:
  2289. case CR_SHIELDBOOMERANG:
  2290. /* 以下MOB?用 */
  2291. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2292. case NPC_PIERCINGATT:
  2293. case NPC_MENTALBREAKER:
  2294. case NPC_RANGEATTACK:
  2295. case NPC_CRITICALSLASH:
  2296. case NPC_COMBOATTACK:
  2297. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2298. case NPC_GUIDEDATTACK:
  2299. case NPC_POISON:
  2300. case NPC_BLINDATTACK:
  2301. case NPC_SILENCEATTACK:
  2302. case NPC_STUNATTACK:
  2303. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2304. case NPC_PETRIFYATTACK:
  2305. case NPC_CURSEATTACK:
  2306. case NPC_SLEEPATTACK:
  2307. case NPC_RANDOMATTACK:
  2308. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2309. case NPC_WATERATTACK:
  2310. case NPC_GROUNDATTACK:
  2311. case NPC_FIREATTACK:
  2312. case NPC_WINDATTACK:
  2313. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2314. case NPC_POISONATTACK:
  2315. case NPC_HOLYATTACK:
  2316. case NPC_DARKNESSATTACK:
  2317. case NPC_TELEKINESISATTACK:
  2318. case NPC_UNDEADATTACK:
  2319. case NPC_BREAKARMOR:
  2320. case NPC_BREAKWEAPON:
  2321. case NPC_BREAKHELM:
  2322. case NPC_BREAKSHIELD:
  2323. case LK_AURABLADE: /* オ?ラブレ?ド */
  2324. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2325. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2326. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2327. case CG_ARROWVULCAN: /* ア�??バルカン */
  2328. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2329. case ASC_METEORASSAULT: /* �?テオアサルト */
  2330. case ITM_TOMAHAWK:
  2331. case MO_TRIPLEATTACK:
  2332. case CH_CHAINCRUSH: /* 連柱崩? */
  2333. case CH_TIGERFIST: /* 伏虎�? */
  2334. case PA_SHIELDCHAIN: // Shield Chain
  2335. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2336. case WS_CARTTERMINATION: // Cart Termination
  2337. case AS_VENOMKNIFE:
  2338. case HT_PHANTASMIC:
  2339. case HT_POWER:
  2340. case TK_DOWNKICK:
  2341. case TK_COUNTER:
  2342. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2343. break;
  2344. case MO_COMBOFINISH:
  2345. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2346. { //Becomes a splash attack when Soul Linked.
  2347. map_foreachinrange(skill_area_sub, bl,
  2348. skill_get_splash(skillid, skilllv),BL_CHAR,
  2349. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2350. skill_castend_damage_id);
  2351. } else
  2352. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2353. break;
  2354. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2355. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2356. map_foreachinrange(skill_attack_area, src,
  2357. skill_get_splash(skillid, skilllv), BL_CHAR,
  2358. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2359. break;
  2360. case NJ_SHADOWJUMP: //[blackhole89]
  2361. case TK_JUMPKICK:
  2362. if (skillid == TK_JUMPKICK)
  2363. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2364. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2365. clif_slide(src,bl->x,bl->y);
  2366. break;
  2367. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2368. // Separate weapon and magic attacks
  2369. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2370. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2371. break;
  2372. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2373. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2374. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2375. skill_get_splash(skillid, skilllv),BL_CHAR,
  2376. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2377. break;
  2378. case MO_INVESTIGATE: /* ?勁 */
  2379. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2380. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2381. status_change_end(src,SC_BLADESTOP,-1);
  2382. break;
  2383. case RG_BACKSTAP: /* バックスタブ */
  2384. {
  2385. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2386. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2387. if (sc && sc->data[SC_HIDING].timer != -1)
  2388. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2389. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2390. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2391. unit_setdir(bl,dir);
  2392. clif_changed_dir(bl);
  2393. }
  2394. else if (sd)
  2395. clif_skill_fail(sd,skillid,0,0);
  2396. }
  2397. break;
  2398. case MO_FINGEROFFENSIVE: /* 指? */
  2399. {
  2400. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2401. if (battle_config.finger_offensive_type && sd) {
  2402. int i;
  2403. for (i = 1; i < sd->spiritball_old; i++)
  2404. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2405. // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
  2406. }
  2407. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2408. status_change_end(src,SC_BLADESTOP,-1);
  2409. }
  2410. break;
  2411. case MO_CHAINCOMBO: /* 連打?カ */
  2412. {
  2413. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2414. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2415. status_change_end(src,SC_BLADESTOP,-1);
  2416. }
  2417. break;
  2418. case KN_CHARGEATK:
  2419. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2420. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2421. {
  2422. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2423. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2424. if (sc->data[SC_BLADESTOP].timer != -1)
  2425. status_change_end(src,SC_BLADESTOP,-1);
  2426. }
  2427. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2428. int dx,dy;
  2429. dx = bl->x - src->x;
  2430. dy = bl->y - src->y;
  2431. if(dx > 0) dx++;
  2432. else if(dx < 0) dx--;
  2433. if (dy > 0) dy++;
  2434. else if(dy < 0) dy--;
  2435. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2436. flag = distance_bl(src, bl);
  2437. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2438. if (sd) clif_skill_fail(sd,skillid,0,0);
  2439. break;
  2440. }
  2441. clif_slide(src,src->x,src->y);
  2442. 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]
  2443. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2444. else if (sd)
  2445. clif_skill_fail(sd,skillid,0,0);
  2446. }
  2447. else //Assume minimum distance of 1 for Charge.
  2448. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2449. break;
  2450. /* �?器系範??U?スキル */
  2451. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2452. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2453. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2454. case AC_SHOWER: //Targetted skill implementation.
  2455. if(flag&1){
  2456. /* 個別にダ�??ジを?える */
  2457. if(bl->id!=skill_area_temp[1]){
  2458. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2459. 0x0500);
  2460. }
  2461. } else {
  2462. skill_area_temp[1]=bl->id;
  2463. map_foreachinrange(skill_area_sub, bl,
  2464. skill_get_splash(skillid, skilllv), BL_CHAR,
  2465. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2466. skill_castend_damage_id);
  2467. //Skill-attack at the end in case it has knockback. [Skotlex]
  2468. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2469. }
  2470. break;
  2471. case AS_SPLASHER:
  2472. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2473. if (bl->id != skill_area_temp[1])
  2474. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2475. else
  2476. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2477. } else {
  2478. skill_area_temp[0] = 0;
  2479. skill_area_temp[1] = bl->id;
  2480. map_foreachinrange(skill_area_sub, bl,
  2481. skill_get_splash(skillid, skilllv), BL_CHAR,
  2482. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2483. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2484. map_foreachinrange(skill_area_sub, bl,
  2485. skill_get_splash(skillid, skilllv), BL_CHAR,
  2486. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2487. skill_castend_damage_id);
  2488. }
  2489. break;
  2490. case SM_MAGNUM:
  2491. if(flag&1)
  2492. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2493. else {
  2494. //If we get here, someone changed magnum to be a enemy targetted skill,
  2495. //so treat it as such.
  2496. map_foreachinrange(skill_area_sub, bl,
  2497. skill_get_splash(skillid, skilllv),BL_CHAR,
  2498. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2499. skill_castend_damage_id);
  2500. //Initiate 10% of your damage becomes fire element.
  2501. clif_skill_nodamage (src,bl,skillid,skilllv,1);
  2502. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2503. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2504. }
  2505. break;
  2506. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2507. if(flag&1){
  2508. /* 個別にダ�??ジを?える */
  2509. if(bl->id!=skill_area_temp[1])
  2510. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2511. } else {
  2512. 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?�?� */
  2513. /* まずタ?[ゲットに?U撃を加える */
  2514. c = skill_get_blewcount(skillid,skilllv);
  2515. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2516. c = 0;
  2517. for(i=0;i<c;i++){
  2518. skill_blown(src,bl,0x20000|1);
  2519. skill_area_temp[0]=0;
  2520. map_foreachinrange(skill_area_sub,bl,
  2521. skill_get_splash(skillid, skilllv),BL_CHAR,
  2522. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2523. skill_area_sub_count);
  2524. if(skill_area_temp[0]>1) break;
  2525. }
  2526. clif_blown(bl); //Update target pos.
  2527. skill_area_temp[1]=bl->id;
  2528. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2529. map_foreachinrange(skill_area_sub,bl,
  2530. skill_get_splash(skillid, skilllv),BL_CHAR,
  2531. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2532. skill_castend_damage_id);
  2533. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2534. }
  2535. break;
  2536. case KN_SPEARSTAB: /* スピアスタブ */
  2537. if(flag&1){
  2538. /* 個別にダ�??[ジを与える */
  2539. if (bl->id==skill_area_temp[1])
  2540. break;
  2541. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2542. skill_blown(src,bl,skill_area_temp[2]);
  2543. } else {
  2544. int x=bl->x,y=bl->y,i,dir;
  2545. /* まずタ?[ゲットに?U撃を加える */
  2546. dir = map_calc_dir(bl,src->x,src->y);
  2547. skill_area_temp[1] = bl->id;
  2548. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2549. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2550. skill_blown(src,bl,skill_area_temp[2]);
  2551. for (i=0;i<4;i++) {
  2552. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2553. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2554. skill_castend_damage_id);
  2555. x += dirx[dir];
  2556. y += diry[dir];
  2557. }
  2558. }
  2559. break;
  2560. case TK_TURNKICK:
  2561. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2562. {
  2563. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2564. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2565. map_foreachinrange(skill_area_sub,bl,
  2566. skill_get_splash(skillid, skilllv),BL_CHAR,
  2567. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2568. skill_castend_nodamage_id);
  2569. }
  2570. break;
  2571. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2572. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2573. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2574. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2575. break;
  2576. case ALL_RESURRECTION: /* リザレクション */
  2577. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2578. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2579. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2580. break;
  2581. /* 魔法系スキル */
  2582. case MG_SOULSTRIKE: /* ソウルストライク */
  2583. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2584. case MG_COLDBOLT: /* コ?[ルドボルト */
  2585. case MG_FIREBOLT: /* ファイア?[ボルト */
  2586. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2587. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2588. case AL_HEAL: /* ヒ?[ル */
  2589. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2590. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2591. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2592. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2593. case PR_ASPERSIO: /* アスペルシオ */
  2594. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2595. case WZ_SIGHTBLASTER:
  2596. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2597. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2598. break;
  2599. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2600. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2601. if (skilllv>1) {
  2602. int range = skilllv/2;
  2603. //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
  2604. //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
  2605. int cnt = (src->type==BL_PC)?skill_count_water(src,range):++range*range;
  2606. cnt--;
  2607. if (cnt > 0)
  2608. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2609. skillid,skilllv,cnt,flag);
  2610. }
  2611. break;
  2612. case PR_BENEDICTIO: /* ?ケ??~福 */
  2613. { //Should attack undead and demons. [Skotlex]
  2614. int race = status_get_race(bl);
  2615. if (battle_check_undead(race, status_get_elem_type(bl)) || race == RC_DEMON)
  2616. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2617. }
  2618. break;
  2619. /* 魔法系範??U?スキル */
  2620. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2621. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2622. if (flag & 1) {
  2623. /* 個別にダ�??ジを?える */
  2624. if (bl->id == skill_area_temp[1])
  2625. break;
  2626. if(skillid == MG_FIREBALL) //Store distance.
  2627. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2628. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2629. } else {
  2630. skill_area_temp[0]=0;
  2631. skill_area_temp[1]=bl->id;
  2632. switch (skillid) {
  2633. case MG_NAPALMBEAT:
  2634. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2635. map_foreachinrange(skill_area_sub, bl,
  2636. skill_get_splash(skillid, skilllv),BL_CHAR,
  2637. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2638. skill_area_sub_count);
  2639. break;
  2640. case MG_FIREBALL:
  2641. skill_area_temp[2]=bl->x;
  2642. skill_area_temp[3]=bl->y;
  2643. break;
  2644. }
  2645. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2646. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2647. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2648. map_foreachinrange(skill_area_sub,bl,
  2649. skill_get_splash(skillid, skilllv),BL_CHAR,
  2650. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2651. skill_castend_damage_id);
  2652. }
  2653. break;
  2654. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2655. if (flag & 1) {
  2656. if (bl->id != skill_area_temp[1])
  2657. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2658. } else {
  2659. skill_area_temp[0] = 0;
  2660. skill_area_temp[1] = bl->id;
  2661. map_foreachinrange(skill_area_sub, bl,
  2662. skill_get_splash(skillid, skilllv), BL_CHAR,
  2663. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2664. skill_area_sub_count);
  2665. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2666. map_foreachinrange(skill_area_sub, bl,
  2667. skill_get_splash(skillid, skilllv), BL_CHAR,
  2668. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2669. skill_castend_damage_id);
  2670. }
  2671. break;
  2672. case SL_STIN:
  2673. case SL_STUN:
  2674. case SL_SMA:
  2675. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2676. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2677. clif_skill_fail(sd,skillid,0,0);
  2678. break;
  2679. }
  2680. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2681. break;
  2682. /* その他 */
  2683. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2684. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2685. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2686. } else {
  2687. skill_area_temp[0] = 0;
  2688. skill_area_temp[1] = bl->id;
  2689. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2690. map_foreachinrange(skill_area_sub, bl,
  2691. skill_get_splash(skillid, skilllv), BL_CHAR,
  2692. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2693. map_foreachinrange(skill_area_sub, bl,
  2694. skill_get_splash(skillid, skilllv), BL_CHAR,
  2695. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2696. skill_castend_damage_id);
  2697. }
  2698. break;
  2699. case NPC_DARKBREATH:
  2700. clif_emotion(src,7);
  2701. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2702. break;
  2703. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2704. case PA_PRESSURE: /* プレッシャ? */
  2705. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2706. case TF_THROWSTONE: /* ?ホ投げ */
  2707. case NPC_SMOKING: /* スモ?キング */
  2708. case NPC_SELFDESTRUCTION: /* 自爆 */
  2709. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2710. break;
  2711. // Celest
  2712. case PF_SOULBURN:
  2713. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2714. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2715. if (skilllv == 5)
  2716. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2717. if (tsd) {
  2718. tsd->status.sp = 0;
  2719. clif_updatestatus(tsd,SP_SP);
  2720. }
  2721. } else {
  2722. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2723. if (skilllv == 5)
  2724. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2725. if (sd) {
  2726. sd->status.sp = 0;
  2727. clif_updatestatus(sd,SP_SP);
  2728. }
  2729. }
  2730. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2731. break;
  2732. /* HP吸?/HP吸?魔法 */
  2733. case NPC_BLOODDRAIN:
  2734. case NPC_ENERGYDRAIN:
  2735. {
  2736. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2737. src, src, bl, skillid, skilllv, tick, flag);
  2738. if (heal > 0){
  2739. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2740. battle_heal(NULL, src, heal, 0, 0);
  2741. }
  2742. }
  2743. break;
  2744. //Until they're at right position - gs_damage- [Vicious]
  2745. case GS_TRIPLEACTION:
  2746. case GS_MAGICALBULLET:
  2747. case GS_CRACKER:
  2748. case GS_TRACKING:
  2749. case GS_PIERCINGSHOT:
  2750. case GS_RAPIDSHOWER:
  2751. case GS_DUST:
  2752. case GS_FULLBUSTER:
  2753. case GS_FLING:
  2754. case NJ_SYURIKEN:
  2755. case NJ_KUNAI:
  2756. case NJ_HUUMA:
  2757. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2758. break;
  2759. case GS_BULLSEYE:
  2760. {
  2761. int race = status_get_race(bl);
  2762. if(race == RC_BRUTE || race == RC_DEMIHUMAN)
  2763. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2764. else
  2765. clif_skill_fail(sd,skillid,0,0);
  2766. }
  2767. break;
  2768. case GS_DESPERADO:
  2769. case GS_SPREADATTACK:
  2770. if(flag&1)
  2771. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2772. else {
  2773. //If we get here, someone changed it to be a enemy targetted skill,
  2774. //so treat it as such.
  2775. map_foreachinrange(skill_area_sub, bl,
  2776. skill_get_splash(skillid, skilllv),BL_CHAR,
  2777. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2778. skill_castend_damage_id);
  2779. }
  2780. break;
  2781. case NJ_ZENYNAGE:
  2782. if(sd->status.zeny < skilllv*1000)
  2783. clif_skill_fail(sd,skillid,5,0);
  2784. else
  2785. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2786. break;
  2787. case NJ_KASUMIKIRI:
  2788. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2789. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2790. break;
  2791. case NJ_KIRIKAGE:
  2792. status_change_end(src, SC_HIDING, -1);
  2793. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2794. break;
  2795. case NJ_KOUENKA:
  2796. case NJ_HYOUSENSOU:
  2797. case NJ_HYOUSYOURAKU:
  2798. case NJ_HUUJIN:
  2799. case NJ_RAIGEKISAI:
  2800. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2801. break;
  2802. case NJ_KAMAITACHI:
  2803. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2804. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2805. skill_get_splash(skillid, skilllv),BL_CHAR,
  2806. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2807. break;
  2808. //Not implemented yet [Vicious]
  2809. case GS_GROUNDDRIFT:
  2810. //case NJ_SYURIKEN:
  2811. //case NJ_KUNAI:
  2812. //case NJ_HUUMA:
  2813. //case NJ_ZENYNAGE:
  2814. case NJ_TATAMIGAESHI:
  2815. //case NJ_KASUMIKIRI:
  2816. //case NJ_KIRIKAGE:
  2817. //case NJ_KOUENKA:
  2818. case NJ_KAENSIN:
  2819. //case NJ_HYOUSENSOU:
  2820. //case NJ_HYOUSYOURAKU:
  2821. //case NJ_HUUJIN:
  2822. //case NJ_RAIGEKISAI:
  2823. //case NJ_KAMAITACHI:
  2824. case NJ_ISSEN:
  2825. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2826. break;
  2827. case 0:
  2828. if(sd) {
  2829. if (flag & 3){
  2830. if (bl->id != skill_area_temp[1])
  2831. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2832. } else {
  2833. skill_area_temp[1] = bl->id;
  2834. map_foreachinrange(skill_area_sub, bl,
  2835. sd->splash_range, BL_CHAR,
  2836. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2837. skill_castend_damage_id);
  2838. }
  2839. }
  2840. break;
  2841. default:
  2842. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2843. map_freeblock_unlock();
  2844. return 1;
  2845. }
  2846. map_freeblock_unlock();
  2847. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2848. battle_consume_ammo(sd, skillid, skilllv);
  2849. return 0;
  2850. }
  2851. /*==========================================
  2852. * スキル使用?i詠?・完了?AID指定支援系?j
  2853. *------------------------------------------
  2854. */
  2855. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2856. {
  2857. struct map_session_data *sd = NULL;
  2858. struct map_session_data *dstsd = NULL;
  2859. struct status_change *tsc;
  2860. struct mob_data *md = NULL;
  2861. struct mob_data *dstmd = NULL;
  2862. int i,type=-1;
  2863. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2864. nullpo_retr(1, src);
  2865. nullpo_retr(1, bl);
  2866. if (src->m != bl->m)
  2867. return 1;
  2868. if (src->type == BL_PC) {
  2869. sd = (struct map_session_data *)src;
  2870. } else if (src->type == BL_MOB) {
  2871. md = (struct mob_data *)src;
  2872. }
  2873. if (bl->type == BL_PC){
  2874. dstsd = (struct map_session_data *)bl;
  2875. } else if (bl->type == BL_MOB){
  2876. dstmd = (struct mob_data *)bl;
  2877. }
  2878. if(bl->prev == NULL)
  2879. return 1;
  2880. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2881. return 1;
  2882. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2883. return 1;
  2884. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2885. switch (skillid) {
  2886. case AL_HEAL:
  2887. case ALL_RESURRECTION:
  2888. case PR_ASPERSIO:
  2889. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  2890. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2891. //Offensive heal does not works on non-enemies. [Skotlex]
  2892. if (sd) clif_skill_fail(sd,skillid,0,0);
  2893. return 0;
  2894. }
  2895. if(!sd) {
  2896. //Prevent non-players from casting offensive heal. [Skotlex]
  2897. clif_emotion(src, 4);
  2898. return 0;
  2899. }
  2900. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2901. }
  2902. break;
  2903. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2904. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2905. //These are actually ground placed.
  2906. case CR_GRANDCROSS:
  2907. case NPC_GRANDDARKNESS:
  2908. //Until they're at right position - gs_ground- [Vicious]
  2909. case GS_DESPERADO:
  2910. case NJ_KAENSIN: /*火炎陣*/
  2911. case NJ_HYOUSYOURAKU:
  2912. case NJ_RAIGEKISAI:
  2913. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2914. }
  2915. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2916. //But only do this on the first call (flag&~1)
  2917. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2918. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2919. if (skillid > 0 && skillid < MAX_SKILL)
  2920. type = SkillStatusChangeTable[skillid];
  2921. tsc = status_get_sc(bl);
  2922. map_freeblock_lock();
  2923. switch(skillid)
  2924. {
  2925. case AL_HEAL: /* ヒ?ル */
  2926. {
  2927. int heal = skill_calc_heal(src, skilllv);
  2928. int heal_get_jobexp;
  2929. int skill;
  2930. if (skilllv > 10)
  2931. heal = 9999; //9999ヒ?[ル
  2932. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2933. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  2934. if (sd) {
  2935. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  2936. heal += heal * skill * 2 / 100;
  2937. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2938. (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
  2939. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2940. }
  2941. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2942. && !(status_get_mode(src)&MD_BOSS)
  2943. ) { //Bounce back heal
  2944. if (--tsc->data[SC_KAITE].val2 <= 0)
  2945. status_change_end(bl, SC_KAITE, -1);
  2946. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2947. clif_skill_nodamage (src, src, skillid, heal, 1);
  2948. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  2949. } else {
  2950. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2951. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2952. }
  2953. // JOB??値獲得
  2954. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2955. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2956. if (heal_get_jobexp <= 0)
  2957. heal_get_jobexp = 1;
  2958. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  2959. pc_gainexp (sd, 0, heal_get_jobexp);
  2960. }
  2961. }
  2962. break;
  2963. case PR_REDEMPTIO:
  2964. if (sd && !(flag&1)) {
  2965. if (sd->status.party_id == 0) {
  2966. clif_skill_fail(sd,skillid,0,0);
  2967. break;
  2968. }
  2969. skill_area_temp[0] = 0;
  2970. party_foreachsamemap(skill_area_sub,
  2971. sd,skill_get_splash(skillid, skilllv),
  2972. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2973. skill_castend_nodamage_id);
  2974. if (skill_area_temp[0] == 0) {
  2975. clif_skill_fail(sd,skillid,0,0);
  2976. break;
  2977. }
  2978. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2979. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  2980. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2981. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2982. clif_updatestatus(sd,SP_BASEEXP);
  2983. clif_updatestatus(sd,SP_JOBEXP);
  2984. }
  2985. pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
  2986. break;
  2987. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  2988. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2989. skilllv = 3; //Resurrection level 3 is used
  2990. } else //Invalid target, skip resurrection.
  2991. break;
  2992. case ALL_RESURRECTION: /* リザレクション */
  2993. if(sd && map_flag_gvg(bl->m))
  2994. { //No reviving in WoE grounds!
  2995. clif_skill_fail(sd,skillid,0,0);
  2996. break;
  2997. }
  2998. if(dstsd) {
  2999. int per = 0;
  3000. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  3001. break; /* PVPで復活不可能?態 */
  3002. if (pc_isdead(dstsd)) { /* 死亡判定 */
  3003. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3004. switch(skilllv){
  3005. case 1: per=10; break;
  3006. case 2: per=30; break;
  3007. case 3: per=50; break;
  3008. case 4: per=80; break;
  3009. }
  3010. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  3011. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  3012. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  3013. dstsd->status.hp = dstsd->status.max_hp;
  3014. dstsd->status.sp = dstsd->status.max_sp;
  3015. }
  3016. pc_setstand(dstsd);
  3017. if(battle_config.pc_invincible_time > 0)
  3018. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  3019. clif_updatestatus(dstsd, SP_HP);
  3020. clif_resurrection(bl, 1);
  3021. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  3022. int exp = 0,jexp = 0;
  3023. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3024. if(lv > 0) {
  3025. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3026. if (exp < 1) exp = 1;
  3027. }
  3028. if(jlv > 0) {
  3029. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3030. if (jexp < 1) jexp = 1;
  3031. }
  3032. if(exp > 0 || jexp > 0)
  3033. pc_gainexp (sd, exp, jexp);
  3034. }
  3035. }
  3036. }
  3037. break;
  3038. case AL_DECAGI: /* 速度減?ュ */
  3039. clif_skill_nodamage (src, bl, skillid, skilllv,
  3040. sc_start(bl, type,
  3041. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  3042. skilllv, skill_get_time(skillid,skilllv)));
  3043. break;
  3044. case AL_CRUCIS:
  3045. if (flag & 1) {
  3046. if (battle_check_target (src, bl, BCT_ENEMY))
  3047. sc_start(bl,type,
  3048. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3049. skilllv,0);
  3050. } else {
  3051. map_foreachinrange(skill_area_sub, src,
  3052. skill_get_splash(skillid, skilllv), BL_CHAR,
  3053. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3054. skill_castend_nodamage_id);
  3055. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3056. }
  3057. break;
  3058. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3059. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3060. status_change_end(bl,type, -1);
  3061. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3062. } else
  3063. clif_skill_nodamage (src, bl, skillid, skilllv,
  3064. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3065. break;
  3066. case SA_ABRACADABRA:
  3067. {
  3068. int abra_skillid = 0, abra_skilllv;
  3069. if (sd)
  3070. { //Crash-fix [Skotlex]
  3071. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3072. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3073. { //bug fixed by Lupus (item pos can be 0, too!)
  3074. clif_skill_fail(sd,skillid,0,0);
  3075. break;
  3076. }
  3077. pc_delitem(sd, i, 1, 0);
  3078. }
  3079. do {
  3080. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3081. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3082. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3083. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3084. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3085. abra_skillid = 0; // reset to get a new id
  3086. } while (abra_skillid == 0);
  3087. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3088. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3089. if (sd)
  3090. { //Crash-protection against Abracadabra casting pets
  3091. sd->skillitem = abra_skillid;
  3092. sd->skillitemlv = abra_skilllv;
  3093. sd->state.abra_flag = 1;
  3094. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3095. } else
  3096. { // [Skotlex]
  3097. struct unit_data *ud = unit_bl2ud(src);
  3098. int inf = skill_get_inf(abra_skillid);
  3099. int target_id = 0;
  3100. if (!ud) break;
  3101. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3102. if (src->type == BL_PET)
  3103. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3104. if (!bl) bl = src;
  3105. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3106. } else { //Assume offensive skills
  3107. if (ud->target)
  3108. target_id = ud->target;
  3109. else switch (src->type) {
  3110. case BL_MOB:
  3111. target_id = ((TBL_MOB*)src)->target_id;
  3112. break;
  3113. case BL_PET:
  3114. target_id = ((TBL_PET*)src)->target_id;
  3115. break;
  3116. }
  3117. if (!target_id)
  3118. break;
  3119. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3120. bl = map_id2bl(target_id);
  3121. if (!bl) bl = src;
  3122. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3123. } else
  3124. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3125. }
  3126. }
  3127. }
  3128. break;
  3129. case SA_COMA:
  3130. clif_skill_nodamage(src,bl,skillid,skilllv,
  3131. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3132. break;
  3133. case SA_FULLRECOVERY:
  3134. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3135. if (status_isimmune(bl))
  3136. break;
  3137. battle_heal(src, bl, status_get_max_hp(bl), dstsd?dstsd->status.max_sp:0,0);
  3138. break;
  3139. case SA_SUMMONMONSTER:
  3140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3141. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3142. break;
  3143. case SA_LEVELUP:
  3144. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3145. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3146. break;
  3147. case SA_INSTANTDEATH:
  3148. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3149. battle_damage(NULL,src,status_get_hp(src)-1,0,1);
  3150. break;
  3151. case SA_QUESTION:
  3152. case SA_GRAVITY:
  3153. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3154. break;
  3155. case SA_CLASSCHANGE:
  3156. {
  3157. //クラスチェンジ用ボスモンスタ?ID
  3158. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3159. ,1157,1159,1190,1272,1312,1373,1492};
  3160. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3161. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3162. if(dstmd) mob_class_change(dstmd,class_);
  3163. }
  3164. break;
  3165. case SA_MONOCELL:
  3166. {
  3167. static int poringclass[]={1002};
  3168. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3169. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3170. if(dstmd) mob_class_change(dstmd,class_);
  3171. }
  3172. break;
  3173. case SA_DEATH:
  3174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3175. battle_damage(NULL,bl,status_get_max_hp(bl),0,1);
  3176. break;
  3177. case SA_REVERSEORCISH:
  3178. clif_skill_nodamage(src,bl,skillid,skilllv,
  3179. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3180. break;
  3181. case SA_FORTUNE:
  3182. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3183. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3184. break;
  3185. case SA_TAMINGMONSTER:
  3186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3187. if (sd && dstmd) {
  3188. for (i = 0; i < MAX_PET_DB; i++) {
  3189. if (dstmd->class_ == pet_db[i].class_) {
  3190. pet_catch_process1 (sd, dstmd->class_);
  3191. break;
  3192. }
  3193. }
  3194. }
  3195. break;
  3196. case AL_INCAGI: /* 速度?加 */
  3197. case AL_BLESSING: /* ブレッシング */
  3198. case PR_SLOWPOISON:
  3199. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3200. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3201. case PR_SUFFRAGIUM: /* サフラギウム */
  3202. case PR_BENEDICTIO: /* ?ケ??~福 */
  3203. clif_skill_nodamage(src,bl,skillid,skilllv,
  3204. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3205. break;
  3206. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3207. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3208. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3209. clif_skill_fail(sd,skillid,0,0);
  3210. map_freeblock_unlock();
  3211. return 1;
  3212. }
  3213. }
  3214. clif_skill_nodamage(src,bl,skillid,skilllv,
  3215. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3216. break;
  3217. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3218. {
  3219. struct status_change *sc= status_get_sc(src);
  3220. int type2 = SC_MARIONETTE2;
  3221. if(sc && tsc){
  3222. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3223. sc_start4(src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv));
  3224. sc_start4(bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv));
  3225. clif_marionette(src, bl);
  3226. }
  3227. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3228. sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
  3229. status_change_end(src, type, -1);
  3230. status_change_end(bl, type2, -1);
  3231. clif_marionette(src, 0);
  3232. }
  3233. else {
  3234. if (sd) clif_skill_fail(sd,skillid,0,0);
  3235. map_freeblock_unlock();
  3236. return 1;
  3237. }
  3238. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3239. }
  3240. }
  3241. break;
  3242. case RG_CLOSECONFINE:
  3243. clif_skill_nodamage(src,bl,skillid,skilllv,
  3244. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3245. break;
  3246. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3247. case SA_FROSTWEAPON:
  3248. case SA_LIGHTNINGLOADER:
  3249. case SA_SEISMICWEAPON:
  3250. if (dstsd) {
  3251. if(dstsd->status.weapon == W_FIST ||
  3252. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3253. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3254. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3255. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3256. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3257. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3258. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3259. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3260. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3261. ))
  3262. ) {
  3263. if (sd) clif_skill_fail(sd,skillid,0,0);
  3264. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3265. break;
  3266. }
  3267. }
  3268. if (sd) {
  3269. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3270. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3271. clif_skill_fail(sd,skillid,0,0);
  3272. break;
  3273. }
  3274. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3275. }
  3276. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3277. i = skilllv <4?(60+skilllv*10):100;
  3278. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3279. if(!i) {
  3280. if (sd) clif_skill_fail(sd,skillid,0,0);
  3281. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3282. sd && sd != dstsd)
  3283. clif_displaymessage(sd->fd,"You broke target's weapon");
  3284. }
  3285. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3286. break;
  3287. case PR_ASPERSIO: /* アスペルシオ */
  3288. if (sd && dstmd) {
  3289. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3290. break;
  3291. }
  3292. clif_skill_nodamage(src,bl,skillid,skilllv,
  3293. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3294. break;
  3295. case TK_SEVENWIND:
  3296. switch(skilllv){
  3297. case 1:
  3298. type=SC_EARTHWEAPON;
  3299. break;
  3300. case 2:
  3301. type=SC_WINDWEAPON;
  3302. break;
  3303. case 3:
  3304. type=SC_WATERWEAPON;
  3305. break;
  3306. case 4:
  3307. type=SC_FIREWEAPON;
  3308. break;
  3309. case 5:
  3310. type=SC_GHOSTWEAPON;
  3311. break;
  3312. case 6:
  3313. type=SC_SHADOWWEAPON;
  3314. break;
  3315. case 7:
  3316. type=SC_ASPERSIO;
  3317. break;
  3318. }
  3319. clif_skill_nodamage(src,bl,skillid,skilllv,
  3320. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3321. break;
  3322. case PR_KYRIE: /* キリエエレイソン */
  3323. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3324. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3325. break;
  3326. //Passive Magnum, should had been casted on yourself.
  3327. case SM_MAGNUM:
  3328. map_foreachinrange(skill_area_sub, src,
  3329. skill_get_splash(skillid, skilllv),BL_CHAR,
  3330. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3331. skill_castend_damage_id);
  3332. //Initiate 10% of your damage becomes fire element.
  3333. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3334. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3335. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3336. break;
  3337. case LK_BERSERK: /* バ?サ?ク */
  3338. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3339. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3340. case KN_ONEHAND:
  3341. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3342. case CR_REFLECTSHIELD:
  3343. case AS_POISONREACT: /* ポイズンリアクト */
  3344. case MC_LOUD: /* ラウドボイス */
  3345. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3346. case MG_SIGHT: /* サイト */
  3347. case AL_RUWACH: /* ルアフ */
  3348. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3349. case MO_STEELBODY: // 金?�
  3350. case MO_BLADESTOP: // 白?n取り
  3351. case LK_AURABLADE: /* オ?ラブレ?ド */
  3352. case LK_PARRYING: /* パリイング */
  3353. case LK_CONCENTRATION: /* コンセントレ?ション */
  3354. case WS_CARTBOOST: /* カ?トブ?スト */
  3355. case SN_SIGHT: /* トゥル?サイト */
  3356. case WS_MELTDOWN: /* �?ルトダウン */
  3357. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3358. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3359. case HW_MAGICPOWER: /* 魔法力?�? */
  3360. case PF_MEMORIZE: /* �?モライズ */
  3361. case PA_SACRIFICE:
  3362. case ASC_EDP: // [Celest]
  3363. case NPC_STOP:
  3364. case WZ_SIGHTBLASTER:
  3365. case SG_SUN_COMFORT:
  3366. case SG_MOON_COMFORT:
  3367. case SG_STAR_COMFORT:
  3368. case NPC_HALLUCINATION:
  3369. case HP_ASSUMPTIO:
  3370. case GS_MADNESSCANCEL:
  3371. case GS_ADJUSTMENT:
  3372. case GS_INCREASING:
  3373. case GS_CRACKER:
  3374. case GS_GROUNDDRIFT:
  3375. case NJ_TATAMIGAESHI:
  3376. case NJ_KASUMIKIRI:
  3377. case NJ_UTSUSEMI:
  3378. case NJ_BUNSINJYUTSU:
  3379. case NJ_NEN:
  3380. clif_skill_nodamage(src,bl,skillid,skilllv,
  3381. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3382. break;
  3383. case SG_SUN_WARM:
  3384. case SG_MOON_WARM:
  3385. case SG_STAR_WARM:
  3386. {
  3387. struct skill_unit_group *sg;
  3388. if (!tsc) break;
  3389. sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0);
  3390. clif_skill_nodamage(src,bl,skillid,skilllv,
  3391. sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
  3392. break;
  3393. }
  3394. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3395. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3396. if (sd && battle_config.player_skill_partner_check &&
  3397. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3398. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3399. } else
  3400. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3401. break;
  3402. /* Was modified to only affect targetted char. [Skotlex]
  3403. case HP_ASSUMPTIO:
  3404. if (flag&1)
  3405. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3406. else
  3407. {
  3408. map_foreachinrange(skill_area_sub, bl,
  3409. skill_get_splash(skillid, skilllv), BL_PC,
  3410. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3411. skill_castend_nodamage_id);
  3412. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3413. }
  3414. break;
  3415. */
  3416. case SM_ENDURE: /* インデュア */
  3417. clif_skill_nodamage(src,bl,skillid,skilllv,
  3418. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3419. if (sd)
  3420. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3421. break;
  3422. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3423. if (sd && dstsd && dstsd->sc.count) {
  3424. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3425. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3426. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3427. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3428. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3429. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3430. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3431. ) {
  3432. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3433. clif_skill_fail(sd,skillid,0,0);
  3434. break;
  3435. }
  3436. }
  3437. clif_skill_nodamage(src,bl,skillid,skilllv,
  3438. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3439. break;
  3440. case LK_TENSIONRELAX: /* テンションリラックス */
  3441. if (sd) {
  3442. pc_setsit(sd);
  3443. clif_sitting(sd);
  3444. }
  3445. clif_skill_nodamage(src,bl,skillid,skilllv,
  3446. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3447. break;
  3448. case MC_CHANGECART:
  3449. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3450. break;
  3451. case TK_MISSION:
  3452. if (sd) {
  3453. int id;
  3454. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3455. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3456. clif_skill_fail(sd,skillid,0,0);
  3457. break;
  3458. }
  3459. id = mob_get_random_id(0,0, sd->status.base_level);
  3460. if (!id) {
  3461. clif_skill_fail(sd,skillid,0,0);
  3462. break;
  3463. }
  3464. sd->mission_mobid = id;
  3465. sd->mission_count = 0;
  3466. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3467. clif_mission_mob(sd, id, 0);
  3468. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3469. }
  3470. break;
  3471. case AC_CONCENTRATION: /* ?W中力向?� */
  3472. {
  3473. clif_skill_nodamage(src,bl,skillid,skilllv,
  3474. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3475. map_foreachinrange( status_change_timer_sub, src,
  3476. skill_get_splash(skillid, skilllv), BL_CHAR,
  3477. src,status_get_sc(src),type,tick);
  3478. }
  3479. break;
  3480. case SM_PROVOKE: /* プ�?ボック */
  3481. /* MVPmobと不死には?かない */
  3482. 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
  3483. map_freeblock_unlock();
  3484. return 1;
  3485. }
  3486. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3487. clif_skill_nodamage(src,bl,skillid,skilllv,
  3488. (i=sc_start(bl,type,
  3489. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3490. skilllv,skill_get_time(skillid,skilllv))));
  3491. if (!i)
  3492. {
  3493. if (sd)
  3494. clif_skill_fail(sd,skillid,0,0);
  3495. map_freeblock_unlock();
  3496. return 0;
  3497. }
  3498. unit_skillcastcancel(bl, 2);
  3499. if(tsc && tsc->count){
  3500. if(tsc->data[SC_FREEZE].timer!=-1)
  3501. status_change_end(bl,SC_FREEZE,-1);
  3502. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3503. status_change_end(bl,SC_STONE,-1);
  3504. if(tsc->data[SC_SLEEP].timer!=-1)
  3505. status_change_end(bl,SC_SLEEP,-1);
  3506. }
  3507. if(dstmd) {
  3508. dstmd->state.provoke_flag = src->id;
  3509. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3510. }
  3511. break;
  3512. case CR_DEVOTION: /* ディボ?ション */
  3513. if(sd && dstsd)
  3514. {
  3515. //??カや養子の?�?№フ元の?E業を算?oする
  3516. int lv = sd->status.base_level - dstsd->status.base_level;
  3517. if (lv < 0) lv = -lv;
  3518. if (lv > battle_config.devotion_level_difference ||
  3519. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3520. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3521. clif_skill_fail(sd,skillid,0,0);
  3522. map_freeblock_unlock();
  3523. return 1;
  3524. }
  3525. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3526. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3527. if (i == skilllv)
  3528. {
  3529. clif_skill_fail(sd,skillid,0,0);
  3530. map_freeblock_unlock();
  3531. return 1;
  3532. }
  3533. sd->devotion[i] = bl->id;
  3534. clif_skill_nodamage(src,bl,skillid,skilllv,
  3535. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3536. clif_devotion(sd);
  3537. }
  3538. else
  3539. if (sd)
  3540. clif_skill_fail(sd,skillid,0,0);
  3541. break;
  3542. case MO_CALLSPIRITS: // ?功
  3543. if(sd) {
  3544. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3545. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3546. }
  3547. break;
  3548. case CH_SOULCOLLECT: // 狂?功
  3549. if(sd) {
  3550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3551. for (i = 0; i < 5; i++)
  3552. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3553. }
  3554. break;
  3555. case MO_KITRANSLATION:
  3556. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3557. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3558. }
  3559. break;
  3560. case TK_TURNKICK:
  3561. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3562. if (skill_area_temp[1] != bl->id) {
  3563. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3564. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3565. }
  3566. break;
  3567. case MO_ABSORBSPIRITS: // ?奪
  3568. i = 0;
  3569. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3570. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3571. i = dstsd->spiritball * 10;
  3572. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3573. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3574. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3575. i = 2 * dstmd->db->lv;
  3576. mob_target(dstmd,src,0);
  3577. }
  3578. if (sd){
  3579. if (i > 0x7FFF)
  3580. i = 0x7FFF;
  3581. if (sd->status.sp + i > sd->status.max_sp)
  3582. i = sd->status.max_sp - sd->status.sp;
  3583. if (i) {
  3584. sd->status.sp += i;
  3585. clif_heal(sd->fd,SP_SP,i);
  3586. }
  3587. }
  3588. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3589. break;
  3590. case AC_MAKINGARROW: /* 矢?�?ャ */
  3591. if(sd) {
  3592. clif_arrow_create_list(sd);
  3593. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3594. }
  3595. break;
  3596. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3597. if(sd) {
  3598. clif_skill_produce_mix_list(sd,22);
  3599. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3600. }
  3601. break;
  3602. case SA_CREATECON:
  3603. if(sd) {
  3604. clif_skill_produce_mix_list(sd,23);
  3605. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3606. }
  3607. break;
  3608. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3609. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3610. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3611. break;
  3612. }
  3613. clif_skill_nodamage(src,bl,skillid,skilllv,
  3614. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3615. break;
  3616. case RG_RAID: /* サプライズアタック */
  3617. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3618. map_foreachinrange(skill_area_sub, bl,
  3619. skill_get_splash(skillid, skilllv), BL_CHAR,
  3620. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3621. skill_castend_damage_id);
  3622. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3623. break;
  3624. case ASC_METEORASSAULT: /* �?テオアサルト */
  3625. case GS_SPREADATTACK:
  3626. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3627. map_foreachinrange(skill_area_sub, src,
  3628. skill_get_splash(skillid, skilllv), BL_CHAR,
  3629. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3630. skill_castend_damage_id);
  3631. break;
  3632. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3633. {
  3634. int c,n=4,ar;
  3635. int dir = map_calc_dir(src,bl->x,bl->y);
  3636. struct square tc;
  3637. int x=bl->x,y=bl->y;
  3638. ar=skilllv/3;
  3639. skill_brandishspear_first(&tc,dir,x,y);
  3640. skill_brandishspear_dir(&tc,dir,4);
  3641. /* 範?④ */
  3642. if(skilllv == 10){
  3643. for(c=1;c<4;c++){
  3644. map_foreachincell(skill_area_sub,
  3645. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3646. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3647. skill_castend_damage_id);
  3648. }
  3649. }
  3650. /* 範?③② */
  3651. if(skilllv > 6){
  3652. skill_brandishspear_dir(&tc,dir,-1);
  3653. n--;
  3654. }else{
  3655. skill_brandishspear_dir(&tc,dir,-2);
  3656. n-=2;
  3657. }
  3658. if(skilllv > 3){
  3659. for(c=0;c<5;c++){
  3660. map_foreachincell(skill_area_sub,
  3661. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3662. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3663. skill_castend_damage_id);
  3664. if(skilllv > 6 && n==3 && c==4){
  3665. skill_brandishspear_dir(&tc,dir,-1);
  3666. n--;c=-1;
  3667. }
  3668. }
  3669. }
  3670. /* 範?① */
  3671. for(c=0;c<10;c++){
  3672. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3673. map_foreachincell(skill_area_sub,
  3674. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3675. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3676. skill_castend_damage_id);
  3677. }
  3678. }
  3679. break;
  3680. case WZ_SIGHTRASHER:
  3681. //Passive side of the attack.
  3682. status_change_end(src,SC_SIGHT,-1);
  3683. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3684. map_foreachinrange(skill_area_sub,src,
  3685. skill_get_splash(skillid, skilllv),BL_CHAR,
  3686. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3687. skill_castend_damage_id);
  3688. break;
  3689. case WZ_FROSTNOVA:
  3690. map_foreachinrange(skill_attack_area, src,
  3691. skill_get_splash(skillid, skilllv), BL_CHAR,
  3692. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3693. break;
  3694. case NPC_SELFDESTRUCTION:
  3695. clif_skill_nodamage(src, src, skillid, -1, 1);
  3696. map_foreachinrange(skill_area_sub, bl,
  3697. skill_get_splash(skillid, skilllv), BL_CHAR,
  3698. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3699. skill_castend_damage_id);
  3700. battle_damage(src, src, status_get_max_hp(src),0,1);
  3701. break;
  3702. /* パ?ティスキル */
  3703. case AL_ANGELUS: /* エンジェラス */
  3704. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3705. case PR_GLORIA: /* グ�?リア */
  3706. case SN_WINDWALK: /* ウインドウォ?ク */
  3707. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3708. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3709. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3710. } else if (sd) {
  3711. /* パ?ティ全?への?�? */
  3712. party_foreachsamemap (skill_area_sub,
  3713. sd,skill_get_splash(skillid, skilllv),
  3714. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3715. skill_castend_nodamage_id);
  3716. }
  3717. break;
  3718. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3719. case BS_ADRENALINE2:
  3720. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3721. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3722. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3723. /* 個別の?�? */
  3724. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3725. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3726. } else if (sd) {
  3727. /* パ?ティ全?への?�? */
  3728. party_foreachsamemap(skill_area_sub,
  3729. sd,skill_get_splash(skillid, skilllv),
  3730. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3731. skill_castend_nodamage_id);
  3732. }
  3733. break;
  3734. case BS_MAXIMIZE:
  3735. case NV_TRICKDEAD:
  3736. case CR_DEFENDER:
  3737. case CR_AUTOGUARD:
  3738. case TK_READYSTORM:
  3739. case TK_READYDOWN:
  3740. case TK_READYTURN:
  3741. case TK_READYCOUNTER:
  3742. case TK_DODGE:
  3743. case CR_SHRINK:
  3744. case ST_PRESERVE:
  3745. case SG_FUSION:
  3746. case GS_GATLINGFEVER:
  3747. if (tsc && tsc->data[type].timer != -1)
  3748. i = status_change_end(bl, type, -1);
  3749. else
  3750. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3751. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3752. break;
  3753. case SL_KAITE:
  3754. case SL_KAAHI:
  3755. case SL_KAIZEL:
  3756. case SL_KAUPE:
  3757. if (sd) {
  3758. if (!dstsd || !(
  3759. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3760. (dstsd->class_&MAPID_BASEMASK) == MAPID_SOUL_LINKER ||
  3761. dstsd->char_id == sd->char_id ||
  3762. dstsd->char_id == sd->status.partner_id ||
  3763. dstsd->char_id == sd->status.child
  3764. )) {
  3765. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3766. clif_skill_fail(sd,skillid,0,0);
  3767. break;
  3768. }
  3769. }
  3770. clif_skill_nodamage(src,bl,skillid,skilllv,
  3771. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3772. break;
  3773. case SM_AUTOBERSERK: // Celest
  3774. if (tsc && tsc->data[type].timer != -1)
  3775. i = status_change_end(bl, type, -1);
  3776. else
  3777. i = sc_start(bl,type,100,skilllv,0);
  3778. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3779. break;
  3780. case TF_HIDING: /* ハイディング */
  3781. case ST_CHASEWALK: /* ハイディング */
  3782. if (tsc && tsc->data[type].timer != -1)
  3783. i = status_change_end(bl, type, -1);
  3784. else
  3785. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3786. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3787. break;
  3788. case TK_RUN:
  3789. if (tsc && tsc->data[type].timer != -1)
  3790. i = status_change_end(bl, type, -1);
  3791. else
  3792. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3793. // If the client receives a skill-use packet inmediately before
  3794. // a walkok packet, it will discard the walk packet! [Skotlex]
  3795. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3796. break;
  3797. case AS_CLOAKING: /* ク�??キング */
  3798. if(tsc && tsc->data[type].timer!=-1 )
  3799. /* 解?怩キる */
  3800. i = status_change_end(bl, type, -1);
  3801. else
  3802. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3803. clif_skill_nodamage(src,bl,skillid,-1,i);
  3804. if (!i && sd)
  3805. clif_skill_fail(sd,skillid,0,0);
  3806. break;
  3807. /* ?地スキル */
  3808. case BD_LULLABY: /* 子守唄 */
  3809. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3810. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3811. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3812. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3813. case BD_ROKISWEIL: /* �?キの叫び */
  3814. case BD_INTOABYSS: /* ?[淵の中に */
  3815. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3816. case BA_DISSONANCE: /* 不協和音 */
  3817. case BA_POEMBRAGI: /* ブラギの�? */
  3818. case BA_WHISTLE: /* 口笛 */
  3819. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3820. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3821. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3822. case DC_HUMMING: /* ハミング */
  3823. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3824. case DC_FORTUNEKISS: /* ?K運のキス */
  3825. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3826. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3827. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3828. break;
  3829. case HP_BASILICA: /* バジリカ */
  3830. case CG_HERMODE: // Wand of Hermod
  3831. {
  3832. struct skill_unit_group *sg;
  3833. unit_stop_walking(src,1);
  3834. skill_clear_unitgroup(src);
  3835. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3836. if(skillid == CG_HERMODE)
  3837. i = sc_start4(src,SC_DANCING,100,
  3838. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  3839. else
  3840. i = sc_start4(src,type,100,
  3841. skilllv,0,BCT_SELF,sg->group_id,
  3842. skill_get_time(skillid,skilllv));
  3843. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3844. }
  3845. break;
  3846. case PA_GOSPEL: /* ゴスペル */
  3847. if (!tsc) break;
  3848. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3849. i = status_change_end(bl,SC_GOSPEL,-1);
  3850. } else {
  3851. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3852. if (tsc->data[type].timer != -1)
  3853. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3854. i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  3855. }
  3856. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3857. break;
  3858. case BD_ADAPTATION: /* アドリブ */
  3859. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3861. skill_stop_dancing(bl);
  3862. }
  3863. break;
  3864. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3865. case DC_SCREAM: /* スクリ?ム */
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3867. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3868. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3869. char temp[128];
  3870. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3871. break; //Message won't fit on buffer. [Skotlex]
  3872. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3873. clif_message(&md->bl,temp);
  3874. }
  3875. break;
  3876. case BA_PANGVOICE://パンボイス
  3877. clif_skill_nodamage(src,bl,skillid,skilllv,
  3878. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3879. break;
  3880. case DC_WINKCHARM://魅惑のウィンク
  3881. if(dstsd){
  3882. clif_skill_nodamage(src,bl,skillid,skilllv,
  3883. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3884. }else if(dstmd)
  3885. {
  3886. int race = status_get_race(bl);
  3887. if(status_get_lv(src)>status_get_lv(bl) && (race == RC_DEMON || race == RC_DEMIHUMAN || race == RC_ANGEL)) {
  3888. clif_skill_nodamage(src,bl,skillid,skilllv,
  3889. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3890. } else{
  3891. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3892. if(sd)
  3893. clif_skill_fail(sd,skillid,0,0);
  3894. }
  3895. }
  3896. break;
  3897. case TF_STEAL: // スティ?ル
  3898. if(sd) {
  3899. if(pc_steal_item(sd,bl))
  3900. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3901. else
  3902. clif_skill_fail(sd,skillid,0x0a,0);
  3903. }
  3904. break;
  3905. case RG_STEALCOIN: // スティ?ルコイン
  3906. if(sd) {
  3907. if(pc_steal_coin(sd,bl)) {
  3908. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3909. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3910. }
  3911. else
  3912. clif_skill_fail(sd,skillid,0,0);
  3913. }
  3914. break;
  3915. case MG_STONECURSE: /* スト?ンカ?ス */
  3916. {
  3917. if (status_get_mode(bl)&MD_BOSS) {
  3918. if (sd) clif_skill_fail(sd,skillid,0,0);
  3919. break;
  3920. }
  3921. if(status_isimmune(bl) || !tsc)
  3922. break;
  3923. if (dstmd)
  3924. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3925. if (tsc->data[SC_STONE].timer != -1) {
  3926. status_change_end(bl,SC_STONE,-1);
  3927. if (sd) clif_skill_fail(sd,skillid,0,0);
  3928. break;
  3929. }
  3930. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3931. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3932. else if(sd) {
  3933. clif_skill_fail(sd,skillid,0,0);
  3934. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3935. if (skilllv > 5) break;
  3936. }
  3937. if (sd) {
  3938. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3939. break; //Do not delete the gemstone.
  3940. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3941. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3942. }
  3943. }
  3944. break;
  3945. case NV_FIRSTAID: /* ?急手? */
  3946. clif_skill_nodamage(src,bl,skillid,5,1);
  3947. battle_heal(NULL,bl,5,0,0);
  3948. break;
  3949. case AL_CURE: /* キュア? */
  3950. if(status_isimmune(bl)) {
  3951. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3952. break;
  3953. }
  3954. status_change_end(bl, SC_SILENCE , -1 );
  3955. status_change_end(bl, SC_BLIND , -1 );
  3956. status_change_end(bl, SC_CONFUSION, -1 );
  3957. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  3958. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3959. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3960. break;
  3961. case TF_DETOXIFY: /* 解毒 */
  3962. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3963. status_change_end(bl, SC_POISON , -1 );
  3964. status_change_end(bl, SC_DPOISON , -1 );
  3965. break;
  3966. case PR_STRECOVERY: /* リカバリ? */
  3967. if(status_isimmune(bl)) {
  3968. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3969. break;
  3970. }
  3971. status_change_end(bl, SC_FREEZE , -1 );
  3972. status_change_end(bl, SC_STONE , -1 );
  3973. status_change_end(bl, SC_SLEEP , -1 );
  3974. status_change_end(bl, SC_STUN , -1 );
  3975. //Is this equation really right? It looks so... special.
  3976. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3977. status_change_start(bl, SC_BLIND,
  3978. 100*(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  3979. 1,0,0,0,
  3980. skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  3981. }
  3982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3983. if(dstmd)
  3984. mob_unlocktarget(dstmd,tick);
  3985. break;
  3986. case WZ_ESTIMATION: /* モンスタ??﨣� */
  3987. if(sd) {
  3988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3989. clif_skill_estimation((struct map_session_data *)src,bl);
  3990. }
  3991. break;
  3992. case BS_REPAIRWEAPON: /* �?器?C�? */
  3993. if(sd && dstsd)
  3994. clif_item_repair_list(sd,dstsd);
  3995. break;
  3996. case MC_IDENTIFY: /* アイテム鑑定 */
  3997. if(sd)
  3998. clif_item_identify_list(sd);
  3999. break;
  4000. // Weapon Refining [Celest]
  4001. case WS_WEAPONREFINE:
  4002. if(sd)
  4003. clif_item_refine_list(sd);
  4004. break;
  4005. case MC_VENDING: /* 露店開?ン */
  4006. if(sd)
  4007. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4008. if ( pc_can_give_items(pc_isGM(sd)) )
  4009. clif_skill_fail(sd,skillid,0,0);
  4010. else
  4011. clif_openvendingreq(sd,2+skilllv);
  4012. }
  4013. break;
  4014. case AL_TELEPORT: /* テレポ?ト */
  4015. if(sd) {
  4016. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  4017. clif_skill_teleportmessage(sd,0);
  4018. break;
  4019. }
  4020. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4021. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4022. break;
  4023. }
  4024. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4025. if(skilllv == 1) {
  4026. // possibility to skip menu [LuzZza]
  4027. if(!battle_config.skip_teleport_lv1_menu &&
  4028. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4029. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4030. else
  4031. pc_randomwarp(sd,3);
  4032. } else {
  4033. if (sd->skillitem != AL_TELEPORT)
  4034. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4035. mapindex_id2name(sd->status.save_point.map),"","");
  4036. else //Autocasted Teleport level 2??
  4037. pc_setpos(sd,sd->status.save_point.map,
  4038. sd->status.save_point.x,sd->status.save_point.y,3);
  4039. }
  4040. } else
  4041. unit_warp(bl,-1,-1,-1,3);
  4042. break;
  4043. case AL_HOLYWATER: /* アクアベネディクタ */
  4044. if(sd) {
  4045. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4046. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4047. else
  4048. clif_skill_fail(sd,skillid,0,0);
  4049. }
  4050. break;
  4051. case TF_PICKSTONE:
  4052. if(sd) {
  4053. int eflag;
  4054. struct item item_tmp;
  4055. struct block_list tbl;
  4056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4057. memset(&item_tmp,0,sizeof(item_tmp));
  4058. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4059. item_tmp.nameid = 7049;
  4060. item_tmp.identify = 1;
  4061. tbl.id = 0;
  4062. clif_takeitem(&sd->bl,&tbl);
  4063. eflag = pc_additem(sd,&item_tmp,1);
  4064. if(eflag) {
  4065. clif_additem(sd,0,0,eflag);
  4066. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4067. }
  4068. }
  4069. break;
  4070. case ASC_CDP:
  4071. if(sd) {
  4072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4073. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4074. }
  4075. break;
  4076. case RG_STRIPWEAPON: /* ストリップウェポン */
  4077. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4078. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4079. case RG_STRIPHELM: /* ストリップヘルム */
  4080. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4081. case GS_DISARM: // Added disarm. [Reddozen]
  4082. {
  4083. int strip_fix, equip = 0;
  4084. int sclist[4] = {0,0,0,0};
  4085. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
  4086. equip |= EQP_WEAPON;
  4087. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4088. equip |= EQP_SHIELD;
  4089. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4090. equip |= EQP_ARMOR;
  4091. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4092. equip |= EQP_HELM;
  4093. strip_fix = status_get_dex(src) - status_get_dex(bl);
  4094. if(strip_fix < 0)
  4095. strip_fix=0;
  4096. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4097. {
  4098. if (sd)
  4099. clif_skill_fail(sd,skillid,0,0);
  4100. break;
  4101. }
  4102. if (dstsd) {
  4103. for (i=0;i<11;i++) {
  4104. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4105. continue;
  4106. switch (i) {
  4107. case 8: //Shield / left-hand weapon
  4108. if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5)
  4109. { //Shield
  4110. if (equip&EQP_SHIELD &&
  4111. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4112. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4113. ){
  4114. 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
  4115. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4116. }
  4117. continue;
  4118. }
  4119. //Continue to weapon
  4120. case 9:
  4121. if (equip &EQP_WEAPON &&
  4122. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4123. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4124. ) {
  4125. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4126. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4127. }
  4128. break;
  4129. case 7: //Armor
  4130. if (equip &EQP_ARMOR &&
  4131. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4132. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4133. ) {
  4134. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4135. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4136. }
  4137. break;
  4138. case 6: //Helm
  4139. if (equip &EQP_HELM &&
  4140. !(dstsd->unstripable_equip &EQP_HELM) &&
  4141. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4142. ) {
  4143. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4144. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4145. }
  4146. break;
  4147. }
  4148. }
  4149. } else if (!(status_get_mode(bl)&MD_BOSS)) {
  4150. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4151. sclist[0] = SC_STRIPWEAPON;
  4152. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4153. sclist[1] = SC_STRIPSHIELD;
  4154. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4155. sclist[2] = SC_STRIPARMOR;
  4156. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4157. sclist[3] = SC_STRIPHELM;
  4158. }
  4159. equip = 0; //Reuse equip to hold how many stats are invoked.
  4160. for (i=0;i<4;i++) {
  4161. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4162. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4163. }
  4164. if (equip)
  4165. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4166. else if (sd) //Nothing stripped.
  4167. clif_skill_fail(sd,skillid,0,0);
  4168. break;
  4169. }
  4170. /* PotionPitcher */
  4171. case AM_BERSERKPITCHER:
  4172. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4173. {
  4174. int i,x,hp = 0,sp = 0,bonus=100;
  4175. if(sd) {
  4176. x = skilllv%11 - 1;
  4177. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4178. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4179. clif_skill_fail(sd,skillid,0,0);
  4180. map_freeblock_unlock();
  4181. return 1;
  4182. }
  4183. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4184. clif_skill_fail(sd,skillid,0,0);
  4185. map_freeblock_unlock();
  4186. return 1;
  4187. }
  4188. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4189. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4190. clif_skill_fail(sd,skillid,0,0);
  4191. map_freeblock_unlock();
  4192. return 1;
  4193. }
  4194. }
  4195. potion_flag = 1;
  4196. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4197. potion_target = bl->id;
  4198. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4199. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4200. potion_flag = potion_target = 0;
  4201. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4202. bonus += sd->status.base_level;
  4203. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4204. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4205. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4206. if(dstsd) {
  4207. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4208. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4209. }
  4210. }
  4211. else {
  4212. if(potion_hp > 0) {
  4213. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4214. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4215. if(dstsd)
  4216. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4217. }
  4218. if(potion_sp > 0) {
  4219. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4220. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4221. if(dstsd)
  4222. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4223. }
  4224. }
  4225. }
  4226. else {
  4227. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4228. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4229. if(dstsd)
  4230. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4231. }
  4232. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4233. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4234. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4235. if(sp > 0)
  4236. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4237. battle_heal(src,bl,hp,sp,0);
  4238. }
  4239. break;
  4240. case AM_CP_WEAPON:
  4241. case AM_CP_SHIELD:
  4242. case AM_CP_ARMOR:
  4243. case AM_CP_HELM:
  4244. {
  4245. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4246. if(tsc && tsc->data[scid].timer != -1)
  4247. status_change_end(bl, scid, -1 );
  4248. clif_skill_nodamage(src,bl,skillid,skilllv,
  4249. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4250. }
  4251. break;
  4252. case AM_TWILIGHT1:
  4253. if (sd) {
  4254. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4255. //Prepare 200 White Potions.
  4256. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4257. clif_skill_fail(sd,skillid,0,0);
  4258. }
  4259. break;
  4260. case AM_TWILIGHT2:
  4261. if (sd) {
  4262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4263. //Prepare 200 Slim White Potions.
  4264. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4265. clif_skill_fail(sd,skillid,0,0);
  4266. }
  4267. break;
  4268. case AM_TWILIGHT3:
  4269. if (sd) {
  4270. //check if you can produce all three, if not, then fail:
  4271. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4272. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4273. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4274. ) {
  4275. clif_skill_fail(sd,skillid,0,0);
  4276. break;
  4277. }
  4278. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4279. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4280. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4281. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4282. }
  4283. break;
  4284. case SA_DISPELL: /* ディスペル */
  4285. {
  4286. int i;
  4287. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4288. i = status_get_sc_def_mdef(bl);
  4289. if (i >= 10000 ||
  4290. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4291. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4292. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4293. {
  4294. if (sd)
  4295. clif_skill_fail(sd,skillid,0,0);
  4296. break;
  4297. }
  4298. if(status_isimmune(bl) || !tsc->count)
  4299. break;
  4300. for(i=0;i<SC_MAX;i++){
  4301. if (tsc->data[i].timer == -1)
  4302. continue;
  4303. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4304. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4305. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4306. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4307. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4308. || i==SC_SAFETYWALL || i==SC_SMA
  4309. )
  4310. continue;
  4311. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4312. status_change_end(bl,i,-1);
  4313. }
  4314. }
  4315. break;
  4316. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4318. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4319. break;
  4320. case TK_HIGHJUMP:
  4321. {
  4322. int x,y, dir = unit_getdir(src);
  4323. x = src->x + dirx[dir]*skilllv*2;
  4324. y = src->y + diry[dir]*skilllv*2;
  4325. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4326. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4327. unit_movepos(src, x, y, 1, 0);
  4328. clif_slide(src,x,y);
  4329. }
  4330. }
  4331. break;
  4332. case SA_CASTCANCEL:
  4333. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4334. unit_skillcastcancel(src,1);
  4335. if(sd) {
  4336. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4337. sp = sp * (90 - (skilllv-1)*20) / 100;
  4338. if(sp < 0) sp = 0;
  4339. pc_heal(sd,0,-sp);
  4340. }
  4341. break;
  4342. case SA_SPELLBREAKER: // スペルブレイカ?
  4343. {
  4344. int sp;
  4345. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4346. if(dstsd) {
  4347. sp = skill_get_sp(skillid,skilllv);
  4348. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4349. if(sp > SHRT_MAX) sp = SHRT_MAX;
  4350. else if(sp < 1) sp = 1;
  4351. clif_heal(dstsd->fd,SP_SP,pc_heal(dstsd, 0, sp));
  4352. }
  4353. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4354. if(sd) {
  4355. sp = sd->status.max_sp/5;
  4356. if(sp < 1) sp = 1;
  4357. pc_damage_sp(sd,sp,0);
  4358. }
  4359. } else {
  4360. struct unit_data *ud = unit_bl2ud(bl);
  4361. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4362. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4363. bl_skillid = ud->skillid;
  4364. bl_skilllv = ud->skilllv;
  4365. if (status_get_mode(bl) & MD_BOSS)
  4366. { //Only 10% success chance against bosses. [Skotlex]
  4367. if (rand()%100 < 90)
  4368. {
  4369. if (sd) clif_skill_fail(sd,skillid,0,0);
  4370. break;
  4371. }
  4372. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4373. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4374. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4375. unit_skillcastcancel(bl,0);
  4376. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4377. if (dstsd)
  4378. pc_damage_sp(dstsd, sp, 0);
  4379. battle_damage(NULL, bl, hp, 0, 1);
  4380. if(sd && sp) {
  4381. sp = sp*(25*(skilllv-1))/100;
  4382. if(skilllv > 1 && sp < 1) sp = 1;
  4383. else if(sp > SHRT_MAX) sp = SHRT_MAX;
  4384. clif_heal(sd->fd,SP_SP,pc_heal(sd, 0, sp));
  4385. }
  4386. if (hp && skilllv >= 5)
  4387. { //Recover half damaged HP at level 5 [Skotlex]
  4388. hp = battle_heal(bl, src, hp/2, 0, 0);
  4389. if (sd && sd->fd)
  4390. clif_heal(sd->fd,SP_HP,hp);
  4391. }
  4392. }
  4393. }
  4394. break;
  4395. case SA_MAGICROD:
  4396. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4397. break;
  4398. case SA_AUTOSPELL: /* オ?トスペル */
  4399. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4400. if(sd)
  4401. clif_autospell(sd,skilllv);
  4402. else {
  4403. int maxlv=1,spellid=0;
  4404. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4405. if(skilllv >= 10) {
  4406. spellid = MG_FROSTDIVER;
  4407. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4408. // maxlv = 10;
  4409. // else
  4410. maxlv = skilllv - 9;
  4411. }
  4412. else if(skilllv >=8) {
  4413. spellid = MG_FIREBALL;
  4414. maxlv = skilllv - 7;
  4415. }
  4416. else if(skilllv >=5) {
  4417. spellid = MG_SOULSTRIKE;
  4418. maxlv = skilllv - 4;
  4419. }
  4420. else if(skilllv >=2) {
  4421. int i = rand()%3;
  4422. spellid = spellarray[i];
  4423. maxlv = skilllv - 1;
  4424. }
  4425. else if(skilllv > 0) {
  4426. spellid = MG_NAPALMBEAT;
  4427. maxlv = 3;
  4428. }
  4429. if(spellid > 0)
  4430. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4431. skill_get_time(SA_AUTOSPELL,skilllv));
  4432. }
  4433. break;
  4434. case BS_GREED:
  4435. if(sd){
  4436. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4437. map_foreachinrange(skill_greed,bl,
  4438. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4439. }
  4440. break;
  4441. case SA_ELEMENTWATER:
  4442. case SA_ELEMENTFIRE:
  4443. case SA_ELEMENTGROUND:
  4444. case SA_ELEMENTWIND:
  4445. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4446. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4447. dstmd->def_ele = skill_get_pl(skillid);
  4448. dstmd->def_ele += (1+rand()%4)*20;
  4449. }
  4450. break;
  4451. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4452. case NPC_ATTRICHANGE:
  4453. case NPC_CHANGEWATER:
  4454. case NPC_CHANGEGROUND:
  4455. case NPC_CHANGEFIRE:
  4456. case NPC_CHANGEWIND:
  4457. /* 毒?A?ケ?A念?A闇 */
  4458. case NPC_CHANGEPOISON:
  4459. case NPC_CHANGEHOLY:
  4460. case NPC_CHANGEDARKNESS:
  4461. case NPC_CHANGETELEKINESIS:
  4462. case NPC_CHANGEUNDEAD:
  4463. if(md){
  4464. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4465. md->def_ele = skill_get_pl(skillid);
  4466. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4467. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4468. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4469. }
  4470. break;
  4471. case NPC_PROVOCATION:
  4472. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4473. if(md && md->skillidx >= 0)
  4474. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4475. break;
  4476. case NPC_KEEPING:
  4477. case NPC_BARRIER:
  4478. {
  4479. int skill_time = skill_get_time(skillid,skilllv);
  4480. struct unit_data *ud = unit_bl2ud(bl);
  4481. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4482. sc_start(bl,type,100,skilllv,skill_time))
  4483. && ud) { //Disable attacking/acting/moving for skill's duration.
  4484. ud->attackabletime =
  4485. ud->canact_tick =
  4486. ud->canmove_tick = tick + skill_time;
  4487. }
  4488. }
  4489. break;
  4490. case NPC_REBIRTH:
  4491. //New rebirth System uses Kaizel lv1. [Skotlex]
  4492. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4493. break;
  4494. case NPC_DARKBLESSING:
  4495. clif_skill_nodamage(src,bl,skillid,skilllv,
  4496. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4497. break;
  4498. case NPC_LICK:
  4499. if (dstsd) {
  4500. if (dstsd->special_state.no_weapon_damage ) {
  4501. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4502. break;
  4503. }
  4504. pc_damage_sp(dstsd,100,0);
  4505. }
  4506. clif_skill_nodamage(src,bl,skillid,skilllv,
  4507. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4508. break;
  4509. case NPC_SUICIDE: /* 自決 */
  4510. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4511. 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]
  4512. break;
  4513. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4514. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4515. if(md && md->skillidx >= 0)
  4516. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4517. break;
  4518. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4519. mob_warpslave(src,AREA_SIZE/2);
  4520. break;
  4521. case NPC_RANDOMMOVE:
  4522. if (md) {
  4523. md->next_walktime = tick - 1;
  4524. mob_randomwalk(md,tick);
  4525. }
  4526. break;
  4527. case NPC_SPEEDUP:
  4528. {
  4529. // or does it increase casting rate? just a guess xD
  4530. int i = SC_ASPDPOTION0 + skilllv - 1;
  4531. if (i > SC_ASPDPOTION3)
  4532. i = SC_ASPDPOTION3;
  4533. clif_skill_nodamage(src,bl,skillid,skilllv,
  4534. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4535. }
  4536. break;
  4537. case NPC_REVENGE:
  4538. // not really needed... but adding here anyway ^^
  4539. if (md && md->master_id > 0) {
  4540. struct block_list *mbl, *tbl;
  4541. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4542. (tbl = battle_gettargeted(mbl)) == NULL)
  4543. break;
  4544. md->state.provoke_flag = tbl->id;
  4545. mob_target(md, tbl, md->db->range);
  4546. }
  4547. break;
  4548. case NPC_RUN: //後退
  4549. {
  4550. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4551. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4552. unit_stop_attack(src);
  4553. //Run skillv tiles.
  4554. unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
  4555. }
  4556. break;
  4557. case NPC_TRANSFORMATION:
  4558. case NPC_METAMORPHOSIS:
  4559. if(md && md->skillidx >= 0) {
  4560. if (skilllv > 1)
  4561. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4562. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4563. unit_remove_map(src,1);
  4564. }
  4565. else
  4566. { //Transform into another class.
  4567. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4568. if (class_) mob_class_change(md, class_);
  4569. }
  4570. }
  4571. break;
  4572. case NPC_EMOTION_ON:
  4573. case NPC_EMOTION:
  4574. if(md && md->skillidx >= 0)
  4575. {
  4576. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4577. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4578. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4579. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4580. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4581. int mode, mode2;
  4582. mode = status_get_mode(src);
  4583. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4584. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4585. if (skillid == NPC_EMOTION_ON) //Add a mode
  4586. mode2|= md->db->skill[md->skillidx].val[2];
  4587. else //Remove a mode
  4588. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4589. }
  4590. if (mode == mode2)
  4591. break; //No change
  4592. md->mode = mode2;
  4593. if (md->mode == md->db->mode)
  4594. md->mode = 0; //Fallback to the db's mode.
  4595. //Since mode changed, reset their state.
  4596. mob_stop_attack(md);
  4597. mob_stop_walking(md,0);
  4598. }
  4599. }
  4600. break;
  4601. case NPC_DEFENDER:
  4602. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4603. break;
  4604. case NPC_POWERUP:
  4605. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4606. clif_skill_nodamage(src,bl,skillid,skilllv,
  4607. sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
  4608. break;
  4609. case NPC_AGIUP:
  4610. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4611. clif_skill_nodamage(src,bl,skillid,skilllv,
  4612. sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
  4613. break;
  4614. case NPC_INVISIBLE:
  4615. //val4 passed as 1 is for "infinite cloak".
  4616. clif_skill_nodamage(src,bl,skillid,skilllv,
  4617. sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4618. break;
  4619. case NPC_SIEGEMODE:
  4620. // not sure what it does
  4621. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4622. break;
  4623. case WE_MALE: /* 君だけは護るよ */
  4624. if(sd && dstsd){
  4625. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4626. 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]
  4627. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4628. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4629. }
  4630. break;
  4631. case WE_FEMALE: /* � なたの?に??オになります */
  4632. if(sd && dstsd){
  4633. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4634. 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]
  4635. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4636. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4637. }
  4638. break;
  4639. // parent-baby skills
  4640. case WE_BABY:
  4641. if(sd){
  4642. struct map_session_data *f_sd = pc_get_father(sd);
  4643. struct map_session_data *m_sd = pc_get_mother(sd);
  4644. // if neither was found
  4645. if(!f_sd && !m_sd){
  4646. clif_skill_fail(sd,skillid,0,0);
  4647. map_freeblock_unlock();
  4648. return 0;
  4649. }
  4650. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4651. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4652. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4653. }
  4654. break;
  4655. case PF_HPCONVERSION: /* ライフ置き換え */
  4656. {
  4657. int hp, sp;
  4658. hp = status_get_max_hp(src) / 10; //基本はHPの10%
  4659. sp = hp * 10 * skilllv / 100;
  4660. if (hp >= status_get_hp(bl)) {
  4661. if (sd) clif_skill_fail(sd,skillid,0,0);
  4662. break;
  4663. }
  4664. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4665. if (dstsd) {
  4666. if (sp > dstsd->status.max_sp - dstsd->status.sp)
  4667. sp = dstsd->status.max_sp - dstsd->status.sp;
  4668. // we need to check with the sp that was taken away when casting too
  4669. if (skill_get_sp(skillid, skilllv) >= dstsd->status.max_sp - dstsd->status.sp)
  4670. hp = sp = 0;
  4671. }
  4672. battle_heal(src,bl,-hp, sp, 0);
  4673. if (dstsd && dstsd->fd)
  4674. {
  4675. clif_heal(dstsd->fd, SP_SP, sp);
  4676. clif_updatestatus(dstsd, SP_SP);
  4677. }
  4678. }
  4679. break;
  4680. case HT_REMOVETRAP: /* リム?ブトラップ */
  4681. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4682. {
  4683. struct skill_unit *su=NULL;
  4684. struct item item_tmp;
  4685. int flag;
  4686. if((bl->type==BL_SKILL) &&
  4687. (su=(struct skill_unit *)bl) &&
  4688. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4689. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4690. {
  4691. if(sd && !su->group->state.into_abyss)
  4692. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4693. if(battle_config.skill_removetrap_type){
  4694. for(i=0;i<10;i++) {
  4695. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4696. memset(&item_tmp,0,sizeof(item_tmp));
  4697. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4698. item_tmp.identify = 1;
  4699. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4700. clif_additem(sd,0,0,flag);
  4701. 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);
  4702. }
  4703. }
  4704. }
  4705. }else{
  4706. memset(&item_tmp,0,sizeof(item_tmp));
  4707. item_tmp.nameid = 1065;
  4708. item_tmp.identify = 1;
  4709. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4710. clif_additem(sd,0,0,flag);
  4711. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4712. }
  4713. }
  4714. }
  4715. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4716. struct block_list *target=map_id2bl(su->group->val2);
  4717. if(target)
  4718. status_change_end(target,SC_ANKLE,-1);
  4719. }
  4720. skill_delunit(su);
  4721. }
  4722. }
  4723. break;
  4724. case HT_SPRINGTRAP: /* スプリングトラップ */
  4725. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4726. {
  4727. struct skill_unit *su=NULL;
  4728. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4729. switch(su->group->unit_id){
  4730. case UNT_ANKLESNARE: // ankle snare
  4731. if (su->group->val2 != 0)
  4732. // if it is already trapping something don't spring it,
  4733. // remove trap should be used instead
  4734. break;
  4735. // otherwise fallthrough to below
  4736. case UNT_BLASTMINE:
  4737. case UNT_SKIDTRAP:
  4738. case UNT_LANDMINE:
  4739. case UNT_SHOCKWAVE:
  4740. case UNT_SANDMAN:
  4741. case UNT_FLASHER:
  4742. case UNT_FREEZINGTRAP:
  4743. case UNT_CLAYMORETRAP:
  4744. case UNT_TALKIEBOX:
  4745. su->group->unit_id = UNT_USED_TRAPS;
  4746. clif_changetraplook(bl, UNT_USED_TRAPS);
  4747. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4748. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4749. }
  4750. }
  4751. }
  4752. break;
  4753. case BD_ENCORE: /* アンコ?ル */
  4754. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4755. if(sd)
  4756. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4757. break;
  4758. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4759. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4760. map_freeblock_unlock();
  4761. return 1;
  4762. }
  4763. clif_skill_nodamage(src,bl,skillid,skilllv,
  4764. sc_start4(bl,type,100,
  4765. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4766. break;
  4767. case PF_MINDBREAKER: /* プ�?ボック */
  4768. {
  4769. /* MVPmobと不死には?かない */
  4770. 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
  4771. {
  4772. map_freeblock_unlock();
  4773. return 1;
  4774. }
  4775. //Has a 55% + skilllv*5% success chance.
  4776. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4777. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4778. {
  4779. if (sd) clif_skill_fail(sd,skillid,0,0);
  4780. map_freeblock_unlock();
  4781. return 0;
  4782. }
  4783. unit_skillcastcancel(bl,0);
  4784. if(tsc && tsc->count){
  4785. if(tsc->data[SC_FREEZE].timer!=-1)
  4786. status_change_end(bl,SC_FREEZE,-1);
  4787. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4788. status_change_end(bl,SC_STONE,-1);
  4789. if(tsc->data[SC_SLEEP].timer!=-1)
  4790. status_change_end(bl,SC_SLEEP,-1);
  4791. }
  4792. if(dstmd)
  4793. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4794. }
  4795. break;
  4796. case PF_SOULCHANGE:
  4797. {
  4798. int sp1 = 0, sp2 = 0;
  4799. if (sd) {
  4800. if (dstsd) {
  4801. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4802. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4803. sd->status.sp = sp2;
  4804. dstsd->status.sp = sp1;
  4805. clif_heal(sd->fd,SP_SP,sp2);
  4806. clif_updatestatus(sd,SP_SP);
  4807. clif_heal(dstsd->fd,SP_SP,sp1);
  4808. clif_updatestatus(dstsd,SP_SP);
  4809. } else if (dstmd) {
  4810. if (dstmd->state.soul_change_flag) {
  4811. clif_skill_fail(sd,skillid,0,0);
  4812. map_freeblock_unlock();
  4813. return 0;
  4814. }
  4815. sp2 = sd->status.max_sp * 3 /100;
  4816. if (sd->status.sp + sp2 > sd->status.max_sp)
  4817. sp2 = sd->status.max_sp - sd->status.sp;
  4818. sd->status.sp += sp2;
  4819. clif_heal(sd->fd,SP_SP,sp2);
  4820. clif_updatestatus(sd,SP_SP);
  4821. dstmd->state.soul_change_flag = 1;
  4822. }
  4823. }
  4824. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4825. }
  4826. break;
  4827. // Slim Pitcher
  4828. case CR_SLIMPITCHER:
  4829. if (potion_hp) {
  4830. int hp = potion_hp;
  4831. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4832. if (dstsd) {
  4833. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4834. }
  4835. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4836. battle_heal(NULL,bl,hp,0,0);
  4837. }
  4838. break;
  4839. // Full Chemical Protection
  4840. case CR_FULLPROTECTION:
  4841. {
  4842. int i, skilltime;
  4843. skilltime = skill_get_time(skillid,skilllv);
  4844. if (!tsc) {
  4845. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4846. break;
  4847. }
  4848. for (i=0; i<4; i++) {
  4849. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4850. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4851. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4852. }
  4853. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4854. }
  4855. break;
  4856. case RG_CLEANER: //AppleGirl
  4857. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4858. break;
  4859. case PF_DOUBLECASTING:
  4860. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4861. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4862. if (sd) clif_skill_fail(sd,skillid,0,0);
  4863. break;
  4864. case CG_LONGINGFREEDOM:
  4865. {
  4866. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4867. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4868. {
  4869. clif_skill_nodamage(src,bl,skillid,skilllv,
  4870. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4871. }
  4872. }
  4873. break;
  4874. case CG_TAROTCARD:
  4875. {
  4876. int eff, count = -1;
  4877. if (rand() % 100 > skilllv * 8) {
  4878. if (sd) clif_skill_fail(sd,skillid,0,0);
  4879. map_freeblock_unlock();
  4880. return 0;
  4881. }
  4882. do {
  4883. eff = rand() % 14;
  4884. clif_specialeffect(bl, 523 + eff, 0);
  4885. switch (eff)
  4886. {
  4887. case 0: // heals SP to 0
  4888. if (dstsd) pc_damage_sp(dstsd,0,100);
  4889. break;
  4890. case 1: // matk halved
  4891. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4892. break;
  4893. case 2: // all buffs removed
  4894. status_change_clear_buffs(bl,1);
  4895. break;
  4896. case 3: // 1000 damage, random armor destroyed
  4897. {
  4898. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4899. battle_damage(src, bl, 1000, 0, 0);
  4900. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4901. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4902. }
  4903. break;
  4904. case 4: // atk halved
  4905. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4906. break;
  4907. case 5: // 2000HP heal, random teleported
  4908. battle_heal(src, src, 2000, 0, 0);
  4909. unit_warp(src, -1,-1,-1, 3);
  4910. break;
  4911. case 6: // random 2 other effects
  4912. if (count == -1)
  4913. count = 3;
  4914. else
  4915. count++; //Should not retrigger this one.
  4916. break;
  4917. case 7: // stop freeze or stoned
  4918. {
  4919. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4920. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4921. }
  4922. break;
  4923. case 8: // curse coma and poison
  4924. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4925. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4926. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4927. break;
  4928. case 9: // chaos
  4929. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4930. break;
  4931. case 10: // 6666 damage, atk matk halved, cursed
  4932. battle_damage(src, bl, 6666, 0, 0);
  4933. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4934. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4935. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4936. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4937. break;
  4938. case 11: // 4444 damage
  4939. battle_damage(src, bl, 4444, 0, 0);
  4940. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4941. break;
  4942. case 12: // stun
  4943. sc_start(bl,SC_STUN,100,skilllv,5000);
  4944. break;
  4945. case 13: // atk,matk,hit,flee,def reduced
  4946. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4947. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4948. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4949. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4950. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4951. break;
  4952. default:
  4953. break;
  4954. }
  4955. } while ((--count) > 0);
  4956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4957. }
  4958. break;
  4959. case SL_ALCHEMIST:
  4960. case SL_ASSASIN:
  4961. case SL_BARDDANCER:
  4962. case SL_BLACKSMITH:
  4963. case SL_CRUSADER:
  4964. case SL_HUNTER:
  4965. case SL_KNIGHT:
  4966. case SL_MONK:
  4967. case SL_PRIEST:
  4968. case SL_ROGUE:
  4969. case SL_SAGE:
  4970. case SL_SOULLINKER:
  4971. case SL_STAR:
  4972. case SL_SUPERNOVICE:
  4973. case SL_WIZARD:
  4974. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4975. clif_skill_fail(sd,skillid,0,0);
  4976. break;
  4977. }
  4978. clif_skill_nodamage(src,bl,skillid,skilllv,
  4979. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4980. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4981. break;
  4982. case SL_HIGH:
  4983. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4984. clif_skill_fail(sd,skillid,0,0);
  4985. break;
  4986. }
  4987. clif_skill_nodamage(src,bl,skillid,skilllv,
  4988. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4989. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4990. break;
  4991. case SL_SWOO:
  4992. if (tsc && tsc->data[type].timer != -1) {
  4993. sc_start(src,SC_STUN,100,skilllv,10000);
  4994. break;
  4995. }
  4996. case SL_SKA: // [marquis007]
  4997. case SL_SKE:
  4998. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4999. clif_skill_fail(sd,skillid,0,0);
  5000. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5001. } else
  5002. clif_skill_nodamage(src,bl,skillid,skilllv,
  5003. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5004. if (skillid == SL_SKE)
  5005. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5006. break;
  5007. // New guild skills [Celest]
  5008. case GD_BATTLEORDER:
  5009. if(flag&1) {
  5010. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5011. sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
  5012. } else if (status_get_guild_id(src)) {
  5013. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5014. map_foreachinrange(skill_area_sub, src,
  5015. skill_get_splash(skillid, skilllv), BL_CHAR,
  5016. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5017. skill_castend_nodamage_id);
  5018. if (sd)
  5019. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5020. }
  5021. break;
  5022. case GD_REGENERATION:
  5023. if(flag&1) {
  5024. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5025. sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
  5026. } else if (status_get_guild_id(src)) {
  5027. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5028. map_foreachinrange(skill_area_sub, src,
  5029. skill_get_splash(skillid, skilllv), BL_CHAR,
  5030. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5031. skill_castend_nodamage_id);
  5032. if (sd)
  5033. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5034. }
  5035. break;
  5036. case GD_RESTORE:
  5037. if(flag&1) {
  5038. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  5039. int hp, sp;
  5040. hp = status_get_max_hp(bl)*9/10;
  5041. sp = dstsd?dstsd->status.max_sp*9/10:0;
  5042. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5043. battle_heal(NULL,bl,hp,sp,0);
  5044. }
  5045. } else if (status_get_guild_id(src)) {
  5046. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5047. map_foreachinrange(skill_area_sub, src,
  5048. skill_get_splash(skillid, skilllv), BL_CHAR,
  5049. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5050. skill_castend_nodamage_id);
  5051. if (sd)
  5052. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5053. }
  5054. break;
  5055. case GD_EMERGENCYCALL:
  5056. {
  5057. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5058. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5059. int j = 0;
  5060. struct guild *g = NULL;
  5061. // i don't know if it actually summons in a circle, but oh well. ;P
  5062. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5063. if (!g)
  5064. break;
  5065. for(i = 0; i < g->max_member; i++, j++) {
  5066. if (j>8) j=0;
  5067. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5068. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5069. continue;
  5070. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5071. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5072. dx[j] = dy[j] = 0;
  5073. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5074. }
  5075. }
  5076. if (sd)
  5077. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5078. }
  5079. break;
  5080. case SG_FEEL:
  5081. if (sd) {
  5082. if(!sd->feel_map[skilllv-1].index) {
  5083. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5085. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5086. }
  5087. else
  5088. clif_feel_info(sd, skilllv-1);
  5089. }
  5090. break;
  5091. case SG_HATE:
  5092. if (sd) {
  5093. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5094. if(dstsd) //PC
  5095. {
  5096. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5097. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5098. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5099. }
  5100. else if(dstmd) // mob
  5101. {
  5102. switch(skilllv)
  5103. {
  5104. case 1:
  5105. if (status_get_size(bl)==0)
  5106. {
  5107. sd->hate_mob[0] = dstmd->class_;
  5108. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5109. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5110. } else clif_skill_fail(sd,skillid,0,0);
  5111. break;
  5112. case 2:
  5113. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5114. {
  5115. sd->hate_mob[1] = dstmd->class_;
  5116. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5117. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5118. } else clif_skill_fail(sd,skillid,0,0);
  5119. break;
  5120. case 3:
  5121. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5122. {
  5123. sd->hate_mob[2] = dstmd->class_;
  5124. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5125. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5126. } else clif_skill_fail(sd,skillid,0,0);
  5127. break;
  5128. default:
  5129. clif_skill_fail(sd,skillid,0,0);
  5130. break;
  5131. }
  5132. }
  5133. }
  5134. break;
  5135. //Until they're at right position - gs_nodamage- [Vicious]
  5136. //Not implemented yet [Vicious]
  5137. case GS_GLITTERING:
  5138. if(sd) {
  5139. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5140. if(rand()%100 < (50+10*skilllv))
  5141. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5142. else if(sd->spiritball > 0)
  5143. pc_delspiritball(sd,1,0);
  5144. }
  5145. break;
  5146. default:
  5147. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5148. map_freeblock_unlock();
  5149. return 1;
  5150. }
  5151. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5152. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5153. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5154. battle_consume_ammo(sd, skillid, skilllv);
  5155. map_freeblock_unlock();
  5156. return 0;
  5157. }
  5158. /*==========================================
  5159. * スキル使用(詠唱完了、ID指定)
  5160. *------------------------------------------
  5161. */
  5162. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5163. {
  5164. struct block_list *target, *src = map_id2bl(id);
  5165. struct map_session_data* sd = NULL;
  5166. struct mob_data* md = NULL;
  5167. struct unit_data* ud = unit_bl2ud(src);
  5168. struct status_change *sc;
  5169. int inf2;
  5170. nullpo_retr(0, ud);
  5171. BL_CAST( BL_PC, src, sd);
  5172. BL_CAST( BL_MOB, src, md);
  5173. if( src->prev == NULL ) {
  5174. ud->skilltimer = -1;
  5175. return 0;
  5176. }
  5177. switch (ud->skillid) {
  5178. //These three should become skill_castend_pos
  5179. case WE_CALLPARTNER:
  5180. case WE_CALLPARENT:
  5181. case WE_CALLBABY:
  5182. //Find a random spot to place the skill. [Skotlex]
  5183. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5184. ud->skillx = src->x + inf2;
  5185. ud->skilly = src->y + inf2;
  5186. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5187. ud->skillx = src->x;
  5188. ud->skilly = src->y;
  5189. }
  5190. return skill_castend_pos(tid,tick,id,data);
  5191. }
  5192. if(ud->skillid != SA_CASTCANCEL ) {
  5193. if( ud->skilltimer != tid ) {
  5194. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5195. ud->skilltimer = -1;
  5196. return 0;
  5197. }
  5198. if( sd && ud->skilltimer != -1 && (inf2 = pc_checkskill(sd,SA_FREECAST)) > 0)
  5199. status_quick_recalc_speed(sd, SA_FREECAST, inf2, 0);
  5200. ud->skilltimer=-1;
  5201. }
  5202. if (ud->skilltarget == id)
  5203. target = src;
  5204. else
  5205. target = map_id2bl(ud->skilltarget);
  5206. // Use a do so that you can break out of it when the skill fails.
  5207. do {
  5208. if(!target || target->prev==NULL) break;
  5209. if(src->m != target->m || status_isdead(src)) break;
  5210. if(ud->skillid == RG_BACKSTAP) {
  5211. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5212. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5213. break;
  5214. }
  5215. }
  5216. if (ud->skillid == PR_LEXDIVINA)
  5217. {
  5218. sc = status_get_sc(target);
  5219. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5220. (!sc || sc->data[SC_SILENCE].timer == -1))
  5221. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5222. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5223. break;
  5224. }
  5225. } else {
  5226. inf2 = skill_get_inf(ud->skillid);
  5227. if((inf2&INF_ATTACK_SKILL ||
  5228. (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
  5229. && battle_check_target(src, target, BCT_ENEMY)<=0
  5230. )
  5231. break;
  5232. }
  5233. //Avoid doing double checks for instant-cast skills.
  5234. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5235. break;
  5236. //沈黙や状態異常など
  5237. if(md) {
  5238. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5239. md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
  5240. if(md->skillidx >= 0) {
  5241. md->skilldelay[md->skillidx]=tick;
  5242. if (md->db->skill[md->skillidx].emotion >= 0)
  5243. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5244. }
  5245. }
  5246. inf2 = skill_get_inf2(ud->skillid);
  5247. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  5248. int fail_flag = 1;
  5249. if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
  5250. fail_flag = 0;
  5251. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
  5252. fail_flag = 0;
  5253. if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
  5254. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5255. fail_flag = 0;
  5256. if(fail_flag)
  5257. break;
  5258. }
  5259. if(src != target && battle_config.skill_add_range &&
  5260. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5261. {
  5262. if (sd) {
  5263. clif_skill_fail(sd,ud->skillid,0,0);
  5264. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5265. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5266. }
  5267. break;
  5268. }
  5269. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */
  5270. break;
  5271. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5272. unit_stop_walking(src,1);
  5273. if (ud->skillid == SA_MAGICROD)
  5274. ud->canact_tick = tick;
  5275. else
  5276. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5277. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5278. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5279. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5280. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5281. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5282. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5283. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5284. else
  5285. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5286. sc = status_get_sc(src);
  5287. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5288. status_change_end(src,SC_MAGICPOWER,-1);
  5289. if (ud->skilltimer == -1) {
  5290. if(md) md->skillidx = -1;
  5291. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5292. ud->skilllv = ud->skilltarget = 0;
  5293. }
  5294. return 1;
  5295. } while(0);
  5296. //Skill failed.
  5297. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5298. ud->canact_tick = tick;
  5299. if(sd) sd->skillitem = sd->skillitemlv = -1;
  5300. if(md) md->skillidx = -1;
  5301. return 0;
  5302. }
  5303. /*==========================================
  5304. * スキル使用(詠唱完了、場所指定)
  5305. *------------------------------------------
  5306. */
  5307. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5308. {
  5309. struct block_list* src = map_id2bl(id);
  5310. int maxcount;
  5311. struct map_session_data *sd = NULL;
  5312. struct unit_data *ud = unit_bl2ud(src);
  5313. struct mob_data *md = NULL;
  5314. nullpo_retr(0, ud);
  5315. BL_CAST( BL_PC , src, sd);
  5316. BL_CAST( BL_MOB, src, md);
  5317. if( src->prev == NULL ) {
  5318. ud->skilltimer = -1;
  5319. return 0;
  5320. }
  5321. if( ud->skilltimer != tid ) /* タイマIDの確認 */
  5322. {
  5323. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5324. ud->skilltimer = -1;
  5325. return 0;
  5326. }
  5327. if(sd && ud->skilltimer != -1 && (maxcount = pc_checkskill(sd,SA_FREECAST) > 0))
  5328. status_quick_recalc_speed(sd, SA_FREECAST, maxcount, 0);
  5329. ud->skilltimer=-1;
  5330. do {
  5331. if(status_isdead(src)) break;
  5332. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5333. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5334. skill_check_unit_range(src->m,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5335. )
  5336. break;
  5337. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5338. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5339. skill_check_unit_range2(src, src->m,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5340. )
  5341. break;
  5342. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5343. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5344. ) {
  5345. int i;
  5346. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5347. if(ud->skillunit[i]->skill_id == ud->skillid)
  5348. maxcount--;
  5349. }
  5350. if(!maxcount)
  5351. break;
  5352. }
  5353. if(tid != -1)
  5354. { //Avoid double checks on instant cast skills. [Skotlex]
  5355. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5356. break;
  5357. if(battle_config.skill_add_range &&
  5358. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5359. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5360. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5361. break;
  5362. }
  5363. }
  5364. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */
  5365. break;
  5366. if(md) {
  5367. md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
  5368. if(md->skillidx >= 0) {
  5369. md->skilldelay[md->skillidx]=tick;
  5370. if (md->db->skill[md->skillidx].emotion >= 0)
  5371. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5372. }
  5373. }
  5374. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5375. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5376. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5377. unit_stop_walking(src,1);
  5378. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5379. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5380. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5381. if (ud->skilltimer == -1) {
  5382. if (md) md->skillidx = -1;
  5383. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5384. ud->skilllv = ud->skillx = ud->skilly = 0;
  5385. }
  5386. return 1;
  5387. } while(0);
  5388. ud->canact_tick = tick;
  5389. ud->skillid = ud->skilllv = 0;
  5390. if(sd) {
  5391. clif_skill_fail(sd,ud->skillid,0,0);
  5392. sd->skillitem = sd->skillitemlv = -1;
  5393. }
  5394. if(md) md->skillidx = -1;
  5395. return 0;
  5396. }
  5397. /*==========================================
  5398. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5399. *------------------------------------------
  5400. */
  5401. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5402. {
  5403. struct map_session_data *sd=NULL;
  5404. struct status_change *sc;
  5405. int i;
  5406. //if(skilllv <= 0) return 0;
  5407. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5408. nullpo_retr(0, src);
  5409. if(status_isdead(src))
  5410. return 0;
  5411. if(src->type==BL_PC)
  5412. sd=(struct map_session_data *)src;
  5413. sc = status_get_sc(src); //Needed for Magic Power checks.
  5414. if (sc && !sc->count)
  5415. sc = NULL; //Unneeded.
  5416. if(skillid != WZ_METEOR &&
  5417. skillid != AM_CANNIBALIZE &&
  5418. skillid != AM_SPHEREMINE &&
  5419. skillid != CR_CULTIVATION)
  5420. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5421. switch(skillid)
  5422. {
  5423. case PR_BENEDICTIO: /* ?ケ??~福 */
  5424. skill_area_temp[1] = src->id;
  5425. i = skill_get_splash(skillid, skilllv);
  5426. map_foreachinarea(skill_area_sub,
  5427. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5428. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5429. skill_castend_nodamage_id);
  5430. map_foreachinarea(skill_area_sub,
  5431. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5432. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5433. skill_castend_damage_id);
  5434. break;
  5435. case BS_HAMMERFALL:
  5436. i = skill_get_splash(skillid, skilllv);
  5437. map_foreachinarea (skill_area_sub,
  5438. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5439. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5440. skill_castend_nodamage_id);
  5441. break;
  5442. case HT_DETECTING: /* ディテクティング */
  5443. i = skill_get_splash(skillid, skilllv);
  5444. map_foreachinarea( status_change_timer_sub,
  5445. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5446. src,status_get_sc(src),SC_SIGHT,tick);
  5447. if(battle_config.traps_setting&1)
  5448. map_foreachinarea( skill_reveal_trap,
  5449. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5450. break;
  5451. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5452. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5453. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5454. case AL_PNEUMA: /* ニュ?マ */
  5455. case WZ_ICEWALL: /* アイスウォ?ル */
  5456. case WZ_FIREPILLAR: /* ファイアピラ? */
  5457. case WZ_QUAGMIRE: /* クァグマイア */
  5458. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5459. case WZ_STORMGUST: /* スト?ムガスト */
  5460. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5461. case PR_SANCTUARY: /* サンクチュアリ */
  5462. case PR_MAGNUS: /* マグヌスエクソシズム */
  5463. case CR_GRANDCROSS: /* グランドク�?ス */
  5464. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5465. case HT_SKIDTRAP: /* スキッドトラップ */
  5466. case HT_LANDMINE: /* ランドマイン */
  5467. case HT_ANKLESNARE: /* アンクルスネア */
  5468. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5469. case HT_SANDMAN: /* サンドマン */
  5470. case HT_FLASHER: /* フラッシャ? */
  5471. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5472. case HT_BLASTMINE: /* ブラストマイン */
  5473. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5474. case AS_VENOMDUST: /* ベノムダスト */
  5475. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5476. case PF_FOGWALL: /* フォグウォ?ル */
  5477. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5478. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5479. case WE_CALLPARTNER:
  5480. case WE_CALLPARENT:
  5481. case WE_CALLBABY:
  5482. case AC_SHOWER: //Ground-placed skill implementation.
  5483. case GS_DESPERADO:
  5484. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5485. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5486. break;
  5487. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5488. skill_clear_unitgroup(src);
  5489. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5490. flag|=1;
  5491. break;
  5492. case RG_CLEANER: // [Valaris]
  5493. i = skill_get_splash(skillid, skilllv);
  5494. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5495. break;
  5496. case SA_VOLCANO: /* ボルケ?ノ */
  5497. case SA_DELUGE: /* デリュ?ジ */
  5498. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5499. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5500. case NJ_SUITON:
  5501. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5502. flag|=1;
  5503. break;
  5504. case WZ_METEOR: //�?テオスト?ム
  5505. {
  5506. int flag=0, area = skill_get_splash(skillid, skilllv);
  5507. short tmpx, tmpy, x1 = 0, y1 = 0;
  5508. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5509. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5510. for(i=0;i<2+(skilllv>>1);i++) {
  5511. tmpx = x;
  5512. tmpy = y;
  5513. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5514. continue;
  5515. if(!(flag&1)){
  5516. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5517. flag=flag|1;
  5518. }
  5519. if(i > 0)
  5520. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5521. x1 = tmpx;
  5522. y1 = tmpy;
  5523. }
  5524. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5525. }
  5526. break;
  5527. case AL_WARP: /* �??プポ?タル */
  5528. if(sd) {
  5529. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5530. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5531. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5532. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5533. }
  5534. break;
  5535. case MO_BODYRELOCATION:
  5536. if (unit_movepos(src, x, y, 1, 1)) {
  5537. clif_slide(src, src->x, src->y);
  5538. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5539. }
  5540. break;
  5541. case AM_CANNIBALIZE: // バイオプラント
  5542. if(sd) {
  5543. int id;
  5544. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5545. struct mob_data *md;
  5546. // Correct info, don't change any of this! [celest]
  5547. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5548. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5549. md->master_id = sd->bl.id;
  5550. // different levels of HP according to skill level
  5551. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5552. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5553. md->special_state.ai = 1;
  5554. //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]
  5555. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5556. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5557. }
  5558. // 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
  5559. // (attach name of player?)
  5560. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5561. }
  5562. break;
  5563. case AM_SPHEREMINE: // スフィア?マイン
  5564. if(sd){
  5565. int id;
  5566. struct mob_data *md;
  5567. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5568. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5569. md->master_id = sd->bl.id;
  5570. md->hp = 2000 + skilllv * 400;
  5571. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5572. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5573. md->special_state.ai = 2;
  5574. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5575. }
  5576. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5577. }
  5578. break;
  5579. // Slim Pitcher [Celest]
  5580. case CR_SLIMPITCHER:
  5581. {
  5582. if (sd) {
  5583. int i = skilllv%11 - 1;
  5584. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5585. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5586. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5587. clif_skill_fail(sd,skillid,0,0);
  5588. return 1;
  5589. }
  5590. potion_flag = 1;
  5591. potion_hp = 0;
  5592. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5593. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5594. potion_flag = 0;
  5595. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5596. //Apply skill bonuses
  5597. potion_hp = potion_hp * (100
  5598. + pc_checkskill(sd,CR_SLIMPITCHER)*10
  5599. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5600. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5601. )/100;
  5602. if(potion_hp > 0) {
  5603. i = skill_get_splash(skillid, skilllv);
  5604. map_foreachinarea(skill_area_sub,
  5605. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5606. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5607. skill_castend_nodamage_id);
  5608. }
  5609. }
  5610. }
  5611. break;
  5612. case HW_GANBANTEIN:
  5613. if (rand()%100 < 80) {
  5614. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5615. i = skill_get_splash(skillid, skilllv);
  5616. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5617. } else {
  5618. clif_skill_fail(sd,skillid,0,0);
  5619. return 1;
  5620. }
  5621. break;
  5622. case HW_GRAVITATION:
  5623. {
  5624. struct skill_unit_group *sg;
  5625. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5626. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5627. sc_start4(src,SkillStatusChangeTable[skillid],100,
  5628. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5629. flag|=1;
  5630. }
  5631. break;
  5632. // Plant Cultivation [Celest]
  5633. case CR_CULTIVATION:
  5634. {
  5635. if (sd) {
  5636. int i = skilllv - 1;
  5637. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5638. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5639. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5640. clif_skill_fail(sd,skillid,0,0);
  5641. return 1;
  5642. }
  5643. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5644. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5645. if (rand()%100 < 50)
  5646. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5647. else
  5648. clif_skill_fail(sd,skillid,0,0);
  5649. }
  5650. }
  5651. break;
  5652. //Until they're at right position - gs_unit- [Vicious]
  5653. case GS_GROUNDDRIFT: /* グラウンドドリフト*/
  5654. case NJ_KAENSIN: /* 火炎陣*/
  5655. case NJ_BAKUENRYU: /* 爆炎龍*/
  5656. case NJ_HYOUSYOURAKU:
  5657. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5658. flag|=1;
  5659. break;
  5660. case NJ_RAIGEKISAI:
  5661. map_foreachinrange(skill_attack_area, src,
  5662. skill_get_splash(skillid, skilllv), BL_CHAR,
  5663. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5664. break;
  5665. }
  5666. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5667. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5668. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5669. battle_consume_ammo(sd, skillid, skilllv);
  5670. return 0;
  5671. }
  5672. /*==========================================
  5673. * スキル使用?i詠?・完了?Amap指定?j
  5674. *------------------------------------------
  5675. */
  5676. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5677. {
  5678. int x=0,y=0;
  5679. nullpo_retr(0, sd);
  5680. //Simplify skill_failed code.
  5681. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5682. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5683. return 0;
  5684. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5685. skill_failed(sd);
  5686. return 0;
  5687. }
  5688. //スキルが使えない?態異?峵�
  5689. if(sd->sc.count && (
  5690. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5691. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5692. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5693. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5694. sd->sc.data[SC_DANCING].timer!=-1 ||
  5695. sd->sc.data[SC_BERSERK].timer != -1 ||
  5696. sd->sc.data[SC_MARIONETTE].timer != -1
  5697. ))
  5698. return 0;
  5699. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5700. return 0;
  5701. if (strlen(map) > MAP_NAME_LENGTH-1)
  5702. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5703. if (battle_config.error_log)
  5704. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5705. skill_failed(sd);
  5706. return 0;
  5707. }
  5708. pc_stop_attack(sd);
  5709. pc_stop_walking(sd,0);
  5710. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5711. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5712. if(strcmp(map,"cancel")==0) {
  5713. skill_failed(sd);
  5714. return 0;
  5715. }
  5716. switch(skill_num){
  5717. case AL_TELEPORT: /* テレポ?ト */
  5718. if(strcmp(map,"Random")==0)
  5719. pc_randomwarp(sd,3);
  5720. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5721. pc_setpos(sd,sd->status.save_point.map,
  5722. sd->status.save_point.x,sd->status.save_point.y,3);
  5723. break;
  5724. case AL_WARP: /* �??プポ?タル */
  5725. {
  5726. const struct point *p[4];
  5727. struct skill_unit_group *group;
  5728. int i, lv, wx, wy;
  5729. int maxcount=0;
  5730. unsigned short mapindex;
  5731. mapindex = mapindex_name2id((char*)map);
  5732. if(!mapindex) { //Given map not found?
  5733. clif_skill_fail(sd,skill_num,0,0);
  5734. skill_failed(sd);
  5735. return 0;
  5736. }
  5737. p[0] = &sd->status.save_point;
  5738. p[1] = &sd->status.memo_point[0];
  5739. p[2] = &sd->status.memo_point[1];
  5740. p[3] = &sd->status.memo_point[2];
  5741. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5742. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5743. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5744. maxcount--;
  5745. }
  5746. if(!maxcount) {
  5747. clif_skill_fail(sd,skill_num,0,0);
  5748. skill_failed(sd);
  5749. return 0;
  5750. }
  5751. }
  5752. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5753. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5754. wx = sd->menuskill_lv>>16;
  5755. wy = sd->menuskill_lv&0xffff;
  5756. if(lv <= 0) return 0;
  5757. for(i=0;i<lv;i++){
  5758. if(mapindex == p[i]->map){
  5759. x=p[i]->x;
  5760. y=p[i]->y;
  5761. break;
  5762. }
  5763. }
  5764. if(x==0 || y==0) { /* 不?ウパケット?H */
  5765. skill_failed(sd);
  5766. return 0;
  5767. }
  5768. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5769. {
  5770. skill_failed(sd);
  5771. return 0;
  5772. }
  5773. if(skill_check_unit_range2(&sd->bl,sd->bl.m,wx,wy,skill_num,lv) > 0) {
  5774. clif_skill_fail(sd,0,0,0);
  5775. skill_failed(sd);
  5776. return 0;
  5777. }
  5778. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5779. skill_failed(sd);
  5780. return 0;
  5781. }
  5782. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5783. group->val2=(x<<16)|y;
  5784. group->val3 = mapindex;
  5785. }
  5786. break;
  5787. }
  5788. sd->menuskill_id = sd->menuskill_lv = 0;
  5789. return 0;
  5790. #undef skill_failed
  5791. }
  5792. /*==========================================
  5793. * Initializes and sets a ground skill.
  5794. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5795. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5796. *------------------------------------------
  5797. */
  5798. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5799. {
  5800. struct skill_unit_group *group;
  5801. int i,limit,val1=0,val2=0,val3=0;
  5802. int count=0;
  5803. int target,interval,range,unit_flag;
  5804. struct skill_unit_layout *layout;
  5805. struct map_session_data *sd;
  5806. struct status_change *sc;
  5807. int active_flag=1;
  5808. nullpo_retr(0, src);
  5809. limit = skill_get_time(skillid,skilllv);
  5810. range = skill_get_unit_range(skillid,skilllv);
  5811. interval = skill_get_unit_interval(skillid);
  5812. target = skill_get_unit_target(skillid);
  5813. unit_flag = skill_get_unit_flag(skillid);
  5814. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5815. BL_CAST(BL_PC, src, sd);
  5816. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5817. if (sc && !sc->count)
  5818. sc = NULL;
  5819. switch(skillid){ /* ?ン定 */
  5820. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5821. val2=skilllv+1;
  5822. break;
  5823. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5824. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5825. limit = limit*3/2;
  5826. val2=4+skilllv;
  5827. break;
  5828. case AL_WARP: /* �??プポ?タル */
  5829. val1=skilllv+6;
  5830. if(!(flag&1))
  5831. limit=2000;
  5832. active_flag=0;
  5833. break;
  5834. case PR_SANCTUARY: /* サンクチュアリ */
  5835. val1=(skilllv+3)*2;
  5836. val2=(skilllv>6)?777:skilllv*100;
  5837. break;
  5838. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5839. if((flag&1)!=0)
  5840. limit=1000;
  5841. val1=skilllv+2;
  5842. break;
  5843. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5844. case AM_DEMONSTRATION:
  5845. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5846. && (src->type&battle_config.vs_traps_bctall))
  5847. target = BCT_ALL;
  5848. break;
  5849. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5850. val1=skilllv*15+10;
  5851. case HT_SANDMAN: /* サンドマン */
  5852. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5853. case HT_SKIDTRAP: /* スキッドトラップ */
  5854. case HT_LANDMINE: /* ランドマイン */
  5855. case HT_ANKLESNARE: /* アンクルスネア */
  5856. case HT_FLASHER: /* フラッシャ? */
  5857. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5858. case HT_BLASTMINE: /* ブラストマイン */
  5859. if (map_flag_gvg(src->m))
  5860. limit *= 4; // longer trap times in WOE [celest]
  5861. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5862. && (src->type&battle_config.vs_traps_bctall))
  5863. target = BCT_ALL;
  5864. break;
  5865. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5866. {
  5867. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5868. val1=skilllv*15+10;
  5869. aoe_diameter=skilllv+skilllv%2+5;
  5870. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5871. }
  5872. //No break because we also have to check if we use gemstones. [Skotlex]
  5873. case SA_VOLCANO:
  5874. case SA_DELUGE:
  5875. case SA_VIOLENTGALE:
  5876. {
  5877. struct skill_unit_group *old_sg;
  5878. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5879. {
  5880. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5881. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5882. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5883. if (limit < 0) //This can happen...
  5884. limit = skill_get_time(skillid,skilllv);
  5885. }
  5886. skill_clear_group(src,1);
  5887. }
  5888. break;
  5889. }
  5890. case BA_DISSONANCE:
  5891. case DC_UGLYDANCE:
  5892. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5893. break;
  5894. case BA_WHISTLE:
  5895. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  5896. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  5897. if(src->type == BL_PC){
  5898. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5899. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5900. }
  5901. break;
  5902. case DC_HUMMING:
  5903. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  5904. if(src->type == BL_PC)
  5905. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5906. break;
  5907. case BA_POEMBRAGI:
  5908. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  5909. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  5910. if(src->type == BL_PC){
  5911. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5912. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5913. }
  5914. break;
  5915. case DC_DONTFORGETME:
  5916. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  5917. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  5918. if(src->type == BL_PC){
  5919. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5920. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5921. }
  5922. break;
  5923. case BA_APPLEIDUN:
  5924. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  5925. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  5926. if(src->type == BL_PC){
  5927. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5928. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5929. }
  5930. break;
  5931. case DC_SERVICEFORYOU:
  5932. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  5933. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  5934. if(src->type == BL_PC){
  5935. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5936. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5937. }
  5938. break;
  5939. case BA_ASSASSINCROSS:
  5940. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  5941. if(src->type == BL_PC)
  5942. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5943. break;
  5944. case DC_FORTUNEKISS:
  5945. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  5946. if(src->type == BL_PC)
  5947. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5948. break;
  5949. case BD_LULLABY:
  5950. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5951. break;
  5952. case BD_DRUMBATTLEFIELD:
  5953. val1 = (skilllv+1)*25; //Watk increase
  5954. val2 = (skilllv+1)*2; //Def increase
  5955. break;
  5956. case BD_RINGNIBELUNGEN:
  5957. val1 = (skilllv+2)*25; //Watk increase
  5958. break;
  5959. case BD_SIEGFRIED:
  5960. val1 = 55 + skilllv*5; //Elemental Resistance
  5961. val2 = skilllv*10; //Status ailment resistance
  5962. break;
  5963. case PF_FOGWALL: /* フォグウォ?ル */
  5964. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  5965. break;
  5966. case RG_GRAFFITI: /* Graffiti */
  5967. count=1; // Leave this at 1 [Valaris]
  5968. break;
  5969. case WE_CALLPARTNER:
  5970. if (sd) val1 = sd->status.partner_id;
  5971. break;
  5972. case WE_CALLPARENT:
  5973. if (sd) {
  5974. val1 = sd->status.father;
  5975. val2 = sd->status.mother;
  5976. }
  5977. break;
  5978. case WE_CALLBABY:
  5979. if (sd) val1 = sd->status.child;
  5980. break;
  5981. }
  5982. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  5983. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  5984. group->val1=val1;
  5985. group->val2=val2;
  5986. group->val3=val3;
  5987. group->target_flag=target;
  5988. group->bl_flag= skill_get_unit_bl_target(skillid);
  5989. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5990. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  5991. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  5992. if(skillid==HT_TALKIEBOX ||
  5993. skillid==RG_GRAFFITI){
  5994. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  5995. if(group->valstr==NULL){
  5996. ShowFatalError("skill_castend_map: out of memory !\n");
  5997. exit(1);
  5998. }
  5999. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6000. group->valstr[MESSAGE_SIZE-1] = '\0';
  6001. }
  6002. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6003. val1=skilllv;
  6004. val2=0;
  6005. limit=group->limit;
  6006. for(i=0;i<layout->count;i++){
  6007. struct skill_unit *unit;
  6008. int ux,uy,alive=1;
  6009. ux = x + layout->dx[i];
  6010. uy = y + layout->dy[i];
  6011. switch (skillid) {
  6012. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6013. val2=group->val2;
  6014. break;
  6015. case WZ_ICEWALL: /* アイスウォ?ル */
  6016. if(skilllv <= 1)
  6017. val1 = 500;
  6018. else
  6019. val1 = 200 + 200*skilllv;
  6020. break;
  6021. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6022. ux+=(i%5-2);
  6023. uy+=(i/5-2);
  6024. break;
  6025. }
  6026. //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
  6027. if(range<=0)
  6028. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6029. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6030. alive = 0;
  6031. if (alive && battle_config.skill_wall_check) {
  6032. //Check if there's a path between cell and center of casting.
  6033. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6034. alive = 0;
  6035. }
  6036. if(alive && skillid == WZ_ICEWALL) {
  6037. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6038. alive=0;
  6039. else {
  6040. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6041. if(val2==5 || val2==1)
  6042. alive=0;
  6043. else
  6044. clif_changemapcell(src->m,ux,uy,5,0);
  6045. }
  6046. }
  6047. if(alive){
  6048. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6049. unit->val1=val1;
  6050. unit->val2=val2;
  6051. unit->limit=limit;
  6052. unit->range=range;
  6053. if (range==0 && active_flag)
  6054. map_foreachincell(skill_unit_effect,unit->bl.m,
  6055. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6056. }
  6057. }
  6058. return group;
  6059. }
  6060. /*==========================================
  6061. * スキルユニットの?動イベント
  6062. *------------------------------------------
  6063. */
  6064. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6065. {
  6066. struct skill_unit_group *sg;
  6067. struct block_list *ss;
  6068. struct status_change *sc;
  6069. int type,skillid;
  6070. nullpo_retr(0, src);
  6071. nullpo_retr(0, bl);
  6072. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6073. return 0;
  6074. nullpo_retr(0, sg=src->group);
  6075. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6076. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6077. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6078. return 0; //AoE skills are ineffective. [Skotlex]
  6079. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6080. return 0;
  6081. sc = status_get_sc(bl);
  6082. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6083. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6084. type = SkillStatusChangeTable[sg->skill_id];
  6085. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6086. switch (sg->unit_id) {
  6087. case UNT_SAFETYWALL:
  6088. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6089. if (sc && sc->data[type].timer == -1)
  6090. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6091. break;
  6092. case UNT_WARP_WAITING:
  6093. if(bl->type==BL_PC){
  6094. struct map_session_data *sd = (struct map_session_data *)bl;
  6095. if((!sd->chatID || battle_config.chat_warpportal)
  6096. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6097. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6098. if (--sg->val1<=0 || sg->src_id == bl->id)
  6099. skill_delunitgroup(NULL, sg);
  6100. }
  6101. }
  6102. } else if(battle_config.mob_warpportal && bl->type != BL_PET)
  6103. unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
  6104. break;
  6105. case UNT_QUAGMIRE:
  6106. if(sc && sc->data[type].timer==-1)
  6107. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6108. break;
  6109. case UNT_VOLCANO:
  6110. case UNT_DELUGE:
  6111. case UNT_VIOLENTGALE:
  6112. case UNT_SUITON:
  6113. if(sc && sc->data[type].timer==-1)
  6114. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6115. skill_get_time2(sg->skill_id,sg->skill_lv));
  6116. break;
  6117. case UNT_RICHMANKIM:
  6118. case UNT_ETERNALCHAOS:
  6119. case UNT_DRUMBATTLEFIELD:
  6120. case UNT_RINGNIBELUNGEN:
  6121. case UNT_ROKISWEIL:
  6122. case UNT_INTOABYSS:
  6123. case UNT_SIEGFRIED:
  6124. case UNT_HERMODE:
  6125. //Needed to check when a dancer/bard leaves their ensemble area.
  6126. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6127. return sg->skill_id;
  6128. if (sc && sc->data[type].timer==-1)
  6129. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6130. break;
  6131. case UNT_WHISTLE:
  6132. case UNT_ASSASSINCROSS:
  6133. case UNT_POEMBRAGI:
  6134. case UNT_APPLEIDUN:
  6135. case UNT_HUMMING:
  6136. case UNT_DONTFORGETME:
  6137. case UNT_FORTUNEKISS:
  6138. case UNT_SERVICEFORYOU:
  6139. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6140. return 0;
  6141. if (!sc)
  6142. break;
  6143. if (sc->data[type].timer==-1)
  6144. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6145. else if (sc->data[type].val4 == 1) {
  6146. //Readjust timers since the effect will not last long.
  6147. sc->data[type].val4 = 0;
  6148. delete_timer(sc->data[type].timer, status_change_timer);
  6149. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6150. }
  6151. break;
  6152. /* Basilica does not knocks back...
  6153. case UNT_BASILICA:
  6154. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6155. skill_blown(&src->bl,bl,1);
  6156. break;
  6157. */
  6158. case UNT_FOGWALL:
  6159. if (sc && sc->data[type].timer==-1)
  6160. {
  6161. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6162. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6163. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6164. }
  6165. break;
  6166. case UNT_GRAVITATION:
  6167. if (sc && sc->data[type].timer==-1)
  6168. sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
  6169. break;
  6170. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6171. src->val1 = 0;
  6172. if(src->limit + sg->tick > tick + 700)
  6173. src->limit = DIFF_TICK(tick+700,sg->tick);
  6174. break;
  6175. }
  6176. return skillid;
  6177. }
  6178. /*==========================================
  6179. * スキルユニットの発動イベント(タイマ?[発動)
  6180. *------------------------------------------
  6181. */
  6182. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6183. {
  6184. struct skill_unit_group *sg;
  6185. struct block_list *ss;
  6186. struct map_session_data *sd = NULL;
  6187. struct status_change *tsc, *sc;
  6188. struct skill_unit_group_tickset *ts;
  6189. int type, skillid;
  6190. int diff=0;
  6191. nullpo_retr(0, src);
  6192. nullpo_retr(0, bl);
  6193. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6194. return 0;
  6195. nullpo_retr(0, sg=src->group);
  6196. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6197. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6198. sc = status_get_sc(ss); //For magic power.
  6199. tsc = status_get_sc(bl);
  6200. type = SkillStatusChangeTable[sg->skill_id];
  6201. skillid = sg->skill_id;
  6202. if (sg->interval == -1) {
  6203. switch (sg->unit_id) {
  6204. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6205. case UNT_SPIDERWEB:
  6206. case UNT_FIREPILLAR_ACTIVE:
  6207. return 0;
  6208. default:
  6209. if (battle_config.error_log)
  6210. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6211. return 0;
  6212. }
  6213. }
  6214. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6215. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6216. diff = DIFF_TICK(tick,ts->tick);
  6217. if (diff < 0)
  6218. return 0;
  6219. ts->tick = tick+sg->interval;
  6220. // GXは?dなっていたら3HITしない
  6221. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6222. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6223. }
  6224. //Temporarily set magic power to have it take effect. [Skotlex]
  6225. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6226. {
  6227. if (sd)
  6228. { //This is needed since we are not going to recall status_calc_pc...
  6229. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6230. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6231. } else
  6232. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6233. }
  6234. switch (sg->unit_id) {
  6235. case UNT_FIREWALL:
  6236. {
  6237. int count=0, t_ele = status_get_elem_type(bl);
  6238. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
  6239. //This is the best Aegis approximation we can do without
  6240. //changing the minimum skill unit interval. [Skotlex]
  6241. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6242. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6243. } else {
  6244. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6245. src->val2--;
  6246. }
  6247. if (src->val2<=0)
  6248. skill_delunit(src);
  6249. break;
  6250. }
  6251. case UNT_SANCTUARY:
  6252. {
  6253. int race = status_get_race(bl);
  6254. if (battle_check_undead(race, status_get_elem_type(bl)) || race==RC_DEMON)
  6255. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6256. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6257. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6258. // reduce healing count if this was meant for damaging [hekate]
  6259. sg->val1 -= 2;
  6260. } else {
  6261. int heal = sg->val2;
  6262. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6263. break;
  6264. if (status_isimmune(bl))
  6265. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6266. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6267. battle_heal(NULL, bl, heal, 0, 0);
  6268. if (diff >= 500)
  6269. sg->val1--; // ?V規に入ったユニットだけカウント
  6270. }
  6271. if (sg->val1 <= 0)
  6272. skill_delunitgroup(NULL,sg);
  6273. break;
  6274. }
  6275. case UNT_MAGNUS:
  6276. {
  6277. int race = status_get_race(bl);
  6278. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=RC_DEMON)
  6279. break;
  6280. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6281. break;
  6282. }
  6283. case UNT_ATTACK_SKILLS:
  6284. switch (sg->skill_id)
  6285. {
  6286. case SG_SUN_WARM: //SG skills [Komurka]
  6287. case SG_MOON_WARM:
  6288. case SG_STAR_WARM:
  6289. if(bl->type==BL_PC)
  6290. //Only damage SP [Skotlex]
  6291. pc_damage_sp((TBL_PC*)bl, 60, 0);
  6292. else if(!sd || pc_damage_sp(sd, 2, 0) >= 0)
  6293. //Otherwise, Knockback attack.
  6294. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6295. break;
  6296. default:
  6297. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6298. }
  6299. break;
  6300. case UNT_DESPERADO:
  6301. if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
  6302. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6303. break;
  6304. case UNT_FIREPILLAR_WAITING:
  6305. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6306. skill_delunit(src);
  6307. break;
  6308. case UNT_FIREPILLAR_ACTIVE:
  6309. map_foreachinrange(skill_attack_area,bl,
  6310. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6311. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6312. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6313. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6314. break;
  6315. case UNT_SKIDTRAP:
  6316. {
  6317. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6318. sg->unit_id = UNT_USED_TRAPS;
  6319. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6320. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6321. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6322. }
  6323. break;
  6324. case UNT_SPIDERWEB:
  6325. case UNT_ANKLESNARE:
  6326. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6327. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6328. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6329. {
  6330. struct TimerData* td = get_timer(tsc->data[type].timer);
  6331. if (td) sec = DIFF_TICK(td->tick, tick);
  6332. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6333. clif_fixpos(bl);
  6334. sg->val2=bl->id;
  6335. } else
  6336. sec = 3000; //Couldn't trap it?
  6337. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6338. // 01AC: long ID
  6339. // Indicates that an object is trapped, but ID is not a
  6340. // valid monster or player ID.
  6341. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6342. sg->interval = -1;
  6343. src->range = 0;
  6344. }
  6345. break;
  6346. case UNT_VENOMDUST:
  6347. if(tsc && tsc->data[type].timer==-1 )
  6348. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6349. break;
  6350. case UNT_LANDMINE:
  6351. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6352. sg->unit_id = UNT_USED_TRAPS;
  6353. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6354. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6355. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6356. break;
  6357. case UNT_BLASTMINE:
  6358. case UNT_SHOCKWAVE:
  6359. case UNT_SANDMAN:
  6360. case UNT_FLASHER:
  6361. case UNT_FREEZINGTRAP:
  6362. case UNT_CLAYMORETRAP:
  6363. // This ain't used anymore....
  6364. // map_foreachinrange(skill_count_target,&src->bl,
  6365. // skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6366. // &src->bl,&splash_count);
  6367. map_foreachinrange(skill_trap_splash,&src->bl,
  6368. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6369. &src->bl,tick);
  6370. sg->unit_id = UNT_USED_TRAPS;
  6371. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6372. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6373. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6374. break;
  6375. case UNT_TALKIEBOX:
  6376. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6377. break;
  6378. if (sg->val2 == 0){
  6379. clif_talkiebox(&src->bl, sg->valstr);
  6380. sg->unit_id = UNT_USED_TRAPS;
  6381. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6382. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6383. sg->val2 = -1; //踏んだ
  6384. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6385. }
  6386. break;
  6387. case UNT_LULLABY:
  6388. if (ss->id == bl->id)
  6389. break;
  6390. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6391. break;
  6392. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6393. if (ss->id == bl->id)
  6394. break;
  6395. if (bl->type == BL_PC)
  6396. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6397. break;
  6398. case UNT_DISSONANCE:
  6399. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6400. break;
  6401. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6402. {
  6403. int heal;
  6404. if (sg->src_id == bl->id)
  6405. break;
  6406. heal = sg->val2;
  6407. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6408. battle_heal(NULL, bl, heal, 0, 0);
  6409. break;
  6410. }
  6411. case UNT_DEMONSTRATION:
  6412. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6413. break;
  6414. case UNT_GOSPEL:
  6415. if (rand()%100 > sg->skill_lv*10)
  6416. break;
  6417. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6418. int i = rand()%13; // Positive buff count
  6419. switch (i)
  6420. {
  6421. case 0: // Heal 1~9999 HP
  6422. {
  6423. int heal = rand() %9999+1;
  6424. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6425. battle_heal(NULL,bl,heal,0,0);
  6426. }
  6427. break;
  6428. case 1: // End all negative status
  6429. status_change_clear_buffs(bl,2);
  6430. break;
  6431. case 2: // Level 10 Blessing
  6432. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6433. break;
  6434. case 3: // Level 10 Increase AGI
  6435. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6436. break;
  6437. case 4: // Enchant weapon with Holy element
  6438. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6439. break;
  6440. case 5: // Enchant armor with Holy element
  6441. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6442. break;
  6443. case 6: // MaxHP +100%
  6444. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6445. break;
  6446. case 7: // MaxSP +100%
  6447. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6448. break;
  6449. case 8: // All stats +20
  6450. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6451. break;
  6452. case 9: // DEF +25%
  6453. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6454. break;
  6455. case 10: // ATK +100%
  6456. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6457. break;
  6458. case 11: // HIT/Flee +50
  6459. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6460. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6461. break;
  6462. case 12: // Immunity to all status
  6463. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6464. break;
  6465. }
  6466. }
  6467. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6468. int i = rand()%9; // Negative buff count
  6469. switch (i)
  6470. {
  6471. case 0: // Deal 1~9999 damage
  6472. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6473. break;
  6474. case 1: // Curse
  6475. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6476. break;
  6477. case 2: // Blind
  6478. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6479. break;
  6480. case 3: // Poison
  6481. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6482. break;
  6483. case 4: // Level 10 Provoke
  6484. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6485. break;
  6486. case 5: // DEF -100%
  6487. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6488. break;
  6489. case 6: // ATK -100%
  6490. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6491. break;
  6492. case 7: // Flee -100%
  6493. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6494. break;
  6495. case 8: // Speed/ASPD -25%
  6496. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6497. break;
  6498. }
  6499. }
  6500. break;
  6501. case UNT_GRAVITATION:
  6502. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6503. break;
  6504. }
  6505. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6506. { //Unset Magic Power.
  6507. if (sd)
  6508. {
  6509. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6510. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6511. } else
  6512. sc->data[SC_MAGICPOWER].timer = -1;
  6513. }
  6514. if (bl->type == BL_MOB && ss != bl)
  6515. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6516. return skillid;
  6517. }
  6518. /*==========================================
  6519. * スキルユニットから離?する(もしくはしている)?�?�
  6520. *------------------------------------------
  6521. */
  6522. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6523. {
  6524. struct skill_unit_group *sg;
  6525. struct status_change *sc;
  6526. int type;
  6527. nullpo_retr(0, src);
  6528. nullpo_retr(0, bl);
  6529. nullpo_retr(0, sg=src->group);
  6530. sc = status_get_sc(bl);
  6531. if (sc && !sc->count)
  6532. sc = NULL;
  6533. type = SkillStatusChangeTable[sg->skill_id];
  6534. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6535. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6536. return 0;
  6537. switch(sg->unit_id){
  6538. case UNT_SAFETYWALL:
  6539. if (sc && sc->data[type].timer!=-1)
  6540. status_change_end(bl,type,-1);
  6541. break;
  6542. case UNT_ANKLESNARE:
  6543. {
  6544. struct block_list *target = map_id2bl(sg->val2);
  6545. if(target && target == bl){
  6546. status_change_end(bl,SC_ANKLE,-1);
  6547. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6548. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6549. }
  6550. else
  6551. return 0;
  6552. break;
  6553. }
  6554. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6555. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6556. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6557. status_change_end(bl,type,-1);
  6558. break;
  6559. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6560. {
  6561. struct block_list *target = map_id2bl(sg->val2);
  6562. if (target && target==bl)
  6563. {
  6564. status_change_end(bl,SC_SPIDERWEB,-1);
  6565. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6566. }
  6567. break;
  6568. }
  6569. }
  6570. return sg->skill_id;
  6571. }
  6572. /*==========================================
  6573. * Triggered when a char steps out of a skill group [Skotlex]
  6574. *------------------------------------------
  6575. */
  6576. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6577. {
  6578. struct status_change *sc;
  6579. int type;
  6580. sc = status_get_sc(bl);
  6581. if (sc && !sc->count)
  6582. sc = NULL;
  6583. type = SkillStatusChangeTable[skill_id];
  6584. switch (skill_id)
  6585. {
  6586. case WZ_QUAGMIRE:
  6587. if (bl->type==BL_MOB)
  6588. break;
  6589. if (sc && sc->data[type].timer != -1)
  6590. status_change_end(bl, type, -1);
  6591. break;
  6592. case BD_LULLABY:
  6593. case BD_RICHMANKIM:
  6594. case BD_ETERNALCHAOS:
  6595. case BD_DRUMBATTLEFIELD:
  6596. case BD_RINGNIBELUNGEN:
  6597. case BD_ROKISWEIL:
  6598. case BD_INTOABYSS:
  6599. case BD_SIEGFRIED:
  6600. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6601. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6602. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6603. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6604. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6605. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6606. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6607. skill_stop_dancing(bl);
  6608. }
  6609. case MG_SAFETYWALL:
  6610. case AL_PNEUMA:
  6611. case SA_VOLCANO:
  6612. case SA_DELUGE:
  6613. case SA_VIOLENTGALE:
  6614. case CG_HERMODE:
  6615. case HW_GRAVITATION:
  6616. case NJ_SUITON:
  6617. if (sc && sc->data[type].timer != -1)
  6618. status_change_end(bl, type, -1);
  6619. break;
  6620. case BA_POEMBRAGI:
  6621. case BA_WHISTLE:
  6622. case BA_ASSASSINCROSS:
  6623. case BA_APPLEIDUN:
  6624. case DC_HUMMING:
  6625. case DC_DONTFORGETME:
  6626. case DC_FORTUNEKISS:
  6627. case DC_SERVICEFORYOU:
  6628. if (sc && sc->data[type].timer != -1)
  6629. {
  6630. delete_timer(sc->data[type].timer, status_change_timer);
  6631. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6632. //not possible on our current implementation.
  6633. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6634. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6635. }
  6636. break;
  6637. case PF_FOGWALL:
  6638. if (sc && sc->data[type].timer != -1)
  6639. {
  6640. status_change_end(bl,type,-1);
  6641. if (sc->data[SC_BLIND].timer!=-1)
  6642. {
  6643. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6644. status_change_end(bl, SC_BLIND, -1);
  6645. else {
  6646. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6647. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6648. }
  6649. }
  6650. }
  6651. break;
  6652. case UNT_GOSPEL:
  6653. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6654. status_change_end(bl, type, -1);
  6655. break;
  6656. }
  6657. return skill_id;
  6658. }
  6659. /*==========================================
  6660. * Invoked when a unit cell has been placed/removed/deleted.
  6661. * flag values:
  6662. * flag&1: Invoke onplace function (otherwise invoke onout)
  6663. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6664. *------------------------------------------
  6665. */
  6666. int skill_unit_effect(struct block_list *bl,va_list ap)
  6667. {
  6668. struct skill_unit *unit;
  6669. struct skill_unit_group *group;
  6670. int flag;
  6671. unsigned int tick;
  6672. nullpo_retr(0, bl);
  6673. nullpo_retr(0, ap);
  6674. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6675. tick = va_arg(ap,unsigned int);
  6676. flag = va_arg(ap,unsigned int);
  6677. if (!unit->alive || bl->prev==NULL)
  6678. return 0;
  6679. nullpo_retr(0, group=unit->group);
  6680. if (flag&1)
  6681. skill_unit_onplace(unit,bl,tick);
  6682. else
  6683. skill_unit_onout(unit,bl,tick);
  6684. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6685. return 0;
  6686. }
  6687. /*==========================================
  6688. * スキルユニットの限界イベント
  6689. *------------------------------------------
  6690. */
  6691. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6692. {
  6693. struct skill_unit_group *sg;
  6694. nullpo_retr(0, src);
  6695. nullpo_retr(0, sg=src->group);
  6696. switch(sg->unit_id){
  6697. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6698. {
  6699. struct skill_unit_group *group=
  6700. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6701. src->bl.x,src->bl.y,1);
  6702. if(group == NULL)
  6703. return 0;
  6704. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6705. group->val3=sg->val3; //as well as the mapindex to warp to.
  6706. }
  6707. break;
  6708. case UNT_ICEWALL: /* アイスウォ?ル */
  6709. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6710. break;
  6711. case UNT_CALLFAMILY: /* � なたに?いたい */
  6712. {
  6713. struct map_session_data *sd = NULL;
  6714. if(sg->val1) {
  6715. sd = map_charid2sd(sg->val1);
  6716. sg->val1 = 0;
  6717. if (sd && !map[sd->bl.m].flag.nowarp)
  6718. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6719. }
  6720. if(sg->val2) {
  6721. sd = map_charid2sd(sg->val2);
  6722. sg->val2 = 0;
  6723. if (sd && !map[sd->bl.m].flag.nowarp)
  6724. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6725. }
  6726. }
  6727. break;
  6728. }
  6729. return 0;
  6730. }
  6731. /*==========================================
  6732. * スキルユニットのダ�??ジイベント
  6733. *------------------------------------------
  6734. */
  6735. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6736. int damage,unsigned int tick)
  6737. {
  6738. struct skill_unit_group *sg;
  6739. nullpo_retr(0, src);
  6740. nullpo_retr(0, sg=src->group);
  6741. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6742. skill_delunitgroup(NULL,sg);
  6743. else
  6744. switch(sg->unit_id){
  6745. case UNT_ICEWALL:
  6746. src->val1-=damage;
  6747. break;
  6748. default:
  6749. damage = 0;
  6750. break;
  6751. }
  6752. return damage;
  6753. }
  6754. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6755. struct block_list *src = va_arg(ap, struct block_list*);
  6756. struct block_list *partner = va_arg(ap, struct block_list*);
  6757. int blowcount = va_arg(ap, int);
  6758. if (bl == src || bl == partner)
  6759. return 0;
  6760. skill_blown(src, bl, blowcount);
  6761. return 1;
  6762. }
  6763. /*==========================================
  6764. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6765. * partner may be null, but src cannot be.
  6766. *------------------------------------------
  6767. */
  6768. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6769. {
  6770. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6771. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6772. map_foreachinrange(skill_moonlit_sub,src,
  6773. skill_get_splash(CG_MOONLIT, skilllv),
  6774. BL_CHAR,src,partner,blowcount);
  6775. if(partner)
  6776. map_foreachinrange(skill_moonlit_sub,partner,
  6777. skill_get_splash(CG_MOONLIT, skilllv),
  6778. BL_CHAR,src,partner,blowcount);
  6779. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6780. sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6781. if (partner) {
  6782. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6783. sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
  6784. }
  6785. }
  6786. /*==========================================
  6787. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6788. *------------------------------------------
  6789. */
  6790. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6791. {
  6792. int *c, skillid;
  6793. struct block_list *src;
  6794. struct map_session_data *sd;
  6795. struct map_session_data *tsd;
  6796. int *p_sd; //Contains the list of characters found.
  6797. nullpo_retr(0, bl);
  6798. nullpo_retr(0, ap);
  6799. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6800. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6801. nullpo_retr(0, sd=(struct map_session_data*)src);
  6802. c=va_arg(ap,int *);
  6803. p_sd = va_arg(ap, int *);
  6804. skillid = va_arg(ap,int);
  6805. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6806. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6807. if (bl == src)
  6808. return 0;
  6809. if(pc_isdead(tsd))
  6810. return 0;
  6811. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6812. return 0;
  6813. switch(skillid)
  6814. {
  6815. case PR_BENEDICTIO: /* ?ケ??~福 */
  6816. {
  6817. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6818. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6819. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6820. && sd->status.sp >= 10)
  6821. p_sd[(*c)++]=tsd->bl.id;
  6822. return 1;
  6823. }
  6824. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6825. {
  6826. int skilllv;
  6827. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6828. return 0;
  6829. if (sd->status.sex != tsd->status.sex &&
  6830. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6831. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6832. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6833. sd->status.party_id && tsd->status.party_id &&
  6834. sd->status.party_id == tsd->status.party_id &&
  6835. tsd->sc.data[SC_DANCING].timer == -1)
  6836. {
  6837. p_sd[(*c)++]=tsd->bl.id;
  6838. return skilllv;
  6839. } else {
  6840. return 0;
  6841. }
  6842. }
  6843. break;
  6844. }
  6845. return 0;
  6846. }
  6847. /*==========================================
  6848. * Checks and stores partners for ensemble skills [Skotlex]
  6849. *------------------------------------------
  6850. */
  6851. int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6852. {
  6853. static int c=0;
  6854. static int p_sd[2] = { 0, 0 };
  6855. int i;
  6856. if (cast_flag)
  6857. { //Execute the skill on the partners.
  6858. struct map_session_data* tsd;
  6859. switch (skill_id)
  6860. {
  6861. case PR_BENEDICTIO:
  6862. for (i = 0; i < c; i++)
  6863. {
  6864. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6865. pc_damage_sp(tsd, 10, 0);
  6866. }
  6867. return c;
  6868. case CG_MOONLIT:
  6869. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6870. {
  6871. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6872. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6873. tsd->skillid_dance = skill_id;
  6874. tsd->skilllv_dance = *skill_lv;
  6875. }
  6876. return c;
  6877. default: //Warning: Assuming Ensemble skills here (for speed)
  6878. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6879. {
  6880. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6881. 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);
  6882. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6883. tsd->skillid_dance = skill_id;
  6884. tsd->skilllv_dance = *skill_lv;
  6885. }
  6886. return c;
  6887. }
  6888. }
  6889. //Else: new search for partners.
  6890. c = 0;
  6891. memset (p_sd, 0, sizeof(p_sd));
  6892. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6893. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6894. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6895. *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.
  6896. return c;
  6897. }
  6898. /*==========================================
  6899. * 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)
  6900. *------------------------------------------
  6901. */
  6902. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6903. {
  6904. int *c,src_id=0,mob_class=0;
  6905. struct mob_data *md;
  6906. nullpo_retr(0, bl);
  6907. nullpo_retr(0, ap);
  6908. nullpo_retr(0, md=(struct mob_data*)bl);
  6909. nullpo_retr(0, src_id=va_arg(ap,int));
  6910. nullpo_retr(0, mob_class=va_arg(ap,int));
  6911. nullpo_retr(0, c=va_arg(ap,int *));
  6912. if(md->class_==mob_class && md->master_id==src_id)
  6913. (*c)++;
  6914. return 0;
  6915. }
  6916. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6917. {
  6918. struct npc_data *nd;
  6919. nd=(struct npc_data*)bl;
  6920. if (nd->bl.subtype == WARP)
  6921. return 1;
  6922. return 0;
  6923. }
  6924. /*==========================================
  6925. * Determines if a given skill should be made to consume ammo
  6926. * when used by the player. [Skotlex]
  6927. *------------------------------------------
  6928. */
  6929. int skill_isammotype(TBL_PC *sd, int skill)
  6930. {
  6931. return (
  6932. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6933. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  6934. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  6935. );
  6936. }
  6937. /*==========================================
  6938. * スキル使用?�??i?で使用失敗?j
  6939. *------------------------------------------
  6940. */
  6941. int skill_check_condition(struct map_session_data *sd,int skill, int lv, int type)
  6942. {
  6943. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6944. int index[10],itemid[10],amount[10];
  6945. int force_gem_flag = 0;
  6946. int delitem_flag = 1, checkitem_flag = 1;
  6947. nullpo_retr(0, sd);
  6948. if (lv <= 0) return 0;
  6949. if( battle_config.gm_skilluncond &&
  6950. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6951. sd->skillitem != skill)
  6952. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6953. sd->skillitem = sd->skillitemlv = -1;
  6954. return 1;
  6955. }
  6956. if( sd->sc.opt1 ) {
  6957. clif_skill_fail(sd,skill,0,0);
  6958. sd->skillitem = sd->skillitemlv = -1;
  6959. return 0;
  6960. }
  6961. if(pc_is90overweight(sd)) {
  6962. clif_skill_fail(sd,skill,9,0);
  6963. sd->skillitem = sd->skillitemlv = -1;
  6964. return 0;
  6965. }
  6966. if (sd->state.abra_flag)
  6967. {
  6968. sd->skillitem = sd->skillitemlv = -1;
  6969. if(type&1) sd->state.abra_flag = 0;
  6970. return 1;
  6971. }
  6972. if (sd->menuskill_id == AM_PHARMACY &&
  6973. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6974. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6975. )) {
  6976. sd->skillitem = sd->skillitemlv = -1;
  6977. return 0;
  6978. }
  6979. if(sd->skillitem == skill) { /* アイテムの?�?⊥ウ?�??ャ功 */
  6980. if(!type) //When a target was selected
  6981. { //Consume items that were skipped in pc_use_item [Skotlex]
  6982. if((i = sd->itemindex) == -1 ||
  6983. sd->status.inventory[i].nameid != sd->itemid ||
  6984. sd->inventory_data[i] == NULL ||
  6985. !sd->inventory_data[i]->flag.delay_consume ||
  6986. sd->status.inventory[i].amount < 1
  6987. )
  6988. { //Something went wrong, item exploit?
  6989. sd->itemid = sd->itemindex = -1;
  6990. return 0;
  6991. }
  6992. //Consume
  6993. sd->itemid = sd->itemindex = -1;
  6994. if(skill == WZ_EARTHSPIKE
  6995. && sd->sc.data[SC_TKREST].timer != -1 && rand()%100 > sd->sc.data[SC_TKREST].val2) // [marquis007]
  6996. ; //Do not consume item.
  6997. else
  6998. pc_delitem(sd,i,1,0);
  6999. }
  7000. if (type&1) //Casting finished
  7001. sd->skillitem = sd->skillitemlv = -1;
  7002. return 1;
  7003. }
  7004. // for the guild skills [celest]
  7005. if (skill >= GD_SKILLBASE)
  7006. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7007. else
  7008. j = skill;
  7009. if (j < 0 || j >= MAX_SKILL_DB)
  7010. return 0;
  7011. //Code speedup, rather than using skill_get_* over and over again.
  7012. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7013. return 0;
  7014. hp = skill_db[j].hp[lv-1]; /* ?チ費HP */
  7015. sp = skill_db[j].sp[lv-1]; /* ?チ費SP */
  7016. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7017. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  7018. hp_rate = skill_db[j].hp_rate[lv-1];
  7019. sp_rate = skill_db[j].sp_rate[lv-1];
  7020. zeny = skill_db[j].zeny[lv-1];
  7021. weapon = skill_db[j].weapon;
  7022. ammo = skill_db[j].ammo;
  7023. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7024. state = skill_db[j].state;
  7025. spiritball = skill_db[j].spiritball[lv-1];
  7026. mhp = skill_db[j].mhp[lv-1]; /* ?チ費HP */
  7027. for(i = 0; i < 10; i++) {
  7028. itemid[i] = skill_db[j].itemid[i];
  7029. amount[i] = skill_db[j].amount[i];
  7030. }
  7031. if(mhp > 0)
  7032. hp += (sd->status.max_hp * mhp)/100;
  7033. if(hp_rate > 0)
  7034. hp += (sd->status.hp * hp_rate)/100;
  7035. else
  7036. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7037. if(sp_rate > 0)
  7038. sp += (sd->status.sp * sp_rate)/100;
  7039. else
  7040. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7041. if (!ammo && skill && skill_isammotype(sd, skill))
  7042. { //Assume this skill is using the weapon, therefore it requires arrows.
  7043. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7044. ammo_qty = skill_get_num(skill, lv);
  7045. if (ammo_qty < 0) ammo_qty *= -1;
  7046. }
  7047. switch(skill) { // Check for cost reductions due to skills & SCs
  7048. case MC_MAMMONITE:
  7049. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7050. zeny -= zeny*10/100;
  7051. break;
  7052. case AL_HOLYLIGHT:
  7053. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7054. sp *= 5;
  7055. break;
  7056. case SL_SMA:
  7057. case SL_STUN:
  7058. case SL_STIN:
  7059. {
  7060. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7061. if(kaina_lv==0 || sd->status.base_level<70)
  7062. break;
  7063. if(sd->status.base_level>=90)
  7064. sp -= sp*7*kaina_lv/100;
  7065. else if(sd->status.base_level>=80)
  7066. sp -= sp*5*kaina_lv/100;
  7067. else if(sd->status.base_level>=70)
  7068. sp -= sp*3*kaina_lv/100;
  7069. }
  7070. break;
  7071. case MO_TRIPLEATTACK:
  7072. case MO_CHAINCOMBO:
  7073. case MO_COMBOFINISH:
  7074. case CH_TIGERFIST:
  7075. case CH_CHAINCRUSH:
  7076. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7077. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7078. break;
  7079. }
  7080. if(sd->dsprate!=100)
  7081. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7082. switch(skill) {
  7083. case SA_CASTCANCEL:
  7084. if(sd->ud.skilltimer == -1) {
  7085. clif_skill_fail(sd,skill,0,0);
  7086. return 0;
  7087. }
  7088. break;
  7089. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7090. case NV_TRICKDEAD: /* 死んだふり */
  7091. case TF_HIDING: /* ハイディング */
  7092. case AS_CLOAKING: /* ク�??キング */
  7093. case CR_AUTOGUARD: /* オ?トガ?ド */
  7094. case CR_DEFENDER: /* ディフェンダ? */
  7095. case ST_CHASEWALK:
  7096. case PA_GOSPEL:
  7097. case CR_SHRINK:
  7098. case TK_RUN:
  7099. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7100. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7101. break;
  7102. case AL_WARP:
  7103. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7104. delitem_flag = 0;
  7105. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7106. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7107. return 0;
  7108. }
  7109. break;
  7110. case MO_CALLSPIRITS: /* ?功 */
  7111. if(sd->spiritball >= lv) {
  7112. clif_skill_fail(sd,skill,0,0);
  7113. return 0;
  7114. }
  7115. break;
  7116. case CH_SOULCOLLECT: /* 狂?功 */
  7117. if(sd->spiritball >= 5) {
  7118. clif_skill_fail(sd,skill,0,0);
  7119. return 0;
  7120. }
  7121. break;
  7122. case MO_FINGEROFFENSIVE: //指?
  7123. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7124. spiritball = sd->spiritball;
  7125. sd->spiritball_old = sd->spiritball;
  7126. }
  7127. else sd->spiritball_old = lv;
  7128. break;
  7129. case MO_BODYRELOCATION:
  7130. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7131. spiritball = 0;
  7132. break;
  7133. case MO_CHAINCOMBO: //連打?カ
  7134. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7135. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7136. return 0;
  7137. }
  7138. break;
  7139. case MO_COMBOFINISH: //猛龍�?
  7140. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7141. return 0;
  7142. break;
  7143. case CH_TIGERFIST: //伏虎�?
  7144. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7145. return 0;
  7146. break;
  7147. case CH_CHAINCRUSH: //連柱崩?
  7148. if(sd->sc.data[SC_COMBO].timer == -1)
  7149. return 0;
  7150. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7151. return 0;
  7152. break;
  7153. case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
  7154. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7155. // return 0;
  7156. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7157. spiritball--;
  7158. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7159. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7160. spiritball = 4;
  7161. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7162. spiritball = 3;
  7163. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7164. spiritball = sd->spiritball?sd->spiritball:1;
  7165. //It should consume whatever is left as long as it's at least 1.
  7166. } else if(!unit_can_move(&sd->bl))
  7167. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7168. clif_skill_fail(sd,skill,0,0);
  7169. return 0;
  7170. }
  7171. break;
  7172. case TK_MISSION: //Does not works on Non-Taekwon
  7173. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7174. clif_skill_fail(sd,skill,0,0);
  7175. return 0;
  7176. }
  7177. break;
  7178. case TK_READYCOUNTER:
  7179. case TK_READYDOWN:
  7180. case TK_READYSTORM:
  7181. case TK_READYTURN:
  7182. case TK_JUMPKICK:
  7183. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7184. //They do not work on Soul Linkers.
  7185. clif_skill_fail(sd,skill,0,0);
  7186. return 0;
  7187. }
  7188. break;
  7189. case TK_TURNKICK:
  7190. case TK_STORMKICK:
  7191. case TK_DOWNKICK:
  7192. case TK_COUNTER:
  7193. if(sd->sc.data[SC_COMBO].timer == -1)
  7194. return 0; //Combo needs to be ready
  7195. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7196. { //Unlimited Combo
  7197. if (skill == sd->skillid_old) {
  7198. status_change_end(&sd->bl, SC_COMBO, -1);
  7199. sd->skillid_old = sd->skilllv_old = 0;
  7200. return 0; //Can't repeat previous combo skill.
  7201. }
  7202. break;
  7203. } else
  7204. if(sd->sc.data[SC_COMBO].val1 == skill)
  7205. break; //Combo ready.
  7206. return 0;
  7207. case BD_ADAPTATION: /* アドリブ */
  7208. {
  7209. struct skill_unit_group *group=NULL;
  7210. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7211. ((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
  7212. clif_skill_fail(sd,skill,0,0);
  7213. return 0;
  7214. }
  7215. }
  7216. break;
  7217. case PR_BENEDICTIO: /* ?ケ??~福 */
  7218. {
  7219. if (!battle_config.player_skill_partner_check ||
  7220. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7221. )
  7222. break; //No need to do any partner checking [Skotlex]
  7223. if (!(type&1))
  7224. { //Started casting.
  7225. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7226. {
  7227. clif_skill_fail(sd,skill,0,0);
  7228. return 0;
  7229. }
  7230. }
  7231. else
  7232. { //Done casting
  7233. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7234. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7235. }
  7236. }
  7237. break;
  7238. case AM_CANNIBALIZE: /* バイオプラント */
  7239. case AM_SPHEREMINE: /* スフィア?マイン */
  7240. if(type&1){
  7241. int c=0;
  7242. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7243. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7244. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7245. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7246. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7247. if(c >= maxcount){
  7248. clif_skill_fail(sd,skill,0,0);
  7249. return 0;
  7250. }
  7251. }
  7252. }
  7253. break;
  7254. case WZ_FIREPILLAR: // celest
  7255. if (lv <= 5) // no gems required at level 1-5
  7256. itemid[0] = 0;
  7257. break;
  7258. case SL_SMA:
  7259. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7260. if(sd->sc.data[SC_SMA].timer == -1)
  7261. return 0;
  7262. break;
  7263. case HT_POWER:
  7264. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7265. return 0;
  7266. break;
  7267. case HW_GANBANTEIN:
  7268. force_gem_flag = 1;
  7269. break;
  7270. case AM_BERSERKPITCHER:
  7271. case AM_POTIONPITCHER:
  7272. case CR_SLIMPITCHER:
  7273. case MG_STONECURSE:
  7274. case CR_CULTIVATION:
  7275. case SA_FLAMELAUNCHER:
  7276. case SA_FROSTWEAPON:
  7277. case SA_LIGHTNINGLOADER:
  7278. case SA_SEISMICWEAPON:
  7279. delitem_flag = 0;
  7280. break;
  7281. case SA_DELUGE:
  7282. case SA_VOLCANO:
  7283. case SA_VIOLENTGALE:
  7284. case SA_LANDPROTECTOR:
  7285. { //Does not consumes if the skill is already active. [Skotlex]
  7286. struct skill_unit_group *sg;
  7287. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7288. {
  7289. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7290. checkitem_flag = delitem_flag = 0;
  7291. else sg->limit = 0; //Disable it.
  7292. }
  7293. break;
  7294. }
  7295. case CG_HERMODE:
  7296. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7297. skill_get_splash(skill, lv), BL_NPC) < 1)
  7298. {
  7299. clif_skill_fail(sd,skill,0,0);
  7300. return 0;
  7301. }
  7302. break;
  7303. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7304. {
  7305. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7306. int size = range*2+1;
  7307. for (i=0;i<size*size;i++) {
  7308. x = sd->bl.x+(i%size-range);
  7309. y = sd->bl.y+(i/size-range);
  7310. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7311. clif_skill_fail(sd,skill,0,0);
  7312. return 0;
  7313. }
  7314. }
  7315. }
  7316. break;
  7317. case PR_REDEMPTIO:
  7318. {
  7319. int exp;
  7320. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7321. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7322. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7323. return 0;
  7324. }
  7325. break;
  7326. }
  7327. case AM_TWILIGHT2:
  7328. case AM_TWILIGHT3:
  7329. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7330. {
  7331. clif_skill_fail(sd,skill,0,0);
  7332. return 0;
  7333. }
  7334. break;
  7335. //SHOULD BE OPTIMALIZED [Komurka]
  7336. //Optimized #1. optimize comfort later. [Vicious]
  7337. case SG_SUN_WARM:
  7338. case SG_MOON_WARM:
  7339. case SG_STAR_WARM:
  7340. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7341. break;
  7342. clif_skill_fail(sd,skill,0,0);
  7343. return 0;
  7344. break;
  7345. case SG_SUN_COMFORT:
  7346. 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))
  7347. break;
  7348. clif_skill_fail(sd,skill,0,0);
  7349. return 0;
  7350. case SG_MOON_COMFORT:
  7351. 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))
  7352. break;
  7353. clif_skill_fail(sd,skill,0,0);
  7354. return 0;
  7355. case SG_STAR_COMFORT:
  7356. 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))
  7357. break;
  7358. clif_skill_fail(sd,skill,0,0);
  7359. return 0;
  7360. case SG_FUSION:
  7361. if (sd->sc.data[SC_FUSION].timer!=-1)
  7362. return 1;
  7363. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
  7364. break;
  7365. return 0;
  7366. case GD_BATTLEORDER:
  7367. case GD_REGENERATION:
  7368. case GD_RESTORE:
  7369. case GD_EMERGENCYCALL:
  7370. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7371. return 0;
  7372. if (lv <= 0)
  7373. return 0;
  7374. if (skill == GD_EMERGENCYCALL) {
  7375. if (!map_flag_gvg(sd->bl.m))
  7376. { //if not allowed to warp to the map (castles are always allowed)
  7377. clif_skill_fail(sd,skill,0,0);
  7378. return 0;
  7379. }
  7380. } else if (!agit_flag) {
  7381. clif_skill_fail(sd,skill,0,0);
  7382. return 0;
  7383. }
  7384. break;
  7385. //Until they're at right position - gs_skillcheck- [Vicious]
  7386. case GS_GLITTERING:
  7387. if(sd->spiritball >= 10) {
  7388. clif_skill_fail(sd,skill,0,0);
  7389. return 0;
  7390. }
  7391. zeny = 1;
  7392. break;
  7393. case GS_FLING:
  7394. if(sd->spiritball == 0)
  7395. clif_skill_fail(sd,skill,0,0);
  7396. break;
  7397. case GS_TRIPLEACTION:
  7398. case GS_MAGICALBULLET:
  7399. case GS_CRACKER:
  7400. case GS_BULLSEYE:
  7401. spiritball = 1;
  7402. break;
  7403. case GS_MADNESSCANCEL:
  7404. spiritball = 4;
  7405. if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1)
  7406. status_change_end(&sd->bl,SC_ADJUSTMENT,-1);
  7407. break;
  7408. case GS_ADJUSTMENT:
  7409. spiritball = 2;
  7410. if(sd->spiritball >= 2 && sd->sc.data[SC_MADNESSCANCEL].timer != -1)
  7411. status_change_end(&sd->bl,SC_MADNESSCANCEL,-1);
  7412. break;
  7413. case GS_INCREASING:
  7414. spiritball = 2;
  7415. break;
  7416. case NJ_KAENSIN:
  7417. case NJ_BAKUENRYU:
  7418. case NJ_SUITON:
  7419. case NJ_HYOUSYOURAKU:
  7420. case NJ_RAIGEKISAI:
  7421. case NJ_KAMAITACHI:
  7422. //delitem_flag = 0; <- don't need?
  7423. break;
  7424. case NJ_ISSEN:
  7425. if (sd->sc.data[SC_NEN].timer!=-1)
  7426. return 0;
  7427. break;
  7428. //Not implemented yet [Vicious]
  7429. case NJ_KASUMIKIRI:
  7430. case NJ_KIRIKAGE:
  7431. case NJ_UTSUSEMI:
  7432. case NJ_BUNSINJYUTSU:
  7433. case NJ_NEN:
  7434. break;
  7435. }
  7436. if(!(type&2)){
  7437. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7438. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7439. return 0;
  7440. }
  7441. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7442. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7443. return 0;
  7444. }
  7445. if( zeny>0 && sd->status.zeny < zeny) {
  7446. clif_skill_fail(sd,skill,5,0);
  7447. return 0;
  7448. }
  7449. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7450. clif_skill_fail(sd,skill,6,0);
  7451. return 0;
  7452. }
  7453. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7454. if((i=sd->equip_index[10]) < 0 ||
  7455. !sd->inventory_data[i] ||
  7456. sd->status.inventory[i].amount < ammo_qty
  7457. ) {
  7458. clif_arrow_fail(sd,0);
  7459. return 0;
  7460. }
  7461. if (!(ammo&1<<sd->inventory_data[i]->look))
  7462. { //Ammo type check. Send the "wrong weapon type" message
  7463. //which is the closest we have to wrong ammo type. [Skotlex]
  7464. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7465. //clif_skill_fail(sd,skill,6,0);
  7466. return 0;
  7467. }
  7468. }
  7469. if( spiritball > 0 && sd->spiritball < spiritball) {
  7470. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7471. return 0;
  7472. }
  7473. }
  7474. switch(state) {
  7475. case ST_HIDING:
  7476. if(!(sd->sc.option&OPTION_HIDE)) {
  7477. clif_skill_fail(sd,skill,0,0);
  7478. return 0;
  7479. }
  7480. break;
  7481. case ST_CLOAKING:
  7482. if(!pc_iscloaking(sd)) {
  7483. clif_skill_fail(sd,skill,0,0);
  7484. return 0;
  7485. }
  7486. break;
  7487. case ST_HIDDEN:
  7488. if(!pc_ishiding(sd)) {
  7489. clif_skill_fail(sd,skill,0,0);
  7490. return 0;
  7491. }
  7492. break;
  7493. case ST_RIDING:
  7494. if(!pc_isriding(sd)) {
  7495. clif_skill_fail(sd,skill,0,0);
  7496. return 0;
  7497. }
  7498. break;
  7499. case ST_FALCON:
  7500. if(!pc_isfalcon(sd)) {
  7501. clif_skill_fail(sd,skill,0,0);
  7502. return 0;
  7503. }
  7504. break;
  7505. case ST_CART:
  7506. if(!pc_iscarton(sd)) {
  7507. clif_skill_fail(sd,skill,0,0);
  7508. return 0;
  7509. }
  7510. break;
  7511. case ST_SHIELD:
  7512. if(sd->status.shield <= 0) {
  7513. clif_skill_fail(sd,skill,0,0);
  7514. return 0;
  7515. }
  7516. break;
  7517. case ST_SIGHT:
  7518. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7519. clif_skill_fail(sd,skill,0,0);
  7520. return 0;
  7521. }
  7522. break;
  7523. case ST_EXPLOSIONSPIRITS:
  7524. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7525. clif_skill_fail(sd,skill,0,0);
  7526. return 0;
  7527. }
  7528. break;
  7529. case ST_CARTBOOST:
  7530. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7531. clif_skill_fail(sd,skill,0,0);
  7532. return 0;
  7533. }
  7534. break;
  7535. case ST_RECOV_WEIGHT_RATE:
  7536. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7537. clif_skill_fail(sd,skill,0,0);
  7538. return 0;
  7539. }
  7540. break;
  7541. case ST_MOVE_ENABLE:
  7542. if(!unit_can_move(&sd->bl)) {
  7543. clif_skill_fail(sd,skill,0,0);
  7544. return 0;
  7545. }
  7546. break;
  7547. case ST_WATER:
  7548. //?�?齡サ定
  7549. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7550. if (sd->sc.data[SC_DELUGE].timer == -1 && sd->sc.data[SC_SUITON].timer == -1 &&
  7551. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7552. {
  7553. clif_skill_fail(sd,skill,0,0);
  7554. return 0;
  7555. }
  7556. break;
  7557. }
  7558. if (checkitem_flag) {
  7559. for(i=0;i<10;i++) {
  7560. int x = lv%11 - 1;
  7561. index[i] = -1;
  7562. if(itemid[i] <= 0)
  7563. continue;
  7564. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7565. continue;
  7566. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7567. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7568. continue;
  7569. if((skill == AM_POTIONPITCHER ||
  7570. skill == CR_SLIMPITCHER ||
  7571. skill == CR_CULTIVATION) && i != x)
  7572. continue;
  7573. index[i] = pc_search_inventory(sd,itemid[i]);
  7574. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7575. if(itemid[i] == 716 || itemid[i] == 717)
  7576. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7577. else
  7578. clif_skill_fail(sd,skill,0,0);
  7579. return 0;
  7580. }
  7581. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7582. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7583. }
  7584. }
  7585. if(!(type&1))
  7586. return 1;
  7587. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7588. if(delitem_flag) {
  7589. for(i=0;i<10;i++) {
  7590. if(index[i] >= 0)
  7591. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7592. }
  7593. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7594. // if (ammo && battle_config.arrow_decrement)
  7595. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7596. }
  7597. if(type&2)
  7598. return 1;
  7599. if(sp > 0) { // SP?チ費
  7600. sd->status.sp-=sp;
  7601. clif_updatestatus(sd,SP_SP);
  7602. }
  7603. if(hp > 0) { // HP?チ費
  7604. sd->status.hp-=hp;
  7605. clif_updatestatus(sd,SP_HP);
  7606. }
  7607. if(zeny > 0) // Zeny?チ費
  7608. pc_payzeny(sd,zeny);
  7609. if(spiritball > 0) // 氣球?チ費
  7610. pc_delspiritball(sd,spiritball,0);
  7611. return 1;
  7612. }
  7613. /*==========================================
  7614. * 詠?・時間計算
  7615. *------------------------------------------
  7616. */
  7617. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
  7618. {
  7619. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7620. int time = skill_get_cast(skill_id, skill_lv);
  7621. struct map_session_data *sd;
  7622. nullpo_retr(0, bl);
  7623. BL_CAST(BL_PC, bl, sd);
  7624. // calculate base cast time (reduced by dex)
  7625. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7626. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7627. if (scale > 0) // not instant cast
  7628. time = time * scale / battle_config.castrate_dex_scale;
  7629. else return 0; // instant cast
  7630. }
  7631. // calculate cast time reduced by card bonuses
  7632. if (sd && sd->castrate != 100)
  7633. time = time * sd->castrate / 100;
  7634. // config cast time multiplier
  7635. if (battle_config.cast_rate != 100)
  7636. time = time * battle_config.cast_rate / 100;
  7637. // calculate cast time reduced by skill bonuses
  7638. if (!(castnodex&2))
  7639. time = skill_castfix_sc(bl, time);
  7640. // return final cast time
  7641. return (time > 0) ? time : 0;
  7642. }
  7643. /*==========================================
  7644. * Does cast-time reductions based on sc data.
  7645. *------------------------------------------
  7646. */
  7647. int skill_castfix_sc(struct block_list *bl, int time)
  7648. {
  7649. struct status_change *sc = status_get_sc(bl);
  7650. if (time <= 0) return 0;
  7651. if (sc && sc->count) {
  7652. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7653. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7654. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7655. }
  7656. if (sc->data[SC_POEMBRAGI].timer != -1)
  7657. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7658. }
  7659. return (time > 0) ? time : 0;
  7660. }
  7661. /*==========================================
  7662. * ディレイ計算
  7663. *------------------------------------------
  7664. */
  7665. int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
  7666. {
  7667. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7668. int time = skill_get_delay(skill_id, skill_lv);
  7669. nullpo_retr(0, bl);
  7670. // instant cast attack skills depend on aspd as delay [celest]
  7671. if (time == 0) {
  7672. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7673. time = status_get_adelay(bl); //Use attack delay as default delay.
  7674. else
  7675. time = battle_config.default_skill_delay;
  7676. } else if (time < 0)
  7677. time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
  7678. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7679. { // if skill casttime is allowed to be reduced by dex
  7680. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7681. if (scale > 0)
  7682. time = time * scale / battle_config.castrate_dex_scale;
  7683. else //To be capped later to minimum.
  7684. time = 0;
  7685. }
  7686. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7687. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7688. if (battle_config.delay_rate != 100)
  7689. time = time * battle_config.delay_rate / 100;
  7690. if (!(delaynodex&2))
  7691. { /* ブラギの�? */
  7692. struct status_change *sc;
  7693. sc= status_get_sc(bl);
  7694. if (sc && sc->count) {
  7695. if (sc->data[SC_POEMBRAGI].timer != -1)
  7696. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7697. if (sc->data[SC_SPIRIT].timer != -1)
  7698. switch (skill_id) {
  7699. case CR_SHIELDBOOMERANG:
  7700. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7701. time /=2;
  7702. break;
  7703. case AS_SONICBLOW:
  7704. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7705. time /= 2;
  7706. break;
  7707. }
  7708. }
  7709. }
  7710. return (time < battle_config.min_skill_delay_limit)?
  7711. battle_config.min_skill_delay_limit:time;
  7712. }
  7713. /*=========================================
  7714. * ブランディッシュスピア ?炎哿ヘ?決定
  7715. *----------------------------------------
  7716. */
  7717. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  7718. nullpo_retv(tc);
  7719. if(dir == 0){
  7720. tc->val1[0]=x-2;
  7721. tc->val1[1]=x-1;
  7722. tc->val1[2]=x;
  7723. tc->val1[3]=x+1;
  7724. tc->val1[4]=x+2;
  7725. tc->val2[0]=
  7726. tc->val2[1]=
  7727. tc->val2[2]=
  7728. tc->val2[3]=
  7729. tc->val2[4]=y-1;
  7730. }
  7731. else if(dir==2){
  7732. tc->val1[0]=
  7733. tc->val1[1]=
  7734. tc->val1[2]=
  7735. tc->val1[3]=
  7736. tc->val1[4]=x+1;
  7737. tc->val2[0]=y+2;
  7738. tc->val2[1]=y+1;
  7739. tc->val2[2]=y;
  7740. tc->val2[3]=y-1;
  7741. tc->val2[4]=y-2;
  7742. }
  7743. else if(dir==4){
  7744. tc->val1[0]=x-2;
  7745. tc->val1[1]=x-1;
  7746. tc->val1[2]=x;
  7747. tc->val1[3]=x+1;
  7748. tc->val1[4]=x+2;
  7749. tc->val2[0]=
  7750. tc->val2[1]=
  7751. tc->val2[2]=
  7752. tc->val2[3]=
  7753. tc->val2[4]=y+1;
  7754. }
  7755. else if(dir==6){
  7756. tc->val1[0]=
  7757. tc->val1[1]=
  7758. tc->val1[2]=
  7759. tc->val1[3]=
  7760. tc->val1[4]=x-1;
  7761. tc->val2[0]=y+2;
  7762. tc->val2[1]=y+1;
  7763. tc->val2[2]=y;
  7764. tc->val2[3]=y-1;
  7765. tc->val2[4]=y-2;
  7766. }
  7767. else if(dir==1){
  7768. tc->val1[0]=x-1;
  7769. tc->val1[1]=x;
  7770. tc->val1[2]=x+1;
  7771. tc->val1[3]=x+2;
  7772. tc->val1[4]=x+3;
  7773. tc->val2[0]=y-4;
  7774. tc->val2[1]=y-3;
  7775. tc->val2[2]=y-1;
  7776. tc->val2[3]=y;
  7777. tc->val2[4]=y+1;
  7778. }
  7779. else if(dir==3){
  7780. tc->val1[0]=x+3;
  7781. tc->val1[1]=x+2;
  7782. tc->val1[2]=x+1;
  7783. tc->val1[3]=x;
  7784. tc->val1[4]=x-1;
  7785. tc->val2[0]=y-1;
  7786. tc->val2[1]=y;
  7787. tc->val2[2]=y+1;
  7788. tc->val2[3]=y+2;
  7789. tc->val2[4]=y+3;
  7790. }
  7791. else if(dir==5){
  7792. tc->val1[0]=x+1;
  7793. tc->val1[1]=x;
  7794. tc->val1[2]=x-1;
  7795. tc->val1[3]=x-2;
  7796. tc->val1[4]=x-3;
  7797. tc->val2[0]=y+3;
  7798. tc->val2[1]=y+2;
  7799. tc->val2[2]=y+1;
  7800. tc->val2[3]=y;
  7801. tc->val2[4]=y-1;
  7802. }
  7803. else if(dir==7){
  7804. tc->val1[0]=x-3;
  7805. tc->val1[1]=x-2;
  7806. tc->val1[2]=x-1;
  7807. tc->val1[3]=x;
  7808. tc->val1[4]=x+1;
  7809. tc->val2[1]=y;
  7810. tc->val2[0]=y+1;
  7811. tc->val2[2]=y-1;
  7812. tc->val2[3]=y-2;
  7813. tc->val2[4]=y-3;
  7814. }
  7815. }
  7816. /*=========================================
  7817. * ブランディッシュスピア 方向判定 範??張
  7818. *-----------------------------------------
  7819. */
  7820. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  7821. int c;
  7822. nullpo_retv(tc);
  7823. for(c=0;c<5;c++){
  7824. if(dir==0){
  7825. tc->val2[c]+=are;
  7826. }else if(dir==1){
  7827. tc->val1[c]-=are; tc->val2[c]+=are;
  7828. }else if(dir==2){
  7829. tc->val1[c]-=are;
  7830. }else if(dir==3){
  7831. tc->val1[c]-=are; tc->val2[c]-=are;
  7832. }else if(dir==4){
  7833. tc->val2[c]-=are;
  7834. }else if(dir==5){
  7835. tc->val1[c]+=are; tc->val2[c]-=are;
  7836. }else if(dir==6){
  7837. tc->val1[c]+=are;
  7838. }else if(dir==7){
  7839. tc->val1[c]+=are; tc->val2[c]+=are;
  7840. }
  7841. }
  7842. }
  7843. /*==========================================
  7844. * Weapon Repair [Celest/DracoRPG]
  7845. *------------------------------------------
  7846. */
  7847. void skill_repairweapon(struct map_session_data *sd, int idx)
  7848. {
  7849. int material;
  7850. int materials[4] = { 1002, 998, 999, 756 };
  7851. struct item *item;
  7852. struct map_session_data *target_sd;
  7853. nullpo_retv(sd);
  7854. target_sd = map_id2sd(sd->menuskill_lv);
  7855. if (!target_sd) //Failed....
  7856. return;
  7857. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7858. return;
  7859. if(idx < 0 || idx >= MAX_INVENTORY)
  7860. return; //Invalid index??
  7861. item = &target_sd->status.inventory[idx];
  7862. if(item->nameid <= 0 || item->attribute == 0)
  7863. return; //Again invalid item....
  7864. 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)))){
  7865. clif_item_repaireffect(sd,item->nameid,1);
  7866. return;
  7867. }
  7868. if (itemdb_type(item->nameid)==4)
  7869. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7870. else
  7871. material = materials [2]; // Armors consume 1 Steel
  7872. if (pc_search_inventory(sd,material) < 0 ) {
  7873. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7874. return;
  7875. }
  7876. item->attribute=0;
  7877. clif_equiplist(target_sd);
  7878. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7879. clif_item_repaireffect(sd,item->nameid,0);
  7880. if(sd!=target_sd)
  7881. clif_item_repaireffect(target_sd,item->nameid,0);
  7882. }
  7883. /*==========================================
  7884. * Item Appraisal
  7885. *------------------------------------------
  7886. */
  7887. void skill_identify(struct map_session_data *sd,int idx)
  7888. {
  7889. int flag=1;
  7890. nullpo_retv(sd);
  7891. if(idx >= 0 && idx < MAX_INVENTORY) {
  7892. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7893. flag=0;
  7894. sd->status.inventory[idx].identify=1;
  7895. }
  7896. }
  7897. clif_item_identified(sd,idx,flag);
  7898. }
  7899. /*==========================================
  7900. * Weapon Refine [Celest]
  7901. *------------------------------------------
  7902. */
  7903. void skill_weaponrefine(struct map_session_data *sd,int idx)
  7904. {
  7905. int i = 0, ep = 0, per;
  7906. int material[5] = { 0, 1010, 1011, 984, 984 };
  7907. struct item *item;
  7908. nullpo_retv(sd);
  7909. if (idx >= 0 && idx < MAX_INVENTORY) {
  7910. struct item_data *ditem = sd->inventory_data[idx];
  7911. item = &sd->status.inventory[idx];
  7912. if(item->nameid > 0 && ditem->type == 4) {
  7913. if (item->refine >= sd->menuskill_lv ||
  7914. item->refine >= MAX_REFINE || // if it's no longer refineable
  7915. ditem->flag.no_refine || // if the item isn't refinable
  7916. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  7917. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7918. return;
  7919. }
  7920. per = percentrefinery [ditem->wlv][(int)item->refine];
  7921. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7922. if (per > rand() % 100) {
  7923. item->refine++;
  7924. pc_delitem(sd, i, 1, 0);
  7925. if(item->equip) {
  7926. ep = item->equip;
  7927. pc_unequipitem(sd,idx,3);
  7928. }
  7929. clif_refine(sd->fd,sd,0,idx,item->refine);
  7930. clif_delitem(sd,idx,1);
  7931. clif_additem(sd,idx,1,0);
  7932. if (ep)
  7933. pc_equipitem(sd,idx,ep);
  7934. clif_misceffect(&sd->bl,3);
  7935. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  7936. switch(ditem->wlv){
  7937. case 1:
  7938. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7939. break;
  7940. case 2:
  7941. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7942. break;
  7943. case 3:
  7944. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7945. break;
  7946. }
  7947. }
  7948. } else {
  7949. pc_delitem(sd, i, 1, 0);
  7950. item->refine = 0;
  7951. if(item->equip)
  7952. pc_unequipitem(sd,idx,3);
  7953. clif_refine(sd->fd,sd,1,idx,item->refine);
  7954. pc_delitem(sd,idx,1,0);
  7955. clif_misceffect(&sd->bl,2);
  7956. clif_emotion(&sd->bl, 23);
  7957. }
  7958. }
  7959. }
  7960. }
  7961. /*==========================================
  7962. * オ?トスペル
  7963. *------------------------------------------
  7964. */
  7965. int skill_autospell(struct map_session_data *sd,int skillid)
  7966. {
  7967. int skilllv;
  7968. int maxlv=1,lv;
  7969. nullpo_retr(0, sd);
  7970. skilllv = sd->menuskill_lv;
  7971. if(skilllv <= 0) return 0;
  7972. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7973. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7974. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  7975. maxlv =10; //Soul Linker bonus. [Skotlex]
  7976. else if(skilllv==2) maxlv=1;
  7977. else if(skilllv==3) maxlv=2;
  7978. else if(skilllv>=4) maxlv=3;
  7979. }
  7980. else if(skillid==MG_SOULSTRIKE){
  7981. if(skilllv==5) maxlv=1;
  7982. else if(skilllv==6) maxlv=2;
  7983. else if(skilllv>=7) maxlv=3;
  7984. }
  7985. else if(skillid==MG_FIREBALL){
  7986. if(skilllv==8) maxlv=1;
  7987. else if(skilllv>=9) maxlv=2;
  7988. }
  7989. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7990. else return 0;
  7991. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  7992. maxlv = lv;
  7993. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  7994. skill_get_time(SA_AUTOSPELL,skilllv));// にしてみたけどbscriptが?曹ォ易い????H
  7995. return 0;
  7996. }
  7997. /*==========================================
  7998. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  7999. *------------------------------------------
  8000. */
  8001. static int skill_gangster_count(struct block_list *bl,va_list ap)
  8002. {
  8003. struct map_session_data *sd;
  8004. sd=(struct map_session_data*)bl;
  8005. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8006. return 1;
  8007. return 0;
  8008. }
  8009. static int skill_gangster_in(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. sd->state.gangsterparadise=1;
  8015. return 0;
  8016. }
  8017. static int skill_gangster_out(struct block_list *bl,va_list ap)
  8018. {
  8019. struct map_session_data *sd;
  8020. sd=(struct map_session_data*)bl;
  8021. if(sd && sd->state.gangsterparadise)
  8022. sd->state.gangsterparadise=0;
  8023. return 0;
  8024. }
  8025. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8026. {
  8027. int range;
  8028. nullpo_retr(0, sd);
  8029. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8030. return 0;
  8031. range = skill_get_splash(RG_GANGSTER, range);
  8032. if(type==1) {/* ?タった時の?�? */
  8033. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8034. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8035. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8036. sd->state.gangsterparadise = 1;
  8037. }
  8038. return 0;
  8039. }
  8040. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8041. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8042. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8043. sd->state.gangsterparadise = 0;
  8044. return 0;
  8045. }
  8046. return 0;
  8047. }
  8048. /*==========================================
  8049. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8050. *------------------------------------------
  8051. */
  8052. static int skill_rest_count(struct block_list *bl,va_list ap)
  8053. {
  8054. struct map_session_data *sd;
  8055. sd=(struct map_session_data*)bl;
  8056. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8057. return 1;
  8058. return 0;
  8059. }
  8060. static int skill_rest_in(struct block_list *bl,va_list ap)
  8061. {
  8062. struct map_session_data *sd;
  8063. nullpo_retr(0, bl);
  8064. nullpo_retr(0, ap);
  8065. sd=(struct map_session_data*)bl;
  8066. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8067. sd->state.rest=1;
  8068. status_calc_pc(sd,0);
  8069. }
  8070. return 0;
  8071. }
  8072. static int skill_rest_out(struct block_list *bl,va_list ap)
  8073. {
  8074. struct map_session_data *sd;
  8075. sd=(struct map_session_data*)bl;
  8076. if(sd && sd->state.rest != 0)
  8077. sd->state.rest=0;
  8078. return 0;
  8079. }
  8080. int skill_rest(struct map_session_data *sd ,int type)
  8081. {
  8082. int range;
  8083. nullpo_retr(0, sd);
  8084. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8085. range = skill_get_splash(TK_HPTIME, range);
  8086. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8087. range = skill_get_splash(TK_SPTIME, range);
  8088. else
  8089. return 0;
  8090. if(type==1) { //When you sit down
  8091. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8092. {
  8093. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8094. sd->state.rest = 1;
  8095. status_calc_pc(sd,0);
  8096. }
  8097. return 0;
  8098. }
  8099. else if(type==0) { //When you stand up
  8100. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8101. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8102. sd->state.rest = 0;
  8103. status_calc_pc(sd,0);
  8104. return 0;
  8105. }
  8106. return 0;
  8107. }
  8108. /*==========================================
  8109. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8110. *------------------------------------------
  8111. */
  8112. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8113. {
  8114. struct block_list *src;
  8115. int skillnum,skilllv;
  8116. unsigned int tick;
  8117. nullpo_retr(0, bl);
  8118. nullpo_retr(0, ap);
  8119. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8120. skillnum=va_arg(ap,int);
  8121. skilllv=va_arg(ap,int);
  8122. if(skilllv <= 0) return 0;
  8123. tick=va_arg(ap,unsigned int);
  8124. if (src == bl || //自分には?かない
  8125. bl->prev == NULL ||
  8126. status_isdead(bl))
  8127. return 0;
  8128. if (bl->type == BL_PC) {
  8129. struct map_session_data *sd = (struct map_session_data *)bl;
  8130. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8131. return 0;
  8132. }
  8133. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8134. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8135. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8136. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8137. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8138. return 0;
  8139. }
  8140. /*==========================================
  8141. * バジリカのセルを?ン定する
  8142. *------------------------------------------
  8143. */
  8144. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8145. {
  8146. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8147. int size = range*2+1;
  8148. for (i=0;i<size*size;i++) {
  8149. x = src->bl.x+(i%size-range);
  8150. y = src->bl.y+(i/size-range);
  8151. map_setcell(src->bl.m,x,y,flag);
  8152. }
  8153. }
  8154. /*==========================================
  8155. * Sets a map cell around the caster, according to the skill's range.
  8156. *------------------------------------------
  8157. */
  8158. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8159. {
  8160. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8161. int size = range*2+1;
  8162. for (i=0;i<size*size;i++) {
  8163. x = src->x+(i%size-range);
  8164. y = src->y+(i/size-range);
  8165. map_setcell(src->m,x,y,flag);
  8166. }
  8167. }
  8168. /*==========================================
  8169. *
  8170. *------------------------------------------
  8171. */
  8172. int skill_attack_area(struct block_list *bl,va_list ap)
  8173. {
  8174. struct block_list *src,*dsrc;
  8175. int atk_type,skillid,skilllv,flag,type;
  8176. unsigned int tick;
  8177. nullpo_retr(0, bl);
  8178. nullpo_retr(0, ap);
  8179. atk_type = va_arg(ap,int);
  8180. if((src=va_arg(ap,struct block_list*)) == NULL)
  8181. return 0;
  8182. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8183. return 0;
  8184. skillid=va_arg(ap,int);
  8185. skilllv=va_arg(ap,int);
  8186. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8187. tick=va_arg(ap,unsigned int);
  8188. flag=va_arg(ap,int);
  8189. type=va_arg(ap,int);
  8190. if(battle_check_target(dsrc,bl,type) > 0)
  8191. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8192. return 0;
  8193. }
  8194. /*==========================================
  8195. *
  8196. *------------------------------------------
  8197. */
  8198. int skill_clear_group(struct block_list *bl, int flag)
  8199. {
  8200. struct unit_data *ud = unit_bl2ud(bl);
  8201. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8202. int i, count=0;
  8203. nullpo_retr(0, bl);
  8204. if (!ud) return 0;
  8205. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8206. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8207. {
  8208. switch (ud->skillunit[i]->skill_id) {
  8209. case SA_DELUGE:
  8210. case SA_VOLCANO:
  8211. case SA_VIOLENTGALE:
  8212. case SA_LANDPROTECTOR:
  8213. case NJ_SUITON:
  8214. if (flag&1)
  8215. group[count++]= ud->skillunit[i];
  8216. break;
  8217. default:
  8218. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8219. group[count++]= ud->skillunit[i];
  8220. break;
  8221. }
  8222. }
  8223. for (i=0;i<count;i++)
  8224. skill_delunitgroup(bl, group[i]);
  8225. return count;
  8226. }
  8227. /*==========================================
  8228. * Returns the first element field found [Skotlex]
  8229. *------------------------------------------
  8230. */
  8231. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8232. {
  8233. struct unit_data *ud = unit_bl2ud(bl);
  8234. int i;
  8235. nullpo_retr(0, bl);
  8236. if (!ud) return NULL;
  8237. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8238. switch (ud->skillunit[i]->skill_id) {
  8239. case SA_DELUGE:
  8240. case SA_VOLCANO:
  8241. case SA_VIOLENTGALE:
  8242. case SA_LANDPROTECTOR:
  8243. case NJ_SUITON:
  8244. return ud->skillunit[i];
  8245. }
  8246. }
  8247. return NULL;
  8248. }
  8249. // for graffiti cleaner [Valaris]
  8250. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8251. {
  8252. struct skill_unit *unit=NULL;
  8253. nullpo_retr(0, bl);
  8254. nullpo_retr(0, ap);
  8255. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8256. return 0;
  8257. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8258. skill_delunit(unit);
  8259. return 0;
  8260. }
  8261. int skill_greed(struct block_list *bl, va_list ap)
  8262. {
  8263. struct block_list *src;
  8264. struct map_session_data *sd=NULL;
  8265. struct flooritem_data *fitem=NULL;
  8266. nullpo_retr(0, bl);
  8267. nullpo_retr(0, ap);
  8268. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8269. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8270. pc_takeitem(sd, fitem);
  8271. return 0;
  8272. }
  8273. /*==========================================
  8274. * ランドプ�?テクタ?チェック(foreachinarea)
  8275. *------------------------------------------
  8276. */
  8277. int skill_landprotector(struct block_list *bl, va_list ap )
  8278. {
  8279. int skillid;
  8280. int *alive;
  8281. struct skill_unit *unit;
  8282. struct block_list *src;
  8283. skillid = va_arg(ap,int);
  8284. alive = va_arg(ap,int *);
  8285. src = va_arg(ap,struct block_list *);
  8286. unit = (struct skill_unit *)bl;
  8287. if (unit == NULL || unit->group == NULL)
  8288. return 0;
  8289. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8290. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8291. { //Check for offensive Land Protector to delete both. [Skotlex]
  8292. (*alive) = 0;
  8293. skill_delunit(unit);
  8294. return 1;
  8295. }
  8296. if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
  8297. return 0; //Only blocks out magical skills.````````
  8298. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8299. skill_delunit(unit);
  8300. } else
  8301. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8302. (*alive) = 0;
  8303. } else
  8304. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8305. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8306. (*alive) = 0;
  8307. } else
  8308. return 0;
  8309. return 1;
  8310. }
  8311. /*==========================================
  8312. * variation of skill_landprotector
  8313. *------------------------------------------
  8314. */
  8315. int skill_ganbatein(struct block_list *bl, va_list ap )
  8316. {
  8317. struct skill_unit *unit;
  8318. nullpo_retr(0, bl);
  8319. nullpo_retr(0, ap);
  8320. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8321. return 0;
  8322. // Apparently, it REMOVES traps.
  8323. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8324. // return 0; //Do not remove traps.
  8325. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8326. skill_delunit(unit);
  8327. else skill_delunitgroup(NULL, unit->group);
  8328. return 1;
  8329. }
  8330. /*==========================================
  8331. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8332. *------------------------------------------
  8333. */
  8334. int skill_count_target (struct block_list *bl, va_list ap)
  8335. {
  8336. struct block_list *src;
  8337. int *c;
  8338. nullpo_retr(0, bl);
  8339. nullpo_retr(0, ap);
  8340. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8341. return 0;
  8342. if ((c = va_arg(ap,int *)) == NULL)
  8343. return 0;
  8344. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8345. (*c)++;
  8346. return 0;
  8347. }
  8348. /*==========================================
  8349. * トラップ範??�?(foreachinarea)
  8350. *------------------------------------------
  8351. */
  8352. int skill_trap_splash (struct block_list *bl, va_list ap)
  8353. {
  8354. struct block_list *src;
  8355. int tick;
  8356. struct skill_unit *unit;
  8357. struct skill_unit_group *sg;
  8358. struct block_list *ss;
  8359. src = va_arg(ap,struct block_list *);
  8360. unit = (struct skill_unit *)src;
  8361. tick = va_arg(ap,int);
  8362. nullpo_retr(0, sg = unit->group);
  8363. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8364. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8365. switch(sg->unit_id){
  8366. case UNT_SHOCKWAVE:
  8367. case UNT_SANDMAN:
  8368. case UNT_FLASHER:
  8369. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8370. break;
  8371. case UNT_BLASTMINE:
  8372. case UNT_CLAYMORETRAP:
  8373. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8374. break;
  8375. case UNT_FREEZINGTRAP:
  8376. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8377. break;
  8378. }
  8379. }
  8380. return 0;
  8381. }
  8382. /*==========================================
  8383. * ステ?タス異?�?I了
  8384. *------------------------------------------
  8385. */
  8386. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8387. {
  8388. struct status_change *sc;
  8389. nullpo_retr(0, bl);
  8390. nullpo_retr(0, sc= status_get_sc(bl));
  8391. if (!sc->count) return 0;
  8392. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8393. status_change_end(bl, SC_ENCPOISON, -1);
  8394. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8395. status_change_end(bl, SC_ASPERSIO, -1);
  8396. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  8397. status_change_end(bl, SC_FIREWEAPON, -1);
  8398. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  8399. status_change_end(bl, SC_WATERWEAPON, -1);
  8400. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  8401. status_change_end(bl, SC_WINDWEAPON, -1);
  8402. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  8403. status_change_end(bl, SC_EARTHWEAPON, -1);
  8404. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8405. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8406. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8407. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8408. return 0;
  8409. }
  8410. /* ク�??キング??ク?i周りに移動不可能地?が� るか?j */
  8411. int skill_check_cloaking(struct block_list *bl)
  8412. {
  8413. struct map_session_data *sd = NULL;
  8414. struct status_change *sc;
  8415. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8416. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8417. int end = 1,i;
  8418. nullpo_retr(1, bl);
  8419. if (bl->type == BL_PC)
  8420. sd = (struct map_session_data *)bl;
  8421. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8422. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8423. { //Check for walls.
  8424. for (i = 0; i < 8; i++)
  8425. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8426. {
  8427. end = 0;
  8428. break;
  8429. }
  8430. } else
  8431. end = 0; //No wall check.
  8432. if(end){
  8433. sc = status_get_sc(bl);
  8434. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  8435. status_change_end(bl, SC_CLOAKING, -1);
  8436. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  8437. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  8438. }
  8439. }
  8440. else {
  8441. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  8442. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  8443. }
  8444. }
  8445. return end;
  8446. }
  8447. /*
  8448. *----------------------------------------------------------------------------
  8449. * スキルユニット
  8450. *----------------------------------------------------------------------------
  8451. */
  8452. /*==========================================
  8453. * 演奏/ダンスをやめる
  8454. * flag 1で?≡t中なら相方にユニットを任せる
  8455. *
  8456. *------------------------------------------
  8457. */
  8458. void skill_stop_dancing(struct block_list *src)
  8459. {
  8460. struct status_change* sc;
  8461. struct skill_unit_group* group;
  8462. struct map_session_data* dsd = NULL;
  8463. nullpo_retv(src);
  8464. nullpo_retv(sc = status_get_sc(src));
  8465. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8466. return;
  8467. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8468. sc->data[SC_DANCING].val2 = 0;
  8469. if (sc->data[SC_DANCING].val4)
  8470. {
  8471. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8472. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8473. sc->data[SC_DANCING].val4 = 0;
  8474. }
  8475. if (group)
  8476. skill_delunitgroup(NULL, group);
  8477. if (dsd)
  8478. {
  8479. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8480. status_change_end(&dsd->bl, SC_DANCING, -1);
  8481. }
  8482. status_change_end(src, SC_DANCING, -1);
  8483. }
  8484. /*==========================================
  8485. * スキルユニット?炎匀サ
  8486. *------------------------------------------
  8487. */
  8488. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8489. {
  8490. struct skill_unit *unit;
  8491. nullpo_retr(NULL, group);
  8492. nullpo_retr(NULL, unit=&group->unit[idx]);
  8493. if(!unit->alive)
  8494. group->alive_count++;
  8495. unit->bl.id=map_addobject(&unit->bl);
  8496. unit->bl.type=BL_SKILL;
  8497. unit->bl.m=group->map;
  8498. unit->bl.x=x;
  8499. unit->bl.y=y;
  8500. unit->group=group;
  8501. unit->val1=unit->val2=0;
  8502. unit->alive=1;
  8503. map_addblock(&unit->bl);
  8504. clif_skill_setunit(unit);
  8505. switch (group->skill_id) {
  8506. case AL_PNEUMA:
  8507. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8508. break;
  8509. case MG_SAFETYWALL:
  8510. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8511. break;
  8512. case SA_LANDPROTECTOR:
  8513. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8514. break;
  8515. case HP_BASILICA:
  8516. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8517. break;
  8518. case WZ_ICEWALL:
  8519. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8520. break;
  8521. }
  8522. return unit;
  8523. }
  8524. /*==========================================
  8525. * スキルユニット?�?�
  8526. *------------------------------------------
  8527. */
  8528. int skill_delunit(struct skill_unit *unit)
  8529. {
  8530. struct skill_unit_group *group;
  8531. nullpo_retr(0, unit);
  8532. if(!unit->alive)
  8533. return 0;
  8534. nullpo_retr(0, group=unit->group);
  8535. /* onlimitイベント呼び?oし */
  8536. skill_unit_onlimit( unit,gettick() );
  8537. /* onoutイベント呼び?oし */
  8538. if (!unit->range) {
  8539. map_foreachincell(skill_unit_effect,unit->bl.m,
  8540. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8541. }
  8542. switch (group->skill_id) {
  8543. case AL_PNEUMA:
  8544. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8545. break;
  8546. case MG_SAFETYWALL:
  8547. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8548. break;
  8549. case SA_LANDPROTECTOR:
  8550. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8551. break;
  8552. case HP_BASILICA:
  8553. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8554. break;
  8555. case WZ_ICEWALL:
  8556. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8557. break;
  8558. }
  8559. clif_skill_delunit(unit);
  8560. unit->group=NULL;
  8561. unit->alive=0;
  8562. map_delobjectnofree(unit->bl.id);
  8563. if(--group->alive_count==0)
  8564. skill_delunitgroup(NULL, group);
  8565. return 0;
  8566. }
  8567. /*==========================================
  8568. * スキルユニットグル?プ?炎匀サ
  8569. *------------------------------------------
  8570. */
  8571. static int skill_unit_group_newid = MAX_SKILL_DB;
  8572. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  8573. int count,int skillid,int skilllv,int unit_id, int limit, int interval)
  8574. {
  8575. struct unit_data *ud = unit_bl2ud(src);
  8576. struct skill_unit_group *group=NULL;
  8577. int i;
  8578. if(skilllv <= 0) return 0;
  8579. nullpo_retr(NULL, src);
  8580. nullpo_retr(NULL, ud);
  8581. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8582. if(i == MAX_SKILLUNITGROUP) {
  8583. int j=0;
  8584. unsigned maxdiff=0,x,tick=gettick();
  8585. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8586. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8587. maxdiff=x;
  8588. j=i;
  8589. }
  8590. skill_delunitgroup(src, ud->skillunit[j]);
  8591. //Since elements must have shifted, we use the last slot.
  8592. i = MAX_SKILLUNITGROUP-1;
  8593. }
  8594. if (!ud->skillunit[i])
  8595. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8596. group=ud->skillunit[i];
  8597. group->src_id=src->id;
  8598. group->party_id=status_get_party_id(src);
  8599. group->guild_id=status_get_guild_id(src);
  8600. group->group_id=skill_unit_group_newid++;
  8601. if(skill_unit_group_newid<=0)
  8602. skill_unit_group_newid = MAX_SKILL_DB;
  8603. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8604. group->unit_count=count;
  8605. group->alive_count=0;
  8606. group->val1=group->val2=group->val3=0;
  8607. group->skill_id=skillid;
  8608. group->skill_lv=skilllv;
  8609. group->unit_id=unit_id;
  8610. group->map=src->m;
  8611. group->limit=limit;
  8612. group->interval=interval;
  8613. group->tick=gettick();
  8614. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8615. group->tick += 1500;
  8616. else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
  8617. group->tick += interval;
  8618. group->valstr=NULL;
  8619. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8620. if (i&UF_DANCE) {
  8621. struct map_session_data *sd = NULL;
  8622. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8623. sd->skillid_dance=skillid;
  8624. sd->skilllv_dance=skilllv;
  8625. }
  8626. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8627. //?≡tスキルは相方をダンス?�ヤにする
  8628. if (sd && i&UF_ENSEMBLE &&
  8629. battle_config.player_skill_partner_check &&
  8630. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8631. ) {
  8632. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8633. }
  8634. }
  8635. return group;
  8636. }
  8637. /*==========================================
  8638. * スキルユニットグル?プ?�?�
  8639. *------------------------------------------
  8640. */
  8641. int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
  8642. {
  8643. struct unit_data *ud;
  8644. int i,j;
  8645. nullpo_retr(0, group);
  8646. if (!src) src=map_id2bl(group->src_id);
  8647. ud = unit_bl2ud(src);
  8648. if(!src || !ud) {
  8649. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8650. return 0;
  8651. }
  8652. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  8653. {
  8654. struct status_change* sc = status_get_sc(src);
  8655. if (sc && sc->data[SC_DANCING].timer != -1)
  8656. {
  8657. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8658. status_change_end(src,SC_DANCING,-1);
  8659. }
  8660. }
  8661. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8662. struct status_change *sc = status_get_sc(src);
  8663. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8664. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8665. status_change_end(src,SC_GOSPEL,-1);
  8666. }
  8667. }
  8668. if (group->skill_id == SG_SUN_WARM ||
  8669. group->skill_id == SG_MOON_WARM ||
  8670. group->skill_id == SG_STAR_WARM) {
  8671. struct status_change *sc = status_get_sc(src);
  8672. if(sc && sc->data[SC_WARM].timer != -1) {
  8673. sc->data[SC_WARM].val4 = 0;
  8674. status_change_end(src,SC_WARM,-1);
  8675. }
  8676. }
  8677. if (src->type==BL_PC && group->state.ammo_consume)
  8678. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8679. group->alive_count=0;
  8680. if(group->unit!=NULL){
  8681. for(i=0;i<group->unit_count;i++)
  8682. if(group->unit[i].alive)
  8683. skill_delunit(&group->unit[i]);
  8684. }
  8685. if(group->valstr!=NULL){
  8686. aFree(group->valstr);
  8687. group->valstr=NULL;
  8688. }
  8689. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  8690. group->unit=NULL;
  8691. group->group_id=0;
  8692. group->unit_count=0;
  8693. //Locate and clear this unit from the array.
  8694. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8695. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8696. j--;
  8697. if (i<MAX_SKILLUNITGROUP) {
  8698. ud->skillunit[i] = ud->skillunit[j];
  8699. ud->skillunit[j] = NULL;
  8700. ers_free(skill_unit_ers, group);
  8701. } else
  8702. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8703. return 1;
  8704. }
  8705. /*==========================================
  8706. * スキルユニットグル?プ全?�?�
  8707. *------------------------------------------
  8708. */
  8709. int skill_clear_unitgroup(struct block_list *src)
  8710. {
  8711. struct unit_data *ud = unit_bl2ud(src);
  8712. nullpo_retr(0, ud);
  8713. while (ud->skillunit[0])
  8714. skill_delunitgroup(src, ud->skillunit[0]);
  8715. return 1;
  8716. }
  8717. /*==========================================
  8718. * スキルユニットグル?プの被影響tick??�
  8719. *------------------------------------------
  8720. */
  8721. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  8722. struct block_list *bl,struct skill_unit_group *group,int tick)
  8723. {
  8724. int i,j=-1,k,s,id;
  8725. struct unit_data *ud;
  8726. struct skill_unit_group_tickset *set;
  8727. nullpo_retr(0, bl);
  8728. if (group->interval==-1)
  8729. return NULL;
  8730. ud = unit_bl2ud(bl);
  8731. if (!ud) return NULL;
  8732. set = ud->skillunittick;
  8733. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8734. id = s = group->skill_id;
  8735. else
  8736. id = s = group->group_id;
  8737. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8738. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8739. if (set[k].id == id)
  8740. return &set[k];
  8741. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8742. j=k;
  8743. }
  8744. if (j == -1) {
  8745. if(battle_config.error_log) {
  8746. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8747. }
  8748. j = id % MAX_SKILLUNITGROUPTICKSET;
  8749. }
  8750. set[j].id = id;
  8751. set[j].tick = tick;
  8752. return &set[j];
  8753. }
  8754. /*==========================================
  8755. * スキルユニットタイマ??動?�?用(foreachinarea)
  8756. *------------------------------------------
  8757. */
  8758. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  8759. {
  8760. struct skill_unit *unit;
  8761. struct skill_unit_group *group;
  8762. unsigned int tick;
  8763. nullpo_retr(0, bl);
  8764. nullpo_retr(0, ap);
  8765. unit = va_arg(ap,struct skill_unit *);
  8766. tick = va_arg(ap,unsigned int);
  8767. if (!unit->alive || bl->prev==NULL)
  8768. return 0;
  8769. nullpo_retr(0, group=unit->group);
  8770. if (skill_get_type(group->skill_id)==BF_MAGIC
  8771. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  8772. return 0; //AoE skills are ineffective. [Skotlex]
  8773. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  8774. return 0;
  8775. skill_unit_onplace_timer(unit,bl,tick);
  8776. return 0;
  8777. }
  8778. /*==========================================
  8779. * スキルユニットタイマ??�?用(foreachobject)
  8780. *------------------------------------------
  8781. */
  8782. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  8783. {
  8784. struct skill_unit *unit;
  8785. struct skill_unit_group *group;
  8786. unsigned int tick;
  8787. nullpo_retr(0, bl);
  8788. nullpo_retr(0, ap);
  8789. nullpo_retr(0, unit=(struct skill_unit *)bl);
  8790. tick=va_arg(ap,unsigned int);
  8791. if(!unit->alive)
  8792. return 0;
  8793. group=unit->group;
  8794. nullpo_retr(0, group);
  8795. /* onplace_timerイベント呼び?oし */
  8796. if (unit->range>=0 && group->interval!=-1) {
  8797. if (battle_config.skill_wall_check)
  8798. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8799. group->bl_flag,bl,tick);
  8800. else
  8801. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  8802. group->bl_flag,bl,tick);
  8803. if (!unit->alive)
  8804. return 0;
  8805. }
  8806. /* 時間?リれ?�?� */
  8807. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  8808. switch(group->unit_id){
  8809. case UNT_BLASTMINE:
  8810. group->unit_id = UNT_USED_TRAPS;
  8811. clif_changetraplook(bl, UNT_USED_TRAPS);
  8812. group->limit=DIFF_TICK(tick+1500,group->tick);
  8813. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8814. break;
  8815. case UNT_SKIDTRAP:
  8816. case UNT_ANKLESNARE:
  8817. case UNT_LANDMINE:
  8818. case UNT_SHOCKWAVE:
  8819. case UNT_SANDMAN:
  8820. case UNT_FLASHER:
  8821. case UNT_FREEZINGTRAP:
  8822. case UNT_CLAYMORETRAP:
  8823. case UNT_TALKIEBOX:
  8824. {
  8825. struct block_list *src=map_id2bl(group->src_id);
  8826. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  8827. else{
  8828. if(src && src->type==BL_PC && !group->state.into_abyss)
  8829. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  8830. struct item item_tmp;
  8831. memset(&item_tmp,0,sizeof(item_tmp));
  8832. item_tmp.nameid=1065;
  8833. item_tmp.identify=1;
  8834. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  8835. }
  8836. }
  8837. skill_delunit(unit);
  8838. }
  8839. break;
  8840. case 0xc1:
  8841. case 0xc2:
  8842. case 0xc3:
  8843. case 0xc4:
  8844. {
  8845. struct block_list *src=map_id2bl(group->src_id);
  8846. if (src)
  8847. group->tick = tick;
  8848. }
  8849. break;
  8850. default:
  8851. skill_delunit(unit);
  8852. }
  8853. }
  8854. if(group->unit_id == UNT_ICEWALL) {
  8855. unit->val1 -= 5;
  8856. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  8857. unit->limit = DIFF_TICK(tick+700,group->tick);
  8858. }
  8859. return 0;
  8860. }
  8861. /*==========================================
  8862. * スキルユニットタイマ??�?
  8863. *------------------------------------------
  8864. */
  8865. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  8866. {
  8867. map_freeblock_lock();
  8868. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8869. map_freeblock_unlock();
  8870. return 0;
  8871. }
  8872. /*==========================================
  8873. * スキルユニット移動時?�?用(foreachinarea)
  8874. *------------------------------------------
  8875. */
  8876. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  8877. {
  8878. struct skill_unit *unit = (struct skill_unit *)bl;
  8879. struct block_list *target;
  8880. unsigned int tick,flag,result;
  8881. int skill_id;
  8882. target=va_arg(ap,struct block_list*);
  8883. tick = va_arg(ap,unsigned int);
  8884. flag = va_arg(ap,int);
  8885. nullpo_retr(0, unit->group);
  8886. if (!(unit->group->bl_flag&target->type))
  8887. return 0; //we don't target this type of bl
  8888. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8889. if (unit->group->interval!=-1 &&
  8890. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  8891. return 0;
  8892. if (!unit->alive || target->prev==NULL)
  8893. return 0;
  8894. if (flag&1)
  8895. {
  8896. result = skill_unit_onplace(unit,target,tick);
  8897. if (flag&2 && result)
  8898. { //Clear skill ids we have stored in onout.
  8899. int i;
  8900. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  8901. if (i<8)
  8902. skill_unit_temp[i] = 0;
  8903. }
  8904. }
  8905. else
  8906. {
  8907. result = skill_unit_onout(unit,target,tick);
  8908. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  8909. skill_unit_temp[skill_unit_index++] = result;
  8910. }
  8911. if (flag&4)
  8912. skill_unit_onleft(skill_id,target,tick);
  8913. return 1;
  8914. }
  8915. /*==========================================
  8916. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8917. * Flag values:
  8918. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8919. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8920. * units to figure out when they have left a group.
  8921. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8922. *------------------------------------------
  8923. */
  8924. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  8925. {
  8926. nullpo_retr(0, bl);
  8927. if(bl->prev==NULL )
  8928. return 0;
  8929. if (flag&2 && !(flag&1))
  8930. { //Onout, clear data
  8931. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  8932. skill_unit_index=0;
  8933. }
  8934. map_foreachincell(skill_unit_move_sub,
  8935. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8936. if (flag&2 && flag&1)
  8937. { //Onplace, check any skill units you have left.
  8938. int i;
  8939. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  8940. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8941. }
  8942. return 0;
  8943. }
  8944. /*==========================================
  8945. * スキルユニット自?の移動時?�?
  8946. * 引?はグル?プと移動量
  8947. *------------------------------------------
  8948. */
  8949. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  8950. {
  8951. int i,j;
  8952. unsigned int tick = gettick();
  8953. int *m_flag;
  8954. struct skill_unit *unit1;
  8955. struct skill_unit *unit2;
  8956. nullpo_retr(0, group);
  8957. if (group->unit_count<=0)
  8958. return 0;
  8959. if (group->unit==NULL)
  8960. return 0;
  8961. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  8962. return 0;
  8963. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  8964. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  8965. // m_flag
  8966. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8967. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8968. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8969. // 3: Both 1+2.
  8970. for(i=0;i<group->unit_count;i++){
  8971. unit1=&group->unit[i];
  8972. if (!unit1->alive || unit1->bl.m!=m)
  8973. continue;
  8974. for(j=0;j<group->unit_count;j++){
  8975. unit2=&group->unit[j];
  8976. if (!unit2->alive)
  8977. continue;
  8978. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8979. m_flag[i] |= 0x1;
  8980. }
  8981. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8982. m_flag[i] |= 0x2;
  8983. }
  8984. }
  8985. }
  8986. j = 0;
  8987. for (i=0;i<group->unit_count;i++) {
  8988. unit1=&group->unit[i];
  8989. if (!unit1->alive)
  8990. continue;
  8991. if (!(m_flag[i]&0x2)) {
  8992. map_foreachincell(skill_unit_effect,unit1->bl.m,
  8993. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8994. }
  8995. //Move Cell using "smart" criteria (avoid useless moving around)
  8996. switch(m_flag[i])
  8997. {
  8998. case 0:
  8999. //Cell moves independently, safely move it.
  9000. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9001. clif_skill_setunit(unit1);
  9002. break;
  9003. case 1:
  9004. //Cell moves unto another cell, look for a replacement cell that won't collide
  9005. //and has no cell moving into it (flag == 2)
  9006. for(;j<group->unit_count;j++)
  9007. {
  9008. if(m_flag[j]!=2 || !group->unit[j].alive)
  9009. continue;
  9010. //Move to where this cell would had moved.
  9011. unit2 = &group->unit[j];
  9012. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9013. clif_skill_setunit(unit1);
  9014. j++; //Skip this cell as we have used it.
  9015. break;
  9016. }
  9017. break;
  9018. case 2:
  9019. case 3:
  9020. break; //Don't move the cell as a cell will end on this tile anyway.
  9021. }
  9022. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  9023. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9024. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9025. }
  9026. }
  9027. aFree(m_flag);
  9028. return 0;
  9029. }
  9030. /*----------------------------------------------------------------------------
  9031. * アイテム?�?ャ
  9032. *----------------------------------------------------------------------------
  9033. */
  9034. /*==========================================
  9035. * アイテム?�?ャ可能判定
  9036. *------------------------------------------
  9037. */
  9038. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9039. {
  9040. int i,j;
  9041. nullpo_retr(0, sd);
  9042. if(nameid<=0)
  9043. return 0;
  9044. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9045. if(skill_produce_db[i].nameid == nameid )
  9046. break;
  9047. }
  9048. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9049. return 0;
  9050. if(trigger>=0){
  9051. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9052. if(skill_produce_db[i].itemlv!=trigger)
  9053. return 0;
  9054. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9055. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9056. return 0;
  9057. } else { // Weapon (itemlv must be higher or equal)
  9058. if(skill_produce_db[i].itemlv>trigger)
  9059. return 0;
  9060. }
  9061. }
  9062. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9063. return 0; /* スキルが足りない */
  9064. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9065. int id,x,y;
  9066. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9067. continue;
  9068. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9069. if(pc_search_inventory(sd,id) < 0)
  9070. return 0;
  9071. }
  9072. else {
  9073. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9074. if( sd->status.inventory[y].nameid == id )
  9075. x+=sd->status.inventory[y].amount;
  9076. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9077. return 0;
  9078. }
  9079. }
  9080. return i+1;
  9081. }
  9082. /*==========================================
  9083. * アイテム?�?ャ可能判定
  9084. *------------------------------------------
  9085. */
  9086. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9087. int nameid, int slot1, int slot2, int slot3, int qty)
  9088. {
  9089. int slot[3];
  9090. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9091. nullpo_retr(0, sd);
  9092. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9093. return 0;
  9094. idx--;
  9095. if (qty < 1)
  9096. qty = 1;
  9097. if (!skill_id) //A skill can be specified for some override cases.
  9098. skill_id = skill_produce_db[idx].req_skill;
  9099. slot[0]=slot1;
  9100. slot[1]=slot2;
  9101. slot[2]=slot3;
  9102. /* 埋め?み?�? */
  9103. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9104. int j;
  9105. if( slot[i]<=0 )
  9106. continue;
  9107. j = pc_search_inventory(sd,slot[i]);
  9108. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9109. continue;
  9110. if(slot[i]==1000){ /* Star Crumb */
  9111. pc_delitem(sd,j,1,1);
  9112. sc++;
  9113. }
  9114. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9115. static const int ele_table[4]={3,1,4,2};
  9116. pc_delitem(sd,j,1,1);
  9117. ele=ele_table[slot[i]-994];
  9118. }
  9119. }
  9120. /* ?゙料?チ費 */
  9121. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9122. int j,id,x;
  9123. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9124. continue;
  9125. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9126. 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 */
  9127. int y=0;
  9128. j = pc_search_inventory(sd,id);
  9129. if(j >= 0){
  9130. y = sd->status.inventory[j].amount;
  9131. if(y>x)y=x; /* 足りている */
  9132. pc_delitem(sd,j,y,0);
  9133. }else {
  9134. if(battle_config.error_log)
  9135. ShowError("skill_produce_mix: material item error\n");
  9136. }
  9137. x-=y; /* まだ足りない個?を計算 */
  9138. }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 */
  9139. }
  9140. if((equip=itemdb_isequip(nameid)))
  9141. wlv = itemdb_wlv(nameid);
  9142. if(!equip) {
  9143. switch(skill_id){
  9144. case BS_IRON:
  9145. case BS_STEEL:
  9146. case BS_ENCHANTEDSTONE:
  9147. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9148. int skill = pc_checkskill(sd,skill_id);
  9149. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9150. switch(nameid){
  9151. case 998: // Iron
  9152. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9153. break;
  9154. case 999: // Steel
  9155. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9156. break;
  9157. case 1000: //Star Crumb
  9158. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9159. break;
  9160. default: // Enchanted Stones
  9161. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9162. break;
  9163. }
  9164. break;
  9165. case ASC_CDP:
  9166. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9167. break;
  9168. case AL_HOLYWATER:
  9169. make_per = 100000; //100% success
  9170. break;
  9171. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9172. case AM_TWILIGHT1:
  9173. case AM_TWILIGHT2:
  9174. case AM_TWILIGHT3:
  9175. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9176. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9177. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9178. switch(nameid){
  9179. case 501: // Red Potion
  9180. case 503: // Yellow Potion
  9181. case 504: // White Potion
  9182. case 605: // Anodyne
  9183. case 606: // Aloevera
  9184. make_per += 2000;
  9185. break;
  9186. case 505: // Blue Potion
  9187. make_per -= 500;
  9188. break;
  9189. case 545: // Condensed Red Potion
  9190. case 546: // Condensed Yellow Potion
  9191. case 547: // Condensed White Potion
  9192. make_per -= 1000;
  9193. break;
  9194. case 970: // Alcohol
  9195. make_per += 1000;
  9196. break;
  9197. case 7139: // Glistening Coat
  9198. make_per -= 1000;
  9199. break;
  9200. case 7135: // Bottle Grenade
  9201. case 7136: // Acid Bottle
  9202. case 7137: // Plant Bottle
  9203. case 7138: // Marine Sphere Bottle
  9204. default:
  9205. break;
  9206. }
  9207. if(battle_config.pp_rate != 100)
  9208. make_per = make_per * battle_config.pp_rate / 100;
  9209. break;
  9210. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9211. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9212. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9213. switch(nameid){
  9214. case 12114:
  9215. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9216. if (flag > 0)
  9217. make_per += 1000*flag-500;
  9218. break;
  9219. case 12115:
  9220. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9221. if (flag > 0)
  9222. make_per += 1000*flag-500;
  9223. break;
  9224. case 12116:
  9225. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9226. if (flag > 0)
  9227. make_per += 1000*flag-500;
  9228. break;
  9229. case 12117:
  9230. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9231. if (flag > 0)
  9232. make_per += 1000*flag-500;
  9233. break;
  9234. }
  9235. break;
  9236. default:
  9237. make_per = 5000;
  9238. break;
  9239. }
  9240. }
  9241. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9242. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9243. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9244. 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
  9245. 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
  9246. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9247. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9248. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9249. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9250. if(battle_config.wp_rate != 100)
  9251. make_per = make_per * battle_config.wp_rate / 100;
  9252. }
  9253. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9254. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9255. make_per = (make_per * 80) / 100; //Lupus
  9256. if(make_per < 1) make_per = 1;
  9257. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9258. struct item tmp_item;
  9259. memset(&tmp_item,0,sizeof(tmp_item));
  9260. tmp_item.nameid=nameid;
  9261. tmp_item.amount=1;
  9262. tmp_item.identify=1;
  9263. if(equip){
  9264. tmp_item.card[0]=0x00ff;
  9265. tmp_item.card[1]=((sc*5)<<8)+ele;
  9266. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9267. tmp_item.card[3]=GetWord(sd->char_id,1);
  9268. } else {
  9269. //Flag is only used on the end, so it can be used here. [Skotlex]
  9270. switch (skill_id) {
  9271. case AM_PHARMACY:
  9272. case AM_TWILIGHT1:
  9273. case AM_TWILIGHT2:
  9274. case AM_TWILIGHT3:
  9275. flag = battle_config.produce_potion_name_input;
  9276. break;
  9277. case AL_HOLYWATER:
  9278. flag = battle_config.holywater_name_input;
  9279. break;
  9280. case ASC_CDP:
  9281. flag = battle_config.cdp_name_input;
  9282. break;
  9283. default:
  9284. flag = battle_config.produce_item_name_input;
  9285. break;
  9286. }
  9287. if (flag) {
  9288. tmp_item.card[0]=0x00fe;
  9289. tmp_item.card[1]=0;
  9290. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9291. tmp_item.card[3]=GetWord(sd->char_id,1);
  9292. }
  9293. }
  9294. // if(log_config.produce > 0)
  9295. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9296. //TODO update PICKLOG
  9297. if(equip){
  9298. clif_produceeffect(sd,0,nameid);
  9299. clif_misceffect(&sd->bl,3);
  9300. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9301. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9302. } else {
  9303. int fame = 0;
  9304. tmp_item.amount = 0;
  9305. for (i=0; i< qty; i++)
  9306. { //Apply quantity modifiers.
  9307. if (rand()%10000 < make_per || qty == 1)
  9308. { //Success
  9309. tmp_item.amount++;
  9310. if(nameid < 545 || nameid > 547)
  9311. continue;
  9312. if(skill_id != AM_PHARMACY &&
  9313. skill_id != AM_TWILIGHT1 &&
  9314. skill_id != AM_TWILIGHT2 &&
  9315. skill_id != AM_TWILIGHT3)
  9316. continue;
  9317. //Add fame as needed.
  9318. switch(++sd->potion_success_counter) {
  9319. case 3:
  9320. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9321. break;
  9322. case 5:
  9323. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9324. break;
  9325. case 7:
  9326. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9327. break;
  9328. case 10:
  9329. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9330. sd->potion_success_counter = 0;
  9331. break;
  9332. }
  9333. } else //Failure
  9334. sd->potion_success_counter = 0;
  9335. }
  9336. if (fame)
  9337. pc_addfame(sd,fame);
  9338. //Visual effects and the like.
  9339. switch (skill_id) {
  9340. case AM_PHARMACY:
  9341. case AM_TWILIGHT1:
  9342. case AM_TWILIGHT2:
  9343. case AM_TWILIGHT3:
  9344. case ASC_CDP:
  9345. clif_produceeffect(sd,2,nameid);
  9346. clif_misceffect(&sd->bl,5);
  9347. break;
  9348. case BS_IRON:
  9349. case BS_STEEL:
  9350. case BS_ENCHANTEDSTONE:
  9351. clif_produceeffect(sd,0,nameid);
  9352. clif_misceffect(&sd->bl,3);
  9353. break;
  9354. default: //Those that don't require a skill?
  9355. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9356. clif_specialeffect(&sd->bl, 608, 0);
  9357. break;
  9358. }
  9359. }
  9360. if (tmp_item.amount) { //Success
  9361. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9362. clif_additem(sd,0,0,flag);
  9363. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9364. }
  9365. return 1;
  9366. }
  9367. }
  9368. //Failure
  9369. // if(log_config.produce)
  9370. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9371. //TODO update PICKLOG
  9372. if(equip){
  9373. clif_produceeffect(sd,1,nameid);
  9374. clif_misceffect(&sd->bl,2);
  9375. } else {
  9376. switch (skill_id) {
  9377. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  9378. battle_damage(NULL, &sd->bl, sd->status.max_hp>>2, 0, 1);
  9379. case AM_PHARMACY:
  9380. case AM_TWILIGHT1:
  9381. case AM_TWILIGHT2:
  9382. case AM_TWILIGHT3:
  9383. clif_produceeffect(sd,3,nameid);
  9384. clif_misceffect(&sd->bl,6);
  9385. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9386. break;
  9387. case BS_IRON:
  9388. case BS_STEEL:
  9389. case BS_ENCHANTEDSTONE:
  9390. clif_produceeffect(sd,1,nameid);
  9391. clif_misceffect(&sd->bl,2);
  9392. break;
  9393. default:
  9394. if (skill_produce_db[idx].itemlv==11)
  9395. clif_specialeffect(&sd->bl, 609, 0);
  9396. }
  9397. }
  9398. return 0;
  9399. }
  9400. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9401. {
  9402. int i,j,flag,index=-1;
  9403. struct item tmp_item;
  9404. nullpo_retr(0, sd);
  9405. if(nameid <= 0)
  9406. return 1;
  9407. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9408. if(nameid == skill_arrow_db[i].nameid) {
  9409. index = i;
  9410. break;
  9411. }
  9412. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9413. return 1;
  9414. pc_delitem(sd,j,1,0);
  9415. for(i=0;i<5;i++) {
  9416. memset(&tmp_item,0,sizeof(tmp_item));
  9417. tmp_item.identify = 1;
  9418. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9419. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9420. if(battle_config.making_arrow_name_input) {
  9421. tmp_item.card[0]=0x00fe;
  9422. tmp_item.card[1]=0;
  9423. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9424. tmp_item.card[3]=GetWord(sd->char_id,1);
  9425. }
  9426. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9427. continue;
  9428. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9429. clif_additem(sd,0,0,flag);
  9430. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9431. }
  9432. }
  9433. return 0;
  9434. }
  9435. /*==========================================
  9436. *
  9437. *------------------------------------------
  9438. */
  9439. int skill_blockpc_end(int tid,unsigned int tick,int id,int data)
  9440. {
  9441. struct map_session_data *sd = map_id2sd(id);
  9442. if (data <= 0 || data >= MAX_SKILL)
  9443. return 0;
  9444. if (sd) sd->blockskill[data] = 0;
  9445. return 1;
  9446. }
  9447. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9448. {
  9449. nullpo_retr (-1, sd);
  9450. if (skillid >= GD_SKILLBASE)
  9451. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9452. if (skillid < 1 || skillid > MAX_SKILL)
  9453. return -1;
  9454. sd->blockskill[skillid] = 1;
  9455. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9456. }
  9457. /*----------------------------------------------------------------------------
  9458. * ?炎匀サ系
  9459. */
  9460. /*
  9461. * 文字列?�?
  9462. * ',' で区?リって val に戻す
  9463. */
  9464. int skill_split_str(char *str,char **val,int num)
  9465. {
  9466. int i;
  9467. for (i=0; i<num && str; i++){
  9468. val[i] = str;
  9469. str = strchr(str,',');
  9470. if (str)
  9471. *str++=0;
  9472. }
  9473. return i;
  9474. }
  9475. /*
  9476. * 文字列?�?
  9477. * ':' で区?リってatoiしてvalに戻す
  9478. */
  9479. int skill_split_atoi(char *str,int *val)
  9480. {
  9481. int i, j, diff, step = 1;
  9482. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9483. if (!str) break;
  9484. val[i] = atoi(str);
  9485. str = strchr(str,':');
  9486. if (str)
  9487. *str++=0;
  9488. }
  9489. if(i==0) //No data found.
  9490. return 0;
  9491. if(i==1)
  9492. { //Single value, have the whole range have the same value.
  9493. for (; i < MAX_SKILL_LEVEL; i++)
  9494. val[i] = val[i-1];
  9495. return i;
  9496. }
  9497. //Check for linear change with increasing steps until we reach half of the data acquired.
  9498. for (step = 1; step <= i/2; step++)
  9499. {
  9500. diff = val[i-1] - val[i-step-1];
  9501. for(j = i-1; j >= step; j--)
  9502. if ((val[j]-val[j-step]) != diff)
  9503. break;
  9504. if (j>=step) //No match, try next step.
  9505. continue;
  9506. for(; i < MAX_SKILL_LEVEL; i++)
  9507. { //Apply linear increase
  9508. val[i] = val[i-step]+diff;
  9509. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9510. { val[i] = 1; diff = 0; step = 1; }
  9511. }
  9512. return i;
  9513. }
  9514. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9515. for (;i<MAX_SKILL_LEVEL; i++)
  9516. val[i] = val[i-1];
  9517. return i;
  9518. }
  9519. /*
  9520. * スキルユニットの配置?﨣�?�?ャ
  9521. */
  9522. void skill_init_unit_layout(void)
  9523. {
  9524. int i,j,size,pos = 0;
  9525. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9526. // 矩形のユニット配置を?�?ャする
  9527. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9528. size = i*2+1;
  9529. skill_unit_layout[i].count = size*size;
  9530. for (j=0; j<size*size; j++) {
  9531. skill_unit_layout[i].dx[j] = (j%size-i);
  9532. skill_unit_layout[i].dy[j] = (j/size-i);
  9533. }
  9534. }
  9535. pos = i;
  9536. // 矩形以外のユニット配置を?�?ャする
  9537. for (i=0;i<MAX_SKILL_DB;i++) {
  9538. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9539. continue;
  9540. switch (i) {
  9541. case MG_FIREWALL:
  9542. case WZ_ICEWALL:
  9543. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  9544. break;
  9545. case PR_SANCTUARY:
  9546. {
  9547. static const int dx[] = {
  9548. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9549. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9550. static const int dy[]={
  9551. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9552. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9553. skill_unit_layout[pos].count = 21;
  9554. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9555. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9556. break;
  9557. }
  9558. case PR_MAGNUS:
  9559. {
  9560. static const int dx[] = {
  9561. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9562. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9563. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9564. static const int dy[] = {
  9565. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9566. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9567. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9568. skill_unit_layout[pos].count = 33;
  9569. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9570. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9571. break;
  9572. }
  9573. case AS_VENOMDUST:
  9574. {
  9575. static const int dx[] = {-1, 0, 0, 0, 1};
  9576. static const int dy[] = { 0,-1, 0, 1, 0};
  9577. skill_unit_layout[pos].count = 5;
  9578. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9579. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9580. break;
  9581. }
  9582. case CR_GRANDCROSS:
  9583. case NPC_GRANDDARKNESS:
  9584. {
  9585. static const int dx[] = {
  9586. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9587. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9588. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9589. static const int dy[] = {
  9590. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9591. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9592. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9593. skill_unit_layout[pos].count = 29;
  9594. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9595. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9596. break;
  9597. }
  9598. case PF_FOGWALL:
  9599. {
  9600. static const int dx[] = {
  9601. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9602. static const int dy[] = {
  9603. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9604. skill_unit_layout[pos].count = 15;
  9605. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9606. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9607. break;
  9608. }
  9609. case PA_GOSPEL:
  9610. {
  9611. static const int dx[] = {
  9612. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9613. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9614. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9615. -1, 0, 1};
  9616. static const int dy[] = {
  9617. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9618. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9619. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9620. 3, 3, 3};
  9621. skill_unit_layout[pos].count = 33;
  9622. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9623. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9624. break;
  9625. }
  9626. default:
  9627. ShowError("unknown unit layout at skill %d\n",i);
  9628. break;
  9629. }
  9630. if (!skill_unit_layout[pos].count)
  9631. continue;
  9632. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9633. skill_db[i].unit_layout_type[j] = pos;
  9634. pos++;
  9635. }
  9636. // ファイヤ?[ウォ?[ル
  9637. firewall_unit_pos = pos;
  9638. for (i=0;i<8;i++) {
  9639. if (i&1) { /* 斜め配置 */
  9640. skill_unit_layout[pos].count = 5;
  9641. if (i&0x2) {
  9642. int dx[] = {-1,-1, 0, 0, 1};
  9643. int dy[] = { 1, 0, 0,-1,-1};
  9644. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9645. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9646. } else {
  9647. int dx[] = { 1, 1 ,0, 0,-1};
  9648. int dy[] = { 1, 0, 0,-1,-1};
  9649. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9650. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9651. }
  9652. } else { /* ?c横配置 */
  9653. skill_unit_layout[pos].count = 3;
  9654. if (i%4==0) { /* ?繪コ */
  9655. int dx[] = {-1, 0, 1};
  9656. int dy[] = { 0, 0, 0};
  9657. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9658. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9659. } else { /* ?カ右 */
  9660. int dx[] = { 0, 0, 0};
  9661. int dy[] = {-1, 0, 1};
  9662. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9663. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9664. }
  9665. }
  9666. pos++;
  9667. }
  9668. // アイスウォ?[ル
  9669. icewall_unit_pos = pos;
  9670. for (i=0;i<8;i++) {
  9671. skill_unit_layout[pos].count = 5;
  9672. if (i&1) { /* 斜め配置 */
  9673. if (i&0x2) {
  9674. int dx[] = {-2,-1, 0, 1, 2};
  9675. int dy[] = { 2, 1, 0,-1,-2};
  9676. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9677. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9678. } else {
  9679. int dx[] = { 2, 1 ,0,-1,-2};
  9680. int dy[] = { 2, 1, 0,-1,-2};
  9681. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9682. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9683. }
  9684. } else { /* ?c横配置 */
  9685. if (i%4==0) { /* ?繪コ */
  9686. int dx[] = {-2,-1, 0, 1, 2};
  9687. int dy[] = { 0, 0, 0, 0, 0};
  9688. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9689. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9690. } else { /* ?カ右 */
  9691. int dx[] = { 0, 0, 0, 0, 0};
  9692. int dy[] = {-2,-1, 0, 1, 2};
  9693. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9694. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9695. }
  9696. }
  9697. pos++;
  9698. }
  9699. }
  9700. /*==========================================
  9701. * スキル?係ファイル?み?み
  9702. * skill_db.txt スキルデ?タ
  9703. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  9704. * produce_db.txt アイテム?�?ャスキル用デ?タ
  9705. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  9706. * abra_db.txt アブラカダブラ?動スキルデ?タ
  9707. *------------------------------------------
  9708. */
  9709. int skill_readdb(void)
  9710. {
  9711. int i,j,k,l,m;
  9712. FILE *fp;
  9713. char line[1024],path[1024],*p;
  9714. char *filename[]={"produce_db.txt","produce_db2.txt"};
  9715. /* スキルデ?タベ?ス */
  9716. memset(skill_db,0,sizeof(skill_db));
  9717. sprintf(path, "%s/skill_db.txt", db_path);
  9718. fp=fopen(path,"r");
  9719. if(fp==NULL){
  9720. ShowError("can't read %s\n", path);
  9721. return 1;
  9722. }
  9723. while(fgets(line,1020,fp)){
  9724. char *split[50];
  9725. if(line[0]=='/' && line[1]=='/')
  9726. continue;
  9727. j = skill_split_str(line,split,15);
  9728. if(j < 15 || split[14]==NULL)
  9729. continue;
  9730. i=atoi(split[0]);
  9731. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  9732. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  9733. continue;
  9734. }
  9735. if (i >= GD_SKILLBASE)
  9736. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9737. if(i<=0 || i>MAX_SKILL_DB)
  9738. continue;
  9739. skill_split_atoi(split[1],skill_db[i].range);
  9740. skill_db[i].hit=atoi(split[2]);
  9741. skill_db[i].inf=atoi(split[3]);
  9742. skill_db[i].pl=atoi(split[4]);
  9743. skill_db[i].nk=atoi(split[5]);
  9744. skill_split_atoi(split[6],skill_db[i].splash);
  9745. skill_db[i].max=atoi(split[7]);
  9746. skill_split_atoi(split[8],skill_db[i].num);
  9747. if(strcmpi(split[9],"yes") == 0)
  9748. skill_db[i].castcancel=1;
  9749. else
  9750. skill_db[i].castcancel=0;
  9751. skill_db[i].cast_def_rate=atoi(split[10]);
  9752. skill_db[i].inf2=atoi(split[11]);
  9753. skill_db[i].maxcount=atoi(split[12]);
  9754. if(strcmpi(split[13],"weapon") == 0)
  9755. skill_db[i].skill_type=BF_WEAPON;
  9756. else if(strcmpi(split[13],"magic") == 0)
  9757. skill_db[i].skill_type=BF_MAGIC;
  9758. else if(strcmpi(split[13],"misc") == 0)
  9759. skill_db[i].skill_type=BF_MISC;
  9760. else
  9761. skill_db[i].skill_type=0;
  9762. skill_split_atoi(split[14],skill_db[i].blewcount);
  9763. for (j = 0; skill_names[j].id != 0; j++)
  9764. if (skill_names[j].id == i) {
  9765. skill_db[i].name = skill_names[j].name;
  9766. skill_db[i].desc = skill_names[j].desc;
  9767. break;
  9768. }
  9769. }
  9770. fclose(fp);
  9771. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9772. sprintf(path, "%s/skill_require_db.txt", db_path);
  9773. fp=fopen(path,"r");
  9774. if(fp==NULL){
  9775. ShowError("can't read %s\n", path);
  9776. return 1;
  9777. }
  9778. while(fgets(line,1020,fp)){
  9779. char *split[50];
  9780. if(line[0]=='/' && line[1]=='/')
  9781. continue;
  9782. j = skill_split_str(line,split,32);
  9783. if(j < 32 || split[31]==NULL)
  9784. continue;
  9785. i=atoi(split[0]);
  9786. if (i >= GD_SKILLBASE)
  9787. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9788. if(i<=0 || i>MAX_SKILL_DB)
  9789. continue;
  9790. skill_split_atoi(split[1],skill_db[i].hp);
  9791. skill_split_atoi(split[2],skill_db[i].mhp);
  9792. skill_split_atoi(split[3],skill_db[i].sp);
  9793. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9794. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9795. skill_split_atoi(split[6],skill_db[i].zeny);
  9796. p = split[7];
  9797. for(j=0;j<32;j++){
  9798. l = atoi(p);
  9799. if (l==99) {
  9800. skill_db[i].weapon = 0xffffffff;
  9801. break;
  9802. }
  9803. else
  9804. skill_db[i].weapon |= 1<<l;
  9805. p=strchr(p,':');
  9806. if(!p)
  9807. break;
  9808. p++;
  9809. }
  9810. p = split[8];
  9811. for(j=0;j<32;j++){
  9812. l = atoi(p);
  9813. if (l)
  9814. skill_db[i].ammo |= 1<<l;
  9815. p=strchr(p,':');
  9816. if(!p)
  9817. break;
  9818. p++;
  9819. }
  9820. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9821. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  9822. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  9823. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  9824. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  9825. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  9826. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  9827. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  9828. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  9829. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  9830. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  9831. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  9832. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  9833. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  9834. else skill_db[i].state=ST_NONE;
  9835. skill_split_atoi(split[11],skill_db[i].spiritball);
  9836. for (j = 0; j < 10; j++) {
  9837. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  9838. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  9839. }
  9840. }
  9841. fclose(fp);
  9842. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9843. /* キャスティングデ?タベ?ス */
  9844. sprintf(path, "%s/skill_cast_db.txt", db_path);
  9845. fp=fopen(path,"r");
  9846. if(fp==NULL){
  9847. ShowError("can't read %s\n", path);
  9848. return 1;
  9849. }
  9850. l=0;
  9851. while(fgets(line,1020,fp)){
  9852. char *split[50];
  9853. l++;
  9854. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  9855. if(line[0]=='/' && line[1]=='/')
  9856. continue;
  9857. j = skill_split_str(line,split,6);
  9858. if(split[0]==NULL || j<2)
  9859. continue; //Blank line.
  9860. if(split[5]==NULL || j<6) {
  9861. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  9862. continue;
  9863. }
  9864. i=atoi(split[0]);
  9865. if (i >= GD_SKILLBASE)
  9866. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9867. if(i<=0 || i>MAX_SKILL_DB)
  9868. continue;
  9869. skill_split_atoi(split[1],skill_db[i].cast);
  9870. skill_split_atoi(split[2],skill_db[i].delay);
  9871. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9872. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9873. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9874. }
  9875. fclose(fp);
  9876. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9877. /* スキルユニットデ?[タベ?[ス */
  9878. sprintf(path, "%s/skill_unit_db.txt", db_path);
  9879. fp=fopen(path,"r");
  9880. if (fp==NULL) {
  9881. ShowError("can't read %s\n", path);
  9882. return 1;
  9883. }
  9884. k = 0;
  9885. while (fgets(line,1020,fp)) {
  9886. char *split[50];
  9887. if (line[0]=='/' && line[1]=='/')
  9888. continue;
  9889. j = skill_split_str(line,split,8);
  9890. if (split[7]==NULL || j<8)
  9891. continue;
  9892. i=atoi(split[0]);
  9893. if (i >= GD_SKILLBASE)
  9894. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  9895. if(i<=0 || i>MAX_SKILL_DB)
  9896. continue;
  9897. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9898. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9899. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9900. skill_split_atoi(split[4],skill_db[i].unit_range);
  9901. skill_db[i].unit_interval = atoi(split[5]);
  9902. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9903. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  9904. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  9905. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  9906. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  9907. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  9908. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  9909. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  9910. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9911. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9912. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9913. skill_db[i].unit_target=BCT_NOENEMY;
  9914. //By default, target just characters.
  9915. skill_db[i].unit_target |= BL_CHAR;
  9916. if (skill_db[i].unit_flag&UF_NOPC)
  9917. skill_db[i].unit_target &= ~BL_PC;
  9918. if (skill_db[i].unit_flag&UF_NOMOB)
  9919. skill_db[i].unit_target &= ~BL_MOB;
  9920. if (skill_db[i].unit_flag&UF_SKILL)
  9921. skill_db[i].unit_target |= BL_SKILL;
  9922. k++;
  9923. }
  9924. fclose(fp);
  9925. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  9926. skill_init_unit_layout();
  9927. /* ?サ造系スキルデ?タベ?ス */
  9928. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9929. for(m=0;m<2;m++){
  9930. sprintf(path, "%s/%s", db_path, filename[m]);
  9931. fp=fopen(path,"r");
  9932. if(fp==NULL){
  9933. if(m>0)
  9934. continue;
  9935. ShowError("can't read %s\n",path);
  9936. return 1;
  9937. }
  9938. k=0;
  9939. while(fgets(line,1020,fp)){
  9940. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  9941. int x,y;
  9942. if(line[0]=='/' && line[1]=='/')
  9943. continue;
  9944. memset(split,0,sizeof(split));
  9945. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  9946. if(split[0]==0) //fixed by Lupus
  9947. continue;
  9948. i=atoi(split[0]);
  9949. if(i<=0) continue;
  9950. skill_produce_db[k].nameid=i;
  9951. skill_produce_db[k].itemlv=atoi(split[1]);
  9952. skill_produce_db[k].req_skill=atoi(split[2]);
  9953. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  9954. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  9955. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  9956. }
  9957. k++;
  9958. if(k >= MAX_SKILL_PRODUCE_DB)
  9959. break;
  9960. }
  9961. fclose(fp);
  9962. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9963. }
  9964. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9965. sprintf(path, "%s/create_arrow_db.txt", db_path);
  9966. fp=fopen(path,"r");
  9967. if(fp==NULL){
  9968. ShowError("can't read %s\n", path);
  9969. return 1;
  9970. }
  9971. k=0;
  9972. while(fgets(line,1020,fp)){
  9973. char *split[16];
  9974. int x,y;
  9975. if(line[0]=='/' && line[1]=='/')
  9976. continue;
  9977. memset(split,0,sizeof(split));
  9978. j = skill_split_str(line,split,13);
  9979. if(split[0]==0) //fixed by Lupus
  9980. continue;
  9981. i=atoi(split[0]);
  9982. if(i<=0)
  9983. continue;
  9984. skill_arrow_db[k].nameid=i;
  9985. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  9986. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  9987. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  9988. }
  9989. k++;
  9990. if(k >= MAX_SKILL_ARROW_DB)
  9991. break;
  9992. }
  9993. fclose(fp);
  9994. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  9995. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9996. sprintf(path, "%s/abra_db.txt", db_path);
  9997. fp=fopen(path,"r");
  9998. if(fp==NULL){
  9999. ShowError("can't read %s\n", path);
  10000. return 1;
  10001. }
  10002. k=0;
  10003. while(fgets(line,1020,fp)){
  10004. char *split[16];
  10005. if(line[0]=='/' && line[1]=='/')
  10006. continue;
  10007. memset(split,0,sizeof(split));
  10008. j = skill_split_str(line,split,13);
  10009. if(split[0]==0) //fixed by Lupus
  10010. continue;
  10011. i=atoi(split[0]);
  10012. if(i<=0)
  10013. continue;
  10014. skill_abra_db[i].req_lv=atoi(split[2]);
  10015. skill_abra_db[i].per=atoi(split[3]);
  10016. k++;
  10017. if(k >= MAX_SKILL_ABRA_DB)
  10018. break;
  10019. }
  10020. fclose(fp);
  10021. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10022. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10023. fp=fopen(path,"r");
  10024. if(fp==NULL){
  10025. ShowError("can't read %s\n", path);
  10026. return 1;
  10027. }
  10028. while(fgets(line,1020,fp)){
  10029. char *split[50];
  10030. if(line[0]=='/' && line[1]=='/')
  10031. continue;
  10032. memset(split,0,sizeof(split));
  10033. j = skill_split_str(line,split,3);
  10034. if(split[0]==0) //fixed by Lupus
  10035. continue;
  10036. i=atoi(split[0]);
  10037. if (i >= GD_SKILLBASE)
  10038. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10039. if(i<=0 || i>MAX_SKILL_DB)
  10040. continue;
  10041. skill_split_atoi(split[1],skill_db[i].castnodex);
  10042. if (!split[2])
  10043. continue;
  10044. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10045. }
  10046. fclose(fp);
  10047. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10048. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10049. fp=fopen(path,"r");
  10050. if(fp==NULL){
  10051. ShowError("can't read %s\n", path);
  10052. return 1;
  10053. }
  10054. k=0;
  10055. while(fgets(line,1020,fp)){
  10056. char *split[16];
  10057. if(line[0]=='/' && line[1]=='/')
  10058. continue;
  10059. memset(split,0,sizeof(split));
  10060. j = skill_split_str(line,split,2);
  10061. if(split[0]==0) //fixed by Lupus
  10062. continue;
  10063. i=atoi(split[0]);
  10064. if (i >= GD_SKILLBASE)
  10065. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10066. if(i<=0 || i>MAX_SKILL_DB)
  10067. continue;
  10068. skill_db[i].nocast|=atoi(split[1]);
  10069. k++;
  10070. }
  10071. fclose(fp);
  10072. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10073. return 0;
  10074. }
  10075. /*===============================================
  10076. * For reading leveluseskillspamount.txt [Celest]
  10077. *-----------------------------------------------
  10078. */
  10079. static int skill_read_skillspamount(void)
  10080. {
  10081. char *buf,*p;
  10082. struct skill_db *skill = NULL;
  10083. int s, idx, new_flag=1, level=1, sp=0;
  10084. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10085. if(buf==NULL)
  10086. return -1;
  10087. buf[s]=0;
  10088. for(p=buf;p-buf<s;){
  10089. char buf2[64];
  10090. if (sscanf(p,"%[@]",buf2) == 1) {
  10091. level = 1;
  10092. new_flag = 1;
  10093. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10094. for (idx=0; skill_names[idx].id != 0; idx++) {
  10095. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10096. skill = &skill_db[ skill_names[idx].id ];
  10097. new_flag = 0;
  10098. break;
  10099. }
  10100. }
  10101. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10102. skill->sp[level-1]=sp;
  10103. level++;
  10104. }
  10105. p=strchr(p,10);
  10106. if(!p) break;
  10107. p++;
  10108. }
  10109. aFree(buf);
  10110. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10111. return 0;
  10112. }
  10113. void skill_reload(void)
  10114. {
  10115. skill_readdb();
  10116. if (battle_config.skill_sp_override_grffile)
  10117. skill_read_skillspamount();
  10118. }
  10119. /*==========================================
  10120. * スキル?係?炎匀サ?�?
  10121. *------------------------------------------
  10122. */
  10123. int do_init_skill(void)
  10124. {
  10125. skill_readdb();
  10126. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10127. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10128. if (battle_config.skill_sp_override_grffile)
  10129. skill_read_skillspamount();
  10130. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10131. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10132. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10133. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10134. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10135. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10136. return 0;
  10137. }
  10138. int do_final_skill(void) {
  10139. ers_destroy(skill_unit_ers);
  10140. ers_destroy(skill_timer_ers);
  10141. return 0;
  10142. }