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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <time.h>
- #include "../common/timer.h"
- #include "../common/nullpo.h"
- #include "../common/malloc.h"
- #include "../common/showmsg.h"
- #include "../common/grfio.h"
- #include "skill.h"
- #include "map.h"
- #include "clif.h"
- #include "pc.h"
- #include "status.h"
- #include "pet.h"
- #include "mob.h"
- #include "battle.h"
- #include "party.h"
- #include "itemdb.h"
- #include "script.h"
- #include "intif.h"
- #include "log.h"
- #include "chrif.h"
- #include "guild.h"
- #include "date.h"
- #define SKILLUNITTIMER_INVERVAL 100
- #define swap(x,y) { int t; t = x; x = y; y = t; }
- int skill_names_id[MAX_SKILL_DB];
- const struct skill_name_db skill_names[] = {
- { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
- { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
- { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
- { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
- { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
- { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
- { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
- { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
- { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
- { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
- { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
- { AL_CURE, "AL_CURE", "Cure" } ,
- { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
- { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
- { AL_DP, "AL_DP", "Divine_Protection" } ,
- { AL_HEAL, "AL_HEAL", "Heal" } ,
- { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
- { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
- { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
- { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
- { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
- { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
- { AL_WARP, "AL_WARP", "Warp_Portal" } ,
- { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
- { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
- { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
- { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
- { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
- { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
- { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
- { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
- { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
- { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
- { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
- { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
- { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
- { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
- { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
- { AM_REST, "AM_REST", "Vaporize" } ,
- { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
- { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
- { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
- { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
- { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
- { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
- { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
- { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
- { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
- { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
- { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
- { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
- { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
- { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
- { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
- { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
- { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
- { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
- { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
- { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
- { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
- { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
- { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
- { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
- { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
- { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
- { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
- { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
- { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
- { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
- { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
- { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
- { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
- { BD_ENCORE, "BD_ENCORE", "Encore" } ,
- { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
- { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
- { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
- { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
- { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
- { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
- { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
- { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
- { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
- { BS_AXE, "BS_AXE", "Smith_Axe" } ,
- { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
- { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
- { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
- { BS_GREED, "BS_GREED", "Greed" } ,
- { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
- { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
- { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
- { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
- { BS_MACE, "BS_MACE", "Smith_Mace" } ,
- { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
- { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
- { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
- { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
- { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
- { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
- { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
- { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
- { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
- { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
- { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
- { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
- { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
- { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
- { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
- { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
- { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
- { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
- { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
- { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
- { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
- { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
- { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
- { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
- { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
- { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
- { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
- { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
- { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
- { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
- { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
- { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
- { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
- { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
- { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
- { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
- { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
- { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
- { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
- { CR_TRUST, "CR_TRUST", "Faith" } ,
- { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
- { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
- { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
- { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
- { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
- { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
- { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
- { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
- { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
- { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
- { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
- { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
- { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
- { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
- { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
- { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
- { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
- { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
- { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
- { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
- { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
- { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
- { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
- { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
- { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
- { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
- { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
- { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
- { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
- { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
- { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
- { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
- { HT_DETECTING, "HT_DETECTING", "Detect" } ,
- { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
- { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
- { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
- { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
- { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
- { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
- { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
- { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
- { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
- { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
- { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
- { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
- { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
- { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
- { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
- { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
- { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
- { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
- { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
- { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
- { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
- { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
- { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
- { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
- { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
- { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
- { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
- { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
- { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
- { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
- { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
- { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
- { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
- { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
- { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
- { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
- { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
- { LK_PARRYING, "LK_PARRYING", "Parry" } ,
- { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
- { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
- { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
- { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
- { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
- { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
- { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
- { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
- { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
- { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
- { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
- { MC_VENDING, "MC_VENDING", "Vending" } ,
- { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
- { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
- { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
- { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
- { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
- { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
- { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
- { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
- { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
- { MG_SIGHT, "MG_SIGHT", "Sight" } ,
- { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
- { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
- { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
- { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
- { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
- { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
- { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
- { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
- { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
- { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
- { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
- { MO_DODGE, "MO_DODGE", "Flee" } ,
- { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
- { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
- { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
- { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
- { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
- { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
- { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
- { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
- { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
- { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
- { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
- { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
- { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
- { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
- { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
- { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
- { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
- { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
- { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
- { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
- { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
- { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
- { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
- { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
- { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
- { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
- { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
- { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
- { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
- { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
- { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
- { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
- { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
- { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
- { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
- { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
- { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
- { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
- { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
- { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
- { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
- { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
- { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
- { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
- { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
- { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
- { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
- { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
- { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
- { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
- { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
- { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
- { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
- { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
- { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
- { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
- { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
- { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
- { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
- { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
- { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
- { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
- { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
- { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
- { NPC_RUN, "NPC_RUN", "NPC_RUN" },
- { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
- { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
- { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
- { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
- { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
- { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
- { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
- { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
- { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
- { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
- { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
- { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
- { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
- { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
- { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
- { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
- { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
- { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
- { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
- { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
- { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
- { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
- { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
- { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
- { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
- { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
- { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
- { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
- { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
- { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
- { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
- { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
- { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
- { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
- { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
- { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
- { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
- { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
- { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
- { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
- { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
- { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
- { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
- { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
- { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
- { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
- { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
- { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
- { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
- { RG_CLEANER, "RG_CLEANER", "Remover" } ,
- { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
- { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
- { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
- { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
- { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
- { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
- { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
- { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
- { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
- { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
- { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
- { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
- { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
- { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
- { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
- { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
- { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
- { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
- { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
- { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
- { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
- { SA_COMA, "SA_COMA", "Coma" } ,
- { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
- { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
- { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
- { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
- { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
- { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
- { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
- { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
- { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
- { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
- { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
- { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
- { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
- { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
- { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
- { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
- { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
- { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
- { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
- { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
- { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
- { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
- { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
- { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
- { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
- { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
- { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
- { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
- { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
- { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
- { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
- { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
- { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
- { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
- { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
- { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
- { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
- { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
- { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
- { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
- { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
- { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
- { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
- { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
- { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
- { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
- { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
- { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
- { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
- { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
- { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
- { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
- { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
- { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
- { SL_KAINA, "SL_KAINA", "Kaina" } ,
- { SL_KAITE, "SL_KAITE", "Kaite" } ,
- { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
- { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
- { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
- { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
- { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
- { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
- { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
- { SL_SKA, "SL_SKA", "Eska" } ,
- { SL_SKE, "SL_SKE", "Eske" } ,
- { SL_SMA, "SL_SMA", "Esma" } ,
- { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
- { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
- { SL_STIN, "SL_STIN", "Estin" } ,
- { SL_STUN, "SL_STUN", "Estun" } ,
- { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
- { SL_SWOO, "SL_SWOO", "Eswoo" } ,
- { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
- { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
- { SM_BASH, "SM_BASH", "Bash" } ,
- { SM_ENDURE, "SM_ENDURE", "Endure" } ,
- { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
- { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
- { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
- { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
- { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
- { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
- { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
- { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
- { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
- { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
- { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
- { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
- { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
- { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
- { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
- { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
- { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
- { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
- { TF_HIDING, "TF_HIDING", "Hiding" } ,
- { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
- { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
- { TF_POISON, "TF_POISON", "Envenom" } ,
- { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
- { TF_STEAL, "TF_STEAL", "Steal" } ,
- { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
- { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
- { TK_DODGE, "TK_DODGE", "Sprint" } ,
- { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
- { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
- { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
- { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
- { TK_MISSION, "TK_MISSION", "Mission" } ,
- { TK_POWER, "TK_POWER", "Kihop" } ,
- { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
- { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
- { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
- { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
- { TK_RUN, "TK_RUN", "Sprint" } ,
- { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
- { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
- { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
- { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
- { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
- { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
- { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
- { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
- { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
- { WE_MALE, "WE_MALE", "Undying_Love" } ,
- { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
- { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
- { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
- { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
- { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
- { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
- { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
- { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
- { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
- { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
- { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
- { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
- { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
- { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
- { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
- { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
- { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
- { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
- { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
- { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
- { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
- { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
- { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
- };
- static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
- static const int diry[8]={1,1,0,-1,-1,-1,0,1};
- /* スキルデ?タベ?ス */
- struct skill_db skill_db[MAX_SKILL_DB];
- /* アイテム?�?ャデ?タベ?ス */
- struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
- /* 矢?�?ャスキルデ?タベ?ス */
- struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
- /* アブラカダブラ?動スキルデ?タベ?ス */
- struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
- // macros to check for out of bounds errors [celest]
- // i: Skill ID, l: Skill Level, var: Value to return after checking
- // for values that don't require level just put a one (putting 0 will trigger return 0; instead
- // for values that might need to use a different function just skill_chk would suffice.
- #define skill_chk(i, l) \
- if (i >= 10000 && i < 10015) {i -= 9500;} \
- if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
- if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
- #define skill_get(var, i, l) \
- { skill_chk(i, l); return var; }
- // Skill DB
- int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
- int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].inf : guild_skill_get_inf(id); }
- int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
- int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
- int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].max : guild_skill_get_max(id); }
- int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? skill_db[id].range[lv-1] : 0; }
- int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE) : 0; }
- int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
- int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
- int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
- int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
- int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
- int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
- int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
- int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
- int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
- int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
- int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
- int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
- int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
- int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
- int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
- int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
- int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
- int skill_get_delaynowalk( int id ,int lv ){ skill_get (skill_db[id].delaynowalk[lv-1], id, lv); }
- int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
- int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
- int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
- int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
- int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
- int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
- int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
- int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
- int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
- const char* skill_get_name( int id ){
- if (id >= 10000 && id < 10015) id -= 9500;
- if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
- return skill_db[id].name;
- }
- int skill_tree_get_max(int id, int b_class){
- int i, skillid;
- for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
- if (id == skillid) return skill_tree[b_class][i].max;
- return skill_get_max (id);
- }
- /* プ�?トタイプ */
- int skill_check_condition( struct map_session_data *sd,int type);
- int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
- int skill_frostjoke_scream(struct block_list *bl,va_list ap);
- int status_change_timer_sub(struct block_list *bl, va_list ap);
- int skill_attack_area(struct block_list *bl,va_list ap);
- int skill_clear_element_field(struct block_list *bl);
- struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
- int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
- int skill_greed(struct block_list *bl, va_list ap);
- int skill_landprotector(struct block_list *bl, va_list ap);
- int skill_ganbatein(struct block_list *bl, va_list ap);
- int skill_trap_splash(struct block_list *bl, va_list ap);
- int skill_count_target(struct block_list *bl, va_list ap);
- struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
- static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
- static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
- int skill_unit_effect(struct block_list *bl,va_list ap);
- static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
- static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);
- int enchant_eff[5] = { 10, 14, 17, 19, 20 };
- int deluge_eff[5] = { 5, 9, 12, 14, 15 };
- int skill_get_casttype(int id)
- {
- int inf = skill_get_inf(id);
- if (inf&(INF_GROUND_SKILL))
- return CAST_GROUND;
- if (inf&(INF_SELF_SKILL|INF_SUPPORT_SKILL))
- return CAST_NODAMAGE;
- if (skill_get_nk(id)&NK_NO_DAMAGE)
- return CAST_NODAMAGE;
- return CAST_DAMAGE;
- };
- //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
- int skill_get_range2(struct block_list *bl, int id, int lv) {
- int range = skill_get_range(id, lv);
- if(range < 0) {
- if (battle_config.use_weapon_skill_range)
- return status_get_range(bl);
- range *=-1;
- }
- //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE.
- if (id == AC_SHOWER || id == AC_DOUBLE || id == HT_BLITZBEAT || id == AC_CHARGEARROW
- || id == SN_FALCONASSAULT || id == SN_SHARPSHOOTING || id == HT_POWER) {
- if (bl->type == BL_PC)
- range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
- else
- range += 10; //Assume level 10?
- }
- return range;
- }
- // Making plagiarize check its own function [Aru]
- int can_copy(struct map_session_data *sd, int skillid)
- {
- // Never copy NPC/Wedding Skills
- if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
- return 0;
- // High-class skills
- if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
- {
- if(battle_config.copyskill_restrict == 2)
- return 0;
- else if(battle_config.copyskill_restrict)
- return (sd->status.class_ == JOB_STALKER);
- }
- return 1;
- }
- // [MouseJstr] - skill ok to cast? and when?
- int skillnotok(int skillid, struct map_session_data *sd)
- {
- nullpo_retr (1, sd);
- //if (sd == 0)
- //return 0;
- //return 1;
- // I think it was meant to be "no skills allowed when not a valid sd"
-
- if (!(skillid >= 10000 && skillid < 10015))
- if ((skillid > MAX_SKILL) || (skillid < 0))
- return 1;
- {
- int i = skillid;
- if (i >= 10000 && i < 10015)
- i -= 9500;
- if (sd->blockskill[i] > 0)
- return 1;
- }
- if (pc_isGM(sd) >= 20 && battle_config.gm_skilluncond)
- return 0; // gm's can do anything damn thing they want
- // Check skill restrictions [Celest]
- if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
- return 1;
- if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
- return 1;
- if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
- return 1;
- if (agit_flag && skill_get_nocast (skillid) & 8)
- return 1;
- if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
- return 1;
- //printf("skill %d, flag restricted=%d, zone=%d, zone*8=%d, skill_get_nocast (skillid)=%d, skill_get_nocast (skillid)&8*zone=%d\n",
- // skillid,map[sd->bl.m].flag.restricted,map[sd->bl.m].zone,map[sd->bl.m].zone*8, skill_get_nocast (skillid),skill_get_nocast (skillid) & (8*map[sd->bl.m].zone));
- if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
- return 1;
- switch (skillid) {
- case AL_WARP:
- case AL_TELEPORT:
- case MC_VENDING:
- case MC_IDENTIFY:
- return 0; // always allowed
- case WZ_ICEWALL:
- // noicewall flag [Valaris]
- if (map[sd->bl.m].flag.noicewall) {
- clif_skill_fail(sd,sd->skillid,0,0);
- return 1;
- }
- default:
- return (map[sd->bl.m].flag.noskill);
- }
- }
- /* スキルユニットの配置?﨣��ヤす */
- struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
- int firewall_unit_pos;
- int icewall_unit_pos;
- struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
- {
- int pos = skill_get_unit_layout_type(skillid,skilllv);
- int dir;
- if (pos != -1)
- return &skill_unit_layout[pos];
- if (src->x == x && src->y == y)
- dir = 2;
- else
- dir = map_calc_dir(src,x,y);
- if (skillid == MG_FIREWALL)
- return &skill_unit_layout [firewall_unit_pos + dir];
- else if (skillid == WZ_ICEWALL)
- return &skill_unit_layout [icewall_unit_pos + dir];
- ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
- return &skill_unit_layout[0];
- }
- /*==========================================
- * スキル追加?果
- *------------------------------------------
- */
- int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
- {
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct status_change *sc;
- struct status_change *tsc;
- struct mob_data *md=NULL;
- struct mob_data *dstmd=NULL;
- struct pet_data *pd=NULL;
- int skill,skill2;
- int rate;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if(skillid < 0)
- { // remove the debug print when this case is finished
- ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,attack_type,tick);
- return 0;
- }
- if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
- switch (src->type) {
- case BL_PC:
- sd = (struct map_session_data *)src;
- break;
- case BL_MOB:
- md = (struct mob_data *)src;
- break;
- case BL_PET:
- pd = (struct pet_data *)src; // [Valaris]
- break;
- }
-
- switch (bl->type) {
- case BL_PC:
- dstsd=(struct map_session_data *)bl;
- break;
- case BL_MOB:
- dstmd=(struct mob_data *)bl;
- break;
- }
- sc = status_get_sc(src);
- tsc = status_get_sc(bl);
- if (!tsc) //skill additional effect is about adding effects to the target...
- //So if the target can't be inflicted with statuses, this is pointless.
- return 0;
- switch(skillid){
- case 0: // Normal attacks (no skill used)
- {
- if(sd) {
- // Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
- rand()%1000 <= sd->paramc[5]*10/3+1 ) {
- int lv=(sd->status.job_level+9)/10;
- skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
- }
- // Gank
- if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
- (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
- if(pc_steal_item(sd,bl))
- clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
- else if (battle_config.display_snatcher_skill_fail)
- clif_skill_fail(sd,skillid,0,0);
- }
- // Chance to trigger Taekwon kicks [Dralnu]
- if(sd->sc.count) {
- if(sd->sc.data[SC_READYSTORM].timer != -1)
- status_change_start(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
- else if(sd->sc.data[SC_READYDOWN].timer != -1)
- status_change_start(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
- else if(sd->sc.data[SC_READYTURN].timer != -1 && sd->sc.data[SC_COMBO].timer == -1)
- status_change_start(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
- else if(sd->sc.data[SC_READYCOUNTER].timer != -1 && sd->sc.data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
- {
- rate = 20;
- if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
- rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
- status_change_end(src,SC_SKILLRATE_UP,-1);
- }
- status_change_start(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
- }
- }
- }
-
- if (sc && sc->count) {
- // Enchant Poison gives a chance to poison attacked enemies
- if(sc->data[SC_ENCPOISON].timer != -1)
- status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
- sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
- // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
- if(sc->data[SC_EDP].timer != -1)
- status_change_start(bl,SC_DPOISON,sc->data[SC_EDP].val2,
- sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1),0);
- }
- if (tsc->count) {
- if (tsc->data[SC_SPLASHER].timer != -1)
- status_change_start(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
- tsc->data[SC_SPLASHER].val1,0,0,0,
- skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1),0);
- if(tsc->data[SC_KAAHI].timer != -1) {
- if (dstsd && dstsd->status.sp < 5*tsc->data[SC_KAAHI].val1)
- ; //Not enough SP to cast
- else {
- battle_heal(bl, bl, 200*tsc->data[SC_KAAHI].val1, -5*tsc->data[SC_KAAHI].val1, 1);
- if(dstsd && dstsd->fd)
- clif_heal(dstsd->fd,SP_HP,200*tsc->data[SC_KAAHI].val1);
- }
- }
- }
- }
- break;
- case SM_BASH: /* バッシュ?i急?�?U??j */
- if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
- //TODO: How much % per base level it actually is?
- status_change_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
- skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
- }
- break;
- case AS_VENOMKNIFE:
- if (sd) //Poison chance must be that of Envenom. [Skotlex]
- skilllv = pc_checkskill(sd, TF_POISON);
- case TF_POISON: /* インベナム */
- case AS_SPLASHER: /* ベナムスプラッシャ? */
- if(!status_change_start(bl,SC_POISON,(2*skilllv+10),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0)
- && sd && skillid==TF_POISON
- )
- clif_skill_fail(sd,skillid,0,0);
- break;
- case AS_SONICBLOW: /* ソニックブ�?? */
- status_change_start(bl,SC_STUN,(2*skilllv+10),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case AS_GRIMTOOTH:
- {
- int type = sd?SC_SLOWDOWN:SC_STOP;
- if (tsc->data[type].timer == -1)
- status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time2(skillid, skilllv),0);
- break;
- }
- case MG_FROSTDIVER: /* フ�?ストダイバ? */
- case WZ_FROSTNOVA: /* フ�?ストノヴァ */
- {
- rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
- if (rate <= 5)
- rate = 5;
- status_change_start(bl,SC_FREEZE,rate,
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- }
- break;
- case WZ_STORMGUST: /* スト?ムガスト */
- tsc->data[SC_FREEZE].val3++;
- if(tsc->data[SC_FREEZE].val3 >= 3)
- status_change_start(bl,SC_FREEZE,100,
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- break;
- case WZ_METEOR:
- status_change_start(bl,SC_STUN,3*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case WZ_VERMILION:
- status_change_start(bl,SC_BLIND,4*skilllv,
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
-
- case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
- status_change_start(bl,SC_FREEZE,(3*skilllv+35),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case HT_FLASHER: /* Flasher */
- status_change_start(bl,SC_BLIND,(10*skilllv+30),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case HT_LANDMINE: /* ランドマイン */
- status_change_start(bl,SC_STUN,(5*skilllv+30),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
- if(dstsd)
- pc_damage_sp(dstsd, 0, 15*skilllv+5);
- break;
- case HT_SANDMAN: /* サンドマン */
- status_change_start(bl,SC_SLEEP,(10*skilllv+40),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case TF_SPRINKLESAND: /* ?サまき */
- status_change_start(bl,SC_BLIND,20,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case TF_THROWSTONE: /* ?ホ投げ */
- status_change_start(bl,SC_STUN,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- status_change_start(bl,SC_BLIND,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_DARKCROSS:
- case CR_HOLYCROSS: /* ホ?リ?クロス */
- status_change_start(bl,SC_BLIND,3*skilllv,
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case CR_GRANDCROSS: /* グランドク�?ス */
- case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
- {
- int race = status_get_race(bl);
- if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
- status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- }
- break;
- case AM_ACIDTERROR:
- status_change_start(bl,SC_BLEEDING,(skilllv*3),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
- clif_emotion(bl,23);
- break;
- case AM_DEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
- break;
-
- case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
- status_change_start(bl,SC_STUN,(15+skilllv*5),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case PA_PRESSURE: /* プレッシャ? */
- if (dstsd)
- pc_damage_sp(dstsd, 0, 15 +5*skilllv);
- break;
- case RG_RAID: /* サプライズアタック */
- status_change_start(bl,SC_STUN,(10+3*skilllv),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- status_change_start(bl,SC_BLIND,(10+3*skilllv),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case BA_FROSTJOKE:
- status_change_start(bl,SC_FREEZE,(15+5*skilllv),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case DC_SCREAM:
- status_change_start(bl,SC_STUN,(25+5*skilllv),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case BD_LULLABY: /* 子守唄 */
- status_change_start(bl,SC_SLEEP,15,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case DC_UGLYDANCE:
- if (dstsd) {
- int skill, sp = 5+5*skilllv;
- if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
- sp += 5+skill;
- pc_damage_sp(dstsd, sp, 0);
- }
- break;
- case SL_STUN:
- if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
- status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- break;
-
- /* MOBの追加?果付きスキル */
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,
- src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_MENTALBREAKER:
- if(dstsd) {
- int sp = dstsd->status.max_sp*(10+skilllv)/100;
- if(sp < 1) sp = 1;
- pc_heal(dstsd,0,-sp);
- }
- break;
- // Equipment breaking monster skills [Celest]
- case NPC_BREAKWEAPON:
- skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_BREAKARMOR:
- skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_BREAKHELM:
- skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_BREAKSHIELD:
- skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
- break;
- case CH_TIGERFIST:
- status_change_start(bl,SC_STOP,(10+skilllv*10),0,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case LK_SPIRALPIERCE:
- status_change_start(bl,SC_STOP,(15+skilllv*5),0,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case ST_REJECTSWORD: /* フリ?ジングトラップ */
- status_change_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case PF_FOGWALL: /* ホ?リ?ク�?ス */
- if (src != bl && tsc->data[SC_DELUGE].timer == -1)
- status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- break;
- case LK_HEADCRUSH: /* ヘッドクラッシュ */
- {
- //?�?が良く分からないので適?に
- int race = status_get_race(bl);
- if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6))
- status_change_start(bl, SC_BLEEDING,50, skilllv, 0, 0, 0, skill_get_time2(skillid,skilllv), 0);
- }
- break;
- case LK_JOINTBEAT: /* ジョイントビ?ト */
- //?�?が良く分からないので適?に
- status_change_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case ASC_METEORASSAULT: /* �?テオアサルト */
- //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
- switch(rand()%3) {
- case 0:
- status_change_start(bl,SC_BLIND,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,1),0);
- break;
- case 1:
- status_change_start(bl,SC_STUN,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,2),0);
- break;
- default:
- status_change_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,3),0);
- }
- break;
- case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
- // skilllv*5%の確率で呪い
- status_change_start(bl,SC_CURSE,5*skilllv,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
- break;
- case WS_CARTTERMINATION: // Cart termination
- status_change_start(bl,SC_STUN,5*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case CR_ACIDDEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON|EQP_SHIELD, 100*skilllv, BCT_ENEMY);
- break;
- case TK_DOWNKICK:
- status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- break;
-
- case TK_JUMPKICK:
- //Cancel out Soul Linker status of the target. [Skotlex]
- if (tsc->count) {
- if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
- break;
- //Remove pitched potions effect.
- if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
- status_change_end(bl, SC_ASPDPOTION0, -1);
- if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
- status_change_end(bl, SC_ASPDPOTION1, -1);
- if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
- status_change_end(bl, SC_ASPDPOTION2, -1);
- if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
- status_change_end(bl, SC_ASPDPOTION3, -1);
- if (tsc->data[SC_SPIRIT].timer != -1)
- status_change_end(bl, SC_SPIRIT, -1);
- if (tsc->data[SC_ONEHAND].timer != -1)
- status_change_end(bl, SC_ONEHAND, -1);
- if (tsc->data[SC_ADRENALINE2].timer != -1)
- status_change_end(bl, SC_ADRENALINE2, -1);
- }
- break;
- case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
- if(attack_type == BF_MISC) //70% base stun chance...
- status_change_start(bl,SC_STUN,70,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- }
- if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
- { //Pass heritage to Master for status causing effects. [Skotlex]
- sd = map_id2sd(md->master_id);
- }
- if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
- int i, type;
- for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
- type=i-SC_COMMON_MIN;
- rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
- if (!rate)
- continue; //Code Speedup.
- rate/=100; //For some reason user effects are on a 10000 scale...
- status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
- }
- }
- //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
- //Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
- if(sd && !status_isdead(bl) && src != bl &&
- !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
- struct block_list *tbl;
- int i;
- for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
- skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
- //Prevents skill from retriggering themselves. [Skotlex]
- if (skill == skillid)
- continue;
- //skill2 reused to store skilllv.
- skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
- rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
- if (rand()%1000 > rate)
- continue;
- if (sd->autospell[i].id < 0)
- tbl = src;
- else
- tbl = bl;
-
- if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
- continue; //Autoskills DO check for target-src range. [Skotlex]
- rate = skill_get_inf(skill);
- switch (skill_get_casttype(skill)) {
- case CAST_GROUND:
- skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
- break;
- }
- break; //Only one auto skill comes off at a time.
- }
- }
- return 0;
- }
- /* Splitted off from skill_additional_effect, which is never called when the
- * attack skill kills the enemy. Place in this function counter status effects
- * when using skills (eg: Asura's sp regen penalty, or counter-status effects
- * from cards) that will take effect on the source, not the target. [Skotlex]
- * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
- * type of skills, so not every instance of skill_additional_effect needs a call
- * to this one.
- */
- int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
- {
- int rate;
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct mob_data *md=NULL;
- struct mob_data *dstmd=NULL;
- // struct pet_data *pd=NULL; Pet's can't be inflicted!
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if(skillid < 0)
- { // remove the debug print when this case is finished
- ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,attack_type,tick);
- return 0;
- }
- if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
- switch (src->type) {
- case BL_PC:
- sd = (struct map_session_data *)src;
- break;
- case BL_MOB:
- md = (struct mob_data *)src;
- break;
- case BL_PET: //Only mobs/players can be affected. [Skotlex]
- // pd = (struct pet_data *)src;
- // break;
- default:
- return 0;
- }
-
- switch (bl->type) {
- case BL_PC:
- dstsd=(struct map_session_data *)bl;
- break;
- case BL_MOB:
- dstmd=(struct mob_data *)bl;
- break;
- default:
- return 0;
- }
- switch(skillid){
- case 0: //Normal Attack - Nothing here yet.
- break;
- case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
- //阿?C羅を使うと5分間自然回復しないようになる
- status_change_start(src,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
- break;
- }
-
- if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
- int i, type;
- for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
- type=i-SC_COMMON_MIN;
-
-
- rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
- if (rate) //Self infliced status from attacking.
- status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
- rate = dstsd?dstsd->addeff3[type]:0;
- if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
- status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
- }
- }
- //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
- if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
- {
- struct block_list *tbl;
- int i, skillid, skilllv, rate;
- for (i = 0; i < MAX_PC_BONUS; i++) {
- if (dstsd->autospell2[i].id == 0)
- break;
- skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
- skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
- rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
- dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
-
- if (rand()%1000 > rate)
- continue;
- if (dstsd->autospell2[i].id < 0)
- tbl = bl;
- else
- tbl = src;
-
- if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skillid, skilllv)))
- continue; //Autoskills DO check for target-src range. [Skotlex]
-
- switch (skill_get_casttype(skillid)) {
- case CAST_GROUND:
- skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
- break;
- }
- }
- }
- return 0;
- }
- /*=========================================================================
- Breaks equipment. On-non players causes the corresponding strip effect.
- - rate goes from 0 to 10000 (100.00%)
- - flag is a BCT_ flag to indicate which type of adjustment should be used
- (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
- -------------------------------------------------------------------------*/
- int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
- static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
- static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
- static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
- struct status_change *sc = status_get_sc(bl);
- int i,j;
- TBL_PC *sd;
- BL_CAST(BL_PC, bl, sd);
- if (sc && !sc->count)
- sc = NULL;
-
- if (sd) {
- if (sd->unbreakable_equip)
- where &= ~sd->unbreakable_equip;
- if (sd->unbreakable)
- rate -= rate*sd->unbreakable/100;
- if (where&EQP_WEAPON) {
- switch (sd->status.weapon) {
- case 0: //Bare fists should not break :P
- case 7:
- case 8: // Axes and Maces can't be broken [DracoRPG]
- case 10:
- case 15: //Rods and Books can't be broken [Skotlex]
- where &= ~EQP_WEAPON;
- }
- }
- }
- if (flag&BCT_ENEMY) {
- if (battle_config.equip_skill_break_rate != 100)
- rate = rate*battle_config.equip_skill_break_rate/100;
- } else if (flag&(BCT_PARTY|BCT_SELF)) {
- if (battle_config.equip_self_break_rate != 100)
- rate = rate*battle_config.equip_self_break_rate/100;
- }
- for (i = 0; i < 4; i++) {
- if (where&where_list[i]) {
- if (sc && sc->count && sc->data[scdef[i]].timer != -1)
- where&=~where_list[i];
- else if (rand()%10000 > rate)
- where&=~where_list[i];
- else if (!sd) //Cause Strip effect.
- status_change_start(bl,scatk[i],100,0,0,0,0,
- skill_get_time(StatusSkillChangeTable[scatk[i]],1),0);
- }
- }
- if (!where) //Nothing to break.
- return 0;
- if (sd) {
- for (i = 0; i < 11; i++) {
- j = sd->equip_index[i];
- if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
- continue;
- flag = 0;
- switch(i) {
- case 6: //Upper Head
- flag = (where&EQP_HELM);
- break;
- case 7: //Body
- flag = (where&EQP_ARMOR);
- break;
- case 8: //Left/Right hands
- case 9:
- flag = (
- (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
- (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
- break;
- default:
- continue;
- }
- if (flag) {
- sd->status.inventory[j].attribute = 1;
- pc_unequipitem(sd, j, 3);
- }
- }
- clif_equiplist(sd);
- }
- return where; //Return list of pieces broken.
- }
- /*=========================================================================
- Used to knock back players, monsters, traps, etc
- If count&0xf00000, the direction is send in the 6th byte.
- If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
- If count&0x20000, position update packets must not be sent.
- -------------------------------------------------------------------------*/
- int skill_blown( struct block_list *src, struct block_list *target,int count)
- {
- int dx=0,dy=0,nx,ny;
- int x=target->x,y=target->y;
- int dir,ret;
- struct map_session_data *sd=NULL;
- struct mob_data *md=NULL;
- struct pet_data *pd=NULL;
- struct skill_unit *su=NULL;
- nullpo_retr(0, src);
- nullpo_retr(0, target);
- if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
- return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
- switch (target->type) {
- case BL_PC:
- sd=(struct map_session_data *)target;
- break;
- case BL_MOB:
- md=(struct mob_data *)target;
- break;
- case BL_PET:
- pd=(struct pet_data *)target;
- break;
- case BL_SKILL:
- su=(struct skill_unit *)target;
- break;
- default:
- return 0;
- }
- if (count&0xf00000)
- dir = (count>>20)&0xf;
- else if (count&0x10000 || (target->x==src->x && target->y==src->y))
- dir = status_get_dir(target);
- else
- dir = map_calc_dir(target,src->x,src->y);
- if (dir>=0 && dir<8){
- dx = -dirx[dir];
- dy = -diry[dir];
- }
- ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
- nx=ret>>16;
- ny=ret&0xffff;
-
- battle_stopwalking(target,0);
- dx = nx - x;
- dy = ny - y;
- if(sd) /* ?面外に?oたので?チ去 */
- map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
- else if(md)
- map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
- else if(pd)
- map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
-
- if(su){
- skill_unit_move_unit_group(su->group,target->m,dx,dy);
- }else{
- map_moveblock(target, nx, ny, gettick());
- }
- if(sd) /* ?面?に入ってきたので表示 */
- map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
- else if(md)
- map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
- else if(pd)
- map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
- if(!(count&0x20000))
- clif_blown(target);
- return 0;
- }
- /*
- * =========================================================================
- * スキル?U??果?�?まとめ
- * flagの?明?B16?i?
- * 00XRTTff
- * ff = magicで計算に渡される?j
- * TT = パケットのtype部分(0でデフォルト?j
- * X = パケットのスキルLv
- * R = 予約?iskill_area_subで使用する?j
- *-------------------------------------------------------------------------
- */
- int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
- struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
- {
- struct Damage dmg;
- struct status_change *sc;
- struct map_session_data *sd=NULL, *tsd=NULL;
- int type,lv,damage,rdamage=0;
- static int tmpdmg = 0;
- if(skillid > 0 && skilllv <= 0) return 0;
- nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
- nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
- nullpo_retr(0, bl); //Target to be attacked.
- if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
- return 0;
- //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (
- (src != dsrc || battle_config.skill_caster_check) &&
- !status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 1)
- )
- return 0;
-
- //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]
- if (flag && skill_get_nk(skillid)&NK_SPLASH
- && !status_check_skilluse(dsrc, bl, skillid, 1))
- return 0;
- //uncomment the following to do a check between caster and target. [Skotlex]
- //eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
- // if(src->m != bl->m)
- // return 0;
- //Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
- //eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
- // if(src != dsrc && status_isdead(src))
- // return 0;
- if (dsrc->type == BL_PC)
- sd = (struct map_session_data *)dsrc;
- if (bl->type == BL_PC)
- tsd = (struct map_session_data *)bl;
- // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
- 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
- return 0;
- if(sd && sd->chatID) //術者がPCでチャット中なら何もしない
- return 0;
- //何もしない判定ここまで
- sc= status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL; //Don't need it.
-
- if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1 && src == dsrc
- && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
- ) { //Bounce back the skill.
- if (--sc->data[SC_KAITE].val2 <= 0)
- status_change_end(bl, SC_KAITE, -1);
- bl = src; //Just make the skill attack yourself @.@
- sc = status_get_sc(bl);
- tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
- if (sc && !sc->count)
- sc = NULL; //Don't need it.
- if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
- return 0; //Spirit of Wizard blocks bounced back spells.
- }
-
- type=-1;
- lv=(flag>>20)&0xf;
- dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダ�??ジ計算
- //Skotlex: Adjusted to the new system
- if(src->type==BL_PET && (struct pet_data *)src)
- { // [Valaris]
- struct pet_data *pd = (struct pet_data *)src;
- if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
- {
- int element = skill_get_pl(skillid);
- if (skillid == -1)
- element = status_get_attack_element(src);
- dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
- dmg.damage2=0;
- dmg.div_= pd->a_skill->div_;
- }
- }
- //マジックロッド?理ここから
- if(attack_type&BF_MAGIC && sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻?でマジックロッド?態でsrc=dsrcなら
- dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
- dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
- if(tsd) {
- int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
- sp = sp * sc->data[SC_MAGICROD].val2 / 100; //吸?率計算
- if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
- sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
- if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
- else if(sp < 1) sp = 1; //1以下の場合は1
- if(tsd->status.sp + sp > tsd->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
- sp = tsd->status.max_sp - tsd->status.sp; //SPをMSP-現在SPにする
- tsd->status.sp = tsd->status.max_sp; //現在のSPにMSPを代入
- }
- else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
- tsd->status.sp += sp;
- clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
- tsd->canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1, 0);
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
- }
- //マジックロッド?理ここまで
- damage = dmg.damage + dmg.damage2;
- if(lv==15)
- lv=-1;
- if( flag&0xff00 )
- type=(flag&0xff00)>>8;
- if((damage <= 0 || damage < dmg.div_)
- && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
- dmg.blewcount = 0;
- if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
- if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
- if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
- }
- //使用者がPCの?�?№フ?�?ここから
- if(sd) {
- //Sorry for removing the Japanese comments, but they were actually distracting
- //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
- if (skillid && sd->sc.data[SC_COMBO].timer != -1)
- status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
- switch(skillid)
- {
- case MO_TRIPLEATTACK:
- {
- int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if (damage < status_get_hp(bl) &&
- pc_checkskill(sd, MO_CHAINCOMBO) > 0)
- delay += 300 * battle_config.combo_delay_rate / 100;
- status_change_start(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src, delay);
-
- if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
- party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
- break;
- }
- case MO_CHAINCOMBO:
- {
- int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if(damage < status_get_hp(bl) &&
- (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
- delay += 300 * battle_config.combo_delay_rate /100;
- status_change_start(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay,0);
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay);
- break;
- }
- case MO_COMBOFINISH:
- {
- int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if(damage < status_get_hp(bl) &&
- (
- (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
- (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
- (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
- ))
- delay += 300 * battle_config.combo_delay_rate /100;
- status_change_start(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay,0);
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay);
- break;
- }
- case CH_TIGERFIST:
- { //Tigerfist is now a combo-only skill. [Skotlex]
- int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if(damage < status_get_hp(bl) &&
- (
- (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
- (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
- ))
- delay += 300 * battle_config.combo_delay_rate /100;
- status_change_start(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay,0);
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay);
- break;
- }
- case CH_CHAINCRUSH:
- {
- int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
- if(damage < status_get_hp(bl))
- delay += 300 * battle_config.combo_delay_rate /100;
- status_change_start(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay,0);
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay);
- break;
- }
- case AC_DOUBLE:
- {
- int race = status_get_race(bl);
- if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
- //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
- status_change_start(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000,0);
- clif_combo_delay(src,2000);
- }
- break;
- }
- case TK_COUNTER:
- { //bonus from SG_FRIEND [Komurka]
- int level;
- if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
- party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
- }
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_TURNKICK:
- // Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
- sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
- break;
- case SL_STIN:
- case SL_STUN:
- if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
- status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv),0);
- break;
- } //Switch End
- }
- if (damage > 0 && src != bl && src == dsrc)
- rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
- //武器スキル?ここまで
- switch(skillid){
- case AS_SPLASHER:
- case ASC_METEORASSAULT:
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
- break;
- case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
- break;
- case ASC_BREAKER: // [celest]
- if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
- tmpdmg = damage; // store the temporary weapon damage
- } else { // only display damage for the 2nd attack
- if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
- clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
- damage += tmpdmg; // add weapon and magic damage
- tmpdmg = 0; // clear the temporary weapon damage
- if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
- clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
- }
- break;
- case NPC_SELFDESTRUCTION:
- if(src->type==BL_PC)
- dmg.blewcount = 10;
- break;
- case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
- case SN_SHARPSHOOTING:
- case TF_DOUBLE:
- clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
- break;
- default:
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
- }
-
- map_freeblock_lock();
- if(damage > 0 && dmg.flag&BF_SKILL && tsd
- && pc_checkskill(tsd,RG_PLAGIARISM) && sc && sc->data[SC_PRESERVE].timer == -1
- && damage < tsd->status.hp)
- { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
- if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
- can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
- {
- //?に?んでいるスキルがあれば該?スキルを消す
- if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
- tsd->status.skill[tsd->cloneskill_id].id = 0;
- tsd->status.skill[tsd->cloneskill_id].lv = 0;
- tsd->status.skill[tsd->cloneskill_id].flag = 0;
- }
- tsd->cloneskill_id = skillid;
- tsd->status.skill[skillid].id = skillid;
- tsd->status.skill[skillid].lv = skilllv;
- if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
- tsd->status.skill[skillid].lv = lv;
- tsd->status.skill[skillid].flag = 13;//cloneskill flag
- pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
- pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
- clif_skillinfoblock(tsd);
- }
- }
- if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
- struct skill_unit* su = (struct skill_unit*)bl;
- if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
- damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
- }
- if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
- battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
- skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
- }
- //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
- if (dmg.blewcount > 0 && !status_isdead(bl))
- skill_blown(dsrc,bl,dmg.blewcount);
-
- //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
- if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
- battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
- }
- if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
- int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
- int rate = 50 + skilllv * 5;
- rate = rate + (s_lv - t_lv);
- if(rand()%100 < rate)
- skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
- }
- if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex]
- skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
-
- /* ダ�??ジがあるなら追加?果判定 */
- if(!status_isdead(bl) && bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
- {
- struct mob_data *md=(struct mob_data *)bl;
- // nullpo_retr(0, md); //Just so you know.. these are useless. When you cast a pointer, the pointer still is the same, so if bl is not null, the after-casted pointer will never be nulll :/ [Skotlex]
- if(battle_config.mob_changetarget_byskill && sd)
- {
- int target ;
- target=md->target_id;
- md->target_id=src->id;
- mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
- md->target_id=target;
- }
- else
- mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
- }
- if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
- int hp = 0,sp = 0;
- if(sd->right_weapon.hp_drain_rate && sd->right_weapon.hp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.hp_drain_rate) {
- hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
- if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
- else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
- }
- if(sd->left_weapon.hp_drain_rate && sd->left_weapon.hp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.hp_drain_rate) {
- hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
- if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
- else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
- }
- if(sd->right_weapon.sp_drain_rate > 0 && sd->right_weapon.sp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.sp_drain_rate) {
- sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
- if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
- else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
- }
- if(sd->left_weapon.sp_drain_rate > 0 && sd->left_weapon.sp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.sp_drain_rate) {
- sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
- if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
- else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
- }
- if(hp || sp)
- pc_heal(sd,hp,sp);
- if (sd->sp_drain_type && bl->type == BL_PC)
- battle_heal(NULL,bl,0,-sp,0);
- }
- if (/*(skillid || flag) &&*/ rdamage>0) { //Is the skillid/flag check really necessary? [Skotlex]
- if (attack_type&BF_WEAPON)
- battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
- else
- battle_damage(bl,src,rdamage,0);
- clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
- //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
- }
- if (!(flag & 1) &&
- (
- skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
- ) &&
- (sc = status_get_sc(src)) &&
- sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
- rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
- {
- skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
- }
- map_freeblock_unlock();
- return damage; /* ?ダ�?を返す */
- }
- /*==========================================
- * スキル範??U?用(map_foreachinareaから呼ばれる)
- * flagについて?F16?i?を確認
- * MSB <- 00fTffff ->LSB
- * T =タ?ゲット選?用(BCT_*)
- * ffff=自由に使用可能
- * 0 =予約?B0に固定
- *------------------------------------------
- */
- static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
- static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
- static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
- typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
- int skill_area_sub( struct block_list *bl,va_list ap )
- {
- struct block_list *src;
- int skill_id,skill_lv,flag;
- unsigned int tick;
- SkillFunc func;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
- return 0;
- 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
- skill_id=va_arg(ap,int);
- skill_lv=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- func=va_arg(ap,SkillFunc);
- if(battle_check_target(src,bl,flag) > 0)
- func(src,bl,skill_id,skill_lv,tick,flag);
- return 0;
- }
- static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
- {
- struct skill_unit *unit;
- int *c;
- int skillid,g_skillid;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit = (struct skill_unit *)bl);
- nullpo_retr(0, c = va_arg(ap,int *));
- if(bl->prev == NULL || bl->type != BL_SKILL)
- return 0;
- if(!unit->alive)
- return 0;
- skillid = va_arg(ap,int);
- g_skillid = unit->group->skill_id;
- switch (skillid)
- {
- case MG_SAFETYWALL:
- case AL_PNEUMA:
- if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
- return 0;
- break;
- case AL_WARP:
- case HT_SKIDTRAP:
- case HT_LANDMINE:
- case HT_ANKLESNARE:
- case HT_SHOCKWAVE:
- case HT_SANDMAN:
- case HT_FLASHER:
- case HT_FREEZINGTRAP:
- case HT_BLASTMINE:
- case HT_CLAYMORETRAP:
- case HT_TALKIEBOX:
- case HP_BASILICA:
- //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
- if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
- return 0;
- break;
- default: //Avoid stacking with same kind of trap. [Skotlex]
- if (g_skillid != skillid)
- return 0;
- break;
- }
- (*c)++;
- return 1;
- }
- int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
- {
- int c = 0;
- int range = skill_get_unit_range(skillid);
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
- return 0;
- }
- // とりあえず?ウ方形のユニットレイアウトのみ対応
- range += layout_type;
- map_foreachinarea(skill_check_unit_range_sub,m,
- x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
- return c;
- }
- static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
- {
- int *c;
- int skillid;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, c = va_arg(ap,int *));
- if(bl->prev == NULL)
- return 0;
- if(status_isdead(bl))
- return 0;
- skillid = va_arg(ap,int);
- if (skillid==HP_BASILICA && bl->type==BL_PC)
- return 0;
- if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
- return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
-
- (*c)++;
- return 1;
- }
- int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
- {
- int c = 0, range, type;
- switch (skillid) { // to be expanded later
- case WZ_ICEWALL:
- range = 2;
- break;
- default:
- {
- int layout_type = skill_get_unit_layout_type(skillid,skilllv);
- if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
- ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
- return 0;
- }
- // とりあえず?ウ方形のユニットレイアウトのみ対応
- range = skill_get_unit_range(skillid) + layout_type;
- }
- break;
- }
- // if the caster is a monster/NPC, only check for players
- // otherwise just check characters
- if (bl->type == BL_PC)
- type = BL_CHAR;
- else
- type = BL_PC;
- map_foreachinarea(skill_check_unit_range2_sub, m,
- x - range, y - range, x + range, y + range,
- type, &c, skillid);
- return c;
- }
- int skill_guildaura_sub (struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- int gid, id, *flag;
-
- nullpo_retr(0, sd = (struct map_session_data *)bl);
- nullpo_retr(0, ap);
- id = va_arg(ap,int);
- gid = va_arg(ap,int);
- if (sd->status.guild_id != gid)
- return 0;
- nullpo_retr(0, flag = va_arg(ap,int *));
- if (flag && *flag > 0) {
- if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
- if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
- sd->sc.data[SC_GUILDAURA].val4 = *flag;
- status_calc_pc (sd, 0);
- }
- return 0;
- }
- status_change_start(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0, 0);
- }
- return 0;
- }
- /*=========================================================================
- * 範?スキル使用?�??ャ分けここから
- */
- /* ??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 */
- int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
- {
- if(skill_area_temp[0] < 0xffff)
- skill_area_temp[0]++;
- return 1;
- }
- int skill_count_water(struct block_list *src,int range)
- {
- int i,x,y,cnt = 0,size = range*2+1;
- struct skill_unit *unit;
- for (i=0;i<size*size;i++) {
- x = src->x+(i%size-range);
- y = src->y+(i/size-range);
- if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
- cnt++;
- continue;
- }
- unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
- if (unit) {
- cnt++;
- skill_delunit(unit);
- }
- }
- return cnt;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- static int skill_timerskill(int tid, unsigned int tick, int id,int data )
- {
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- struct pet_data *pd = NULL;
- struct block_list *src = map_id2bl(id),*target;
- struct skill_timerskill *skl = NULL;
- int range;
- nullpo_retr(0, src);
- if(src->type == BL_PC) {
- sd = (struct map_session_data *)src;
- skl = &sd->skilltimerskill[data];
- }
- else if(src->type == BL_MOB) {
- md = (struct mob_data *)src;
- skl = &md->skilltimerskill[data];
- }
- else if(src->type == BL_PET) { // [Valaris]
- pd = (struct pet_data *)src;
- skl = &pd->skilltimerskill[data];
- }
- else
- return 0;
- nullpo_retr(0, skl);
- skl->timer = -1;
- if (sd) {
- sd->timerskill_count--;
- }
- //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
- if(src->prev == NULL)
- return 0;
- if(skl->target_id) {
- struct block_list tbl;
- target = map_id2bl(skl->target_id);
- if(skl->skill_id == RG_INTIMIDATE) {
- if(target == NULL) {
- target = &tbl; //?炎匀サしてないのにアドレス突っ?んでいいのかな?H
- target->type = BL_NUL;
- target->m = src->m;
- target->prev = target->next = NULL;
- }
- }
- if(target == NULL)
- return 0;
- if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
- return 0;
- if(src->m != target->m)
- return 0;
- if(status_isdead(src))
- return 0;
- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
- return 0;
- switch(skl->skill_id) {
- case RG_INTIMIDATE:
- if(sd && !map[src->m].flag.noteleport) {
- int x,y,i,j;
- pc_randomwarp(sd,3);
- for(i=0;i<16;i++) {
- j = rand()%8;
- x = sd->bl.x + dirx[j];
- y = sd->bl.y + diry[j];
- if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
- break;
- }
- if(i >= 16) {
- x = sd->bl.x;
- y = sd->bl.y;
- }
- if(target->prev != NULL) {
- if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
- pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
- else if(target->type == BL_MOB)
- mob_warp((struct mob_data *)target,-1,x,y,3);
- }
- }
- else if(md && !map[src->m].flag.monster_noteleport) {
- int x,y,i,j;
- mob_warp(md,-1,-1,-1,3);
- for(i=0;i<16;i++) {
- j = rand()%8;
- x = md->bl.x + dirx[j];
- y = md->bl.y + diry[j];
- if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
- break;
- }
- if(i >= 16) {
- x = md->bl.x;
- y = md->bl.y;
- }
- if(target->prev != NULL) {
- if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
- pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
- else if(target->type == BL_MOB)
- mob_warp((struct mob_data *)target,-1,x,y,3);
- }
- }
- break;
- case BA_FROSTJOKE: /* 寒いジョ?ク */
- case DC_SCREAM: /* スクリ?ム */
- range= skill_get_splash(skl->skill_id, skl->skill_lv);
- map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
- skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
- break;
- case WZ_WATERBALL:
- if (skl->type>1) {
- skl->timer = 0; // skill_addtimerskillで使用されないように
- skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- skl->timer = -1;
- }
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
- // should put outside of the switch, but since this is the only
- // mage targetted spell for now,
- struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_MAGICPOWER].timer != -1) //マジックパ�??の?果?I了
- status_change_end(src,SC_MAGICPOWER,-1);
- }
- break;
- default:
- skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- }
- }
- else {
- if(src->m != skl->map)
- return 0;
- switch(skl->skill_id) {
- case WZ_METEOR:
- if(skl->type >= 0) {
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
- clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
- }
- else
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
- break;
- }
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- 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)
- {
- int i, max;
- unsigned short *count=NULL;
- struct skill_timerskill *sts = NULL;
- nullpo_retr(1, src);
- switch (src->type) {
- case BL_PC:
- sts = ((struct map_session_data *)src)->skilltimerskill;
- max = MAX_SKILLTIMERSKILL;
- count = &((struct map_session_data *)src)->timerskill_count;
- break;
- case BL_MOB:
- sts = ((struct mob_data *)src)->skilltimerskill;
- max = MAX_MOBSKILLTIMERSKILL;
- break;
- case BL_PET:
- sts = ((struct pet_data *)src)->skilltimerskill;
- max = MAX_MOBSKILLTIMERSKILL;
- break;
- default:
- return 1;
- }
- for(i=0;i<max && sts[i].timer != -1;i++);
- if (i>=max) return 1;
- sts[i].timer = add_timer(tick, skill_timerskill, src->id, i);
- sts[i].src_id = src->id;
- sts[i].target_id = target;
- sts[i].skill_id = skill_id;
- sts[i].skill_lv = skill_lv;
- sts[i].map = src->m;
- sts[i].x = x;
- sts[i].y = y;
- sts[i].type = type;
- sts[i].flag = flag;
- if (count)
- (*count)++;
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- int skill_cleartimerskill(struct block_list *src)
- {
- int i, max;
- unsigned short *count=NULL;
- struct skill_timerskill *sts = NULL;
- nullpo_retr(0, src);
- switch (src->type) {
- case BL_PC:
- sts = ((struct map_session_data *)src)->skilltimerskill;
- max = MAX_SKILLTIMERSKILL;
- count = &((struct map_session_data *)src)->timerskill_count;
- break;
- case BL_MOB:
- sts = ((struct mob_data *)src)->skilltimerskill;
- max = MAX_MOBSKILLTIMERSKILL;
- break;
- case BL_PET:
- sts = ((struct pet_data *)src)->skilltimerskill;
- max = MAX_MOBSKILLTIMERSKILL;
- break;
- default:
- return 0;
- }
-
- if (count) {
- for(i=0;i<max && *count > 0;i++) {
- if(sts[i].timer != -1) {
- delete_timer(sts[i].timer, skill_timerskill);
- sts[i].timer = -1;
- (*count)--;
- }
- }
- } else {
- for(i=0;i<max;i++) {
- if(sts[i].timer != -1) {
- delete_timer(sts[i].timer, skill_timerskill);
- sts[i].timer = -1;
- }
- }
- }
- return 0;
- }
- /*==========================================
- * スキル使用?i詠?・完了?AID指定?U?系?j
- * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
- *------------------------------------------
- */
- int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
- {
- struct map_session_data *sd = NULL, *tsd = NULL;
- struct status_change *sc;
- if(skillid < 0)
- { // remove the debug print when this case is finished
- ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,tick,flag);
- return 0;
- }
- if (skillid > 0 && skilllv <= 0) return 0;
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if (src->m != bl->m)
- return 1;
- if (bl->prev == NULL)
- return 1;
-
- if (src->type == BL_PC)
- sd = (struct map_session_data *)src;
- if (bl->type == BL_PC)
- tsd = (struct map_session_data *)bl;
- if (status_isdead(src) || (src != bl && status_isdead(bl)))
- return 1;
- if (skillid && skill_get_type(skillid) == BF_MAGIC &&
- !battle_config.gtb_pvp_only && status_isimmune(bl))
- //GTB makes all targetted skills silently fail.
- return 1;
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
-
- map_freeblock_lock();
- switch(skillid)
- {
- /* �?器?U?系スキル */
- case SM_BASH: /* バッシュ */
- case MC_MAMMONITE: /* �?マ?ナイト */
- case TF_DOUBLE:
- case AC_DOUBLE: /* ダブルストレイフィング */
- case AC_SHOWER: /* ア�??シャ�?? */
- case AS_SONICBLOW: /* ソニックブ�?? */
- case KN_PIERCE: /* ピア?ス */
- case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
- case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
- case TF_POISON: /* インベナム */
- case TF_SPRINKLESAND: /* ?サまき */
- case AC_CHARGEARROW: /* チャ?ジア�?? */
- case RG_RAID: /* サプライズアタック */
- case RG_INTIMIDATE: /* インティミデイト */
- case AM_ACIDTERROR: /* アシッドテラ? */
- case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
- case DC_THROWARROW: /* 矢?ち */
- case BA_DISSONANCE: /* 不協和音 */
- case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
- case NPC_DARKCROSS:
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
- /* 以下MOB?用 */
- /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
- case NPC_PIERCINGATT:
- case NPC_MENTALBREAKER:
- case NPC_RANGEATTACK:
- case NPC_CRITICALSLASH:
- case NPC_COMBOATTACK:
- /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
- case NPC_GUIDEDATTACK:
- case NPC_POISON:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_RANDOMATTACK:
- /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case NPC_UNDEADATTACK:
- case NPC_BREAKARMOR:
- case NPC_BREAKWEAPON:
- case NPC_BREAKHELM:
- case NPC_BREAKSHIELD:
- case LK_AURABLADE: /* オ?ラブレ?ド */
- case LK_SPIRALPIERCE: /* スパイラルピア?ス */
- case LK_HEADCRUSH: /* ヘッドクラッシュ */
- case LK_JOINTBEAT: /* ジョイントビ?ト */
- case CG_ARROWVULCAN: /* ア�??バルカン */
- case HW_MAGICCRASHER: /* マジッククラッシャ? */
- case ASC_METEORASSAULT: /* �?テオアサルト */
- case ITM_TOMAHAWK:
- case MO_TRIPLEATTACK:
- case CH_CHAINCRUSH: /* 連柱崩? */
- case CH_TIGERFIST: /* 伏虎�? */
- case PA_SHIELDCHAIN: // Shield Chain
- case PA_SACRIFICE: // Sacrifice, Aru's style.
- case WS_CARTTERMINATION: // Cart Termination
- case AS_VENOMKNIFE:
- case HT_PHANTASMIC:
- case HT_POWER:
- case TK_DOWNKICK:
- case TK_COUNTER:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case MO_COMBOFINISH:
- if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
- { //Becomes a splash attack when Soul Linked.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- } else
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case TK_STORMKICK: // Taekwon kicks [Dralnu]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
- case TK_JUMPKICK:
- if(sd) {
- if (!pc_can_move(sd))
- return 0;
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- pc_movepos(sd,bl->x,bl->y,0);
- clif_slide(src,bl->x,bl->y);
- }
- break;
- case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
- // Separate weapon and magic attacks
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
-
- case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
- // Does it stop if touch an obstacle? it shouldn't shoot trough walls
- map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
- break;
- case MO_INVESTIGATE: /* ?勁 */
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (sc && sc->data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- break;
- case RG_BACKSTAP: /* バックスタブ */
- {
- int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
- if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
- if (sc && sc->data[SC_HIDING].timer != -1)
- status_change_end(src, SC_HIDING, -1); // ハイディング解?�
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
- dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
- if (tsd)
- tsd->dir = dir;
- else if (bl->type == BL_MOB) {
- struct mob_data *tmd = (struct mob_data *)bl;
- if (tmd) tmd->dir = dir;
- }
- clif_changed_dir(bl);
- }
- else if (sd)
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case MO_FINGEROFFENSIVE: /* 指? */
- {
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (battle_config.finger_offensive_type && sd) {
- int i;
- for (i = 1; i < sd->spiritball_old; i++)
- skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
- sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
- }
- if (sc && sc->data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- }
- break;
- case MO_CHAINCOMBO: /* 連打?カ */
- {
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (sc && sc->data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- }
- break;
-
- case KN_CHARGEATK:
- case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
- {
- if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
- struct walkpath_data wpd;
- int dx,dy,speed;
- if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- dx = bl->x - sd->bl.x;
- dy = bl->y - sd->bl.y;
- if(dx > 0) dx++;
- else if(dx < 0) dx--;
- if (dy > 0) dy++;
- else if(dy < 0) dy--;
- if(dx == 0 && dy == 0) dx++;
- if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
- dx = bl->x - sd->bl.x;
- dy = bl->y - sd->bl.y;
- if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- sd->to_x = sd->bl.x + dx;
- sd->to_y = sd->bl.y + dy;
- if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
- flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
- 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]
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else
- clif_skill_fail(sd,skillid,0,0);
- speed = sd->speed;
- sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
- // clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
- clif_walkok(sd);
- clif_movechar(sd);
- if(dx < 0) dx = -dx;
- if(dy < 0) dy = -dy;
- sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
- if(sd->canact_tick < sd->canmove_tick)
- sd->canact_tick = sd->canmove_tick;
- sd->speed = speed;
- // clif_updatestatus(sd, SP_SPEED);
- pc_movepos(sd,sd->to_x,sd->to_y,1);
- }
- else //Assume minimum distance of 1 for Charge.
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
- if (skillid == MO_EXTREMITYFIST && sc && sc->count)
- {
- if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
- status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
- if (sc->data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
- status_change_end(src,SC_COMBO,-1);
- }
- }
- break;
- /* �?器系範??U?スキル */
- case AS_GRIMTOOTH: /* グリムトゥ?ス */
- case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
- case NPC_SPLASHATTACK: /* スプラッシュアタック */
- if(flag&1){
- /* 個別にダ�??ジを?える */
- if(bl->id!=skill_area_temp[1]){
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
- 0x0500);
- }
- } else {
- skill_area_temp[1]=bl->id;
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=bl->y;
- /* まずタ?ゲットに?U?を加える */
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case AS_SPLASHER:
- if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
- if (bl->id != skill_area_temp[1])
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- else
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
- } else {
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case SM_MAGNUM:
- if(flag&1)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else {
- //If we get here, someone changed magnum to be a enemy targetted skill,
- //so treat it as such.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- //Initiate 10% of your damage becomes fire element.
- clif_skill_nodamage (src,bl,skillid,skilllv,
- status_change_start (src,SC_WATK_ELEMENT,100,
- 3,20,0,0,skill_get_time2(skillid, skilllv),0));
- if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
- }
- break;
- case KN_BOWLINGBASH: /* ボウリングバッシュ */
- if(flag&1){
- /* 個別にダ�??ジを?える */
- if(bl->id!=skill_area_temp[1])
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
- } else {
- 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?�?� */
- /* まずタ?[ゲットに?U撃を加える */
- c = skill_get_blewcount(skillid,skilllv);
- if(map_flag_gvg(bl->m) || status_get_mexp(bl))
- c = 0;
- for(i=0;i<c;i++){
- skill_blown(src,bl,0x20000|1);
- skill_area_temp[0]=0;
- map_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY,
- skill_area_sub_count);
- if(skill_area_temp[0]>1) break;
- }
- clif_blown(bl); //Update target pos.
- skill_area_temp[1]=bl->id;
- /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
- map_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- }
- break;
-
- case KN_SPEARSTAB: /* スピアスタブ */
- if(flag&1){
- /* 個別にダ�??[ジを与える */
- if (bl->id==skill_area_temp[1])
- break;
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
- skill_blown(src,bl,skill_area_temp[2]);
- } else {
- int x=bl->x,y=bl->y,i,dir;
- /* まずタ?[ゲットに?U撃を加える */
- dir = map_calc_dir(bl,src->x,src->y);
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
- skill_blown(src,bl,skill_area_temp[2]);
- for (i=0;i<4;i++) {
- map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- x += dirx[dir];
- y += diry[dir];
- }
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
- {
- skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
- if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
- map_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
- skill_castend_nodamage_id);
- }
- break;
- case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
- // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
- clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
- skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
- break;
- case ALL_RESURRECTION: /* リザレクション */
- case PR_TURNUNDEAD: /* タ?ンアンデッド */
- if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- /* 魔法系スキル */
- case MG_SOULSTRIKE: /* ソウルストライク */
- case NPC_DARKSTRIKE: /*闇ソウルストライク*/
- case MG_COLDBOLT: /* コ?[ルドボルト */
- case MG_FIREBOLT: /* ファイア?[ボルト */
- case MG_LIGHTNINGBOLT: /* ライトニングボルト */
- case WZ_EARTHSPIKE: /* ア?[ススパイク */
- case AL_HEAL: /* ヒ?[ル */
- case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
- case WZ_JUPITEL: /* ユピテルサンダ?[ */
- case NPC_DARKTHUNDER: /*闇ユピテル*/
- case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
- case PR_ASPERSIO: /* アスペルシオ */
- case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
- case WZ_SIGHTBLASTER:
- case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if (skilllv>1) {
- int range = skilllv/2;
- //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
- //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
- int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
- cnt--;
- if (cnt > 0)
- skill_addtimerskill(src,tick+150,bl->id,0,0,
- skillid,skilllv,cnt,flag);
- }
- break;
- case PR_BENEDICTIO: /* ?ケ??~福 */
- { //Should attack undead and demons. [Skotlex]
- int race = status_get_race(bl);
- if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
- }
- break;
- /* 魔法系範??U?スキル */
- case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
- case MG_FIREBALL: /* ファイヤ?ボ?ル */
- if (flag & 1) {
- /* 個別にダ�??ジを?える */
- if (bl->id == skill_area_temp[1])
- break;
- if(skillid == MG_FIREBALL) //Store distance.
- skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
- } else {
- skill_area_temp[0]=0;
- skill_area_temp[1]=bl->id;
- switch (skillid) {
- case MG_NAPALMBEAT:
- /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY,
- skill_area_sub_count);
- break;
- case MG_FIREBALL:
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=bl->y;
- break;
- }
- /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
- /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
- map_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case HW_NAPALMVULCAN: // Fixed By SteelViruZ
- if (flag & 1) {
- if (bl->id != skill_area_temp[1])
- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- } else {
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY,
- skill_area_sub_count);
- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case SL_STIN:
- case SL_STUN:
- case SL_SMA:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
-
- /* その他 */
- case HT_BLITZBEAT: /* ブリッツビ?ト */
- if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
- skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- } else {
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case NPC_DARKBREATH:
- clif_emotion(src,7);
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case SN_FALCONASSAULT: /* ファルコンアサルト */
- case PA_PRESSURE: /* プレッシャ? */
- case CR_ACIDDEMONSTRATION: // Acid Demonstration
- case TF_THROWSTONE: /* ?ホ投げ */
- case NPC_SMOKING: /* スモ?キング */
- case NPC_SELFDESTRUCTION: /* 自爆 */
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- // Celest
- case PF_SOULBURN:
- if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
- if (tsd) {
- tsd->status.sp = 0;
- clif_updatestatus(tsd,SP_SP);
- }
- } else {
- clif_skill_nodamage(src,src,skillid,skilllv,1);
- if (skilllv == 5)
- skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
- if (sd) {
- sd->status.sp = 0;
- clif_updatestatus(sd,SP_SP);
- }
- }
- if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
- break;
- /* HP吸?/HP吸?魔法 */
- case NPC_BLOODDRAIN:
- case NPC_ENERGYDRAIN:
- {
- int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skillid, skilllv, tick, flag);
- if (heal > 0){
- struct block_list tbl;
- tbl.id = 0;
- tbl.type = BL_NUL;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
- battle_heal(NULL, src, heal, 0, 0);
- }
- }
- break;
- case 0:
- if(sd) {
- if (flag & 3){
- if (bl->id != skill_area_temp[1])
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
- } else {
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl,
- sd->splash_range, BL_CHAR,
- src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- }
- break;
- default:
- ShowWarning("Unknown skill used:%d\n",skillid);
- map_freeblock_unlock();
- return 1;
- }
- map_freeblock_unlock();
- return 0;
- }
- /*==========================================
- * スキル使用?i詠?・完了?AID指定支援系?j
- *------------------------------------------
- */
- int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
- {
- struct map_session_data *sd = NULL;
- struct map_session_data *dstsd = NULL;
- struct status_change *tsc;
- struct mob_data *md = NULL;
- struct mob_data *dstmd = NULL;
- int i,type=-1;
-
- if(skillid < 0 || skillid > MAX_SKILL)
- { // remove the debug print when this case is finished
- ShowDebug("skill_castend_nodamage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,tick,flag);
- return 0;
- }
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
- if (src->m != bl->m)
- return 1;
- if (src->type == BL_PC) {
- sd = (struct map_session_data *)src;
- } else if (src->type == BL_MOB) {
- md = (struct mob_data *)src;
- }
- if (bl->type == BL_PC){
- dstsd = (struct map_session_data *)bl;
- } else if (bl->type == BL_MOB){
- dstmd = (struct mob_data *)bl;
- }
- if(bl->prev == NULL)
- return 1;
- if(status_isdead(src) && skillid != NPC_REBIRTH)
- return 1;
- if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
- return 1;
- //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
- //But only do this on the first call (flag&~1)
- if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
-
- if (skillid > 0 && skillid < MAX_SKILL)
- type = SkillStatusChangeTable[skillid];
-
- //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
- switch (skillid) {
- case AL_HEAL:
- case ALL_RESURRECTION:
- case PR_ASPERSIO:
- if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
- if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
- //Offensive heal does not works on non-enemies. [Skotlex]
- if (sd) clif_skill_fail(sd,skillid,0,0);
- return 0;
- }
- if(!sd) {
- //Prevent non-players from casting offensive heal. [Skotlex]
- clif_emotion(src, 4);
- return 0;
- }
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
- }
- break;
- case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //These two are actually ground placed.
- if(sd)
- sd->canmove_tick = tick + 900;
- else if(md)
- mob_changestate(md,MS_DELAY,900);
- return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
- }
- tsc = status_get_sc(bl);
- map_freeblock_lock();
- switch(skillid)
- {
- case AL_HEAL: /* ヒ?ル */
- {
- int heal = skill_calc_heal(src, skilllv);
- int heal_get_jobexp;
- int skill;
-
- if (skilllv > 10)
- heal = 9999; //9999ヒ?[ル
- if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
- heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
- if (sd) {
- if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
- heal += heal * skill * 2 / 100;
- if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
- (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
- heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
- }
- if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
- && !(status_get_mode(src)&MD_BOSS)
- ) { //Bounce back heal
- if (--tsc->data[SC_KAITE].val2 <= 0)
- status_change_end(bl, SC_KAITE, -1);
- if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
- clif_skill_nodamage (src, src, skillid, heal, 1);
- heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
- } else {
- clif_skill_nodamage (src, bl, skillid, heal, 1);
- heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
- }
- // JOB??値獲得
- if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
- heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
- if (heal_get_jobexp <= 0)
- heal_get_jobexp = 1;
- if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
- pc_gainexp (sd, 0, heal_get_jobexp);
- }
- }
- break;
- case PR_REDEMPTIO:
- if (sd && !(flag&1)) {
- if (sd->status.party_id == 0) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- skill_area_temp[0] = 0;
- party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- if (skill_area_temp[0] == 0) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
- if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
- sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
- sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
- clif_updatestatus(sd,SP_BASEEXP);
- clif_updatestatus(sd,SP_JOBEXP);
- }
- pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
- break;
- } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
- skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
- skilllv = 3; //Resurrection level 3 is used
- } else //Invalid target, skip resurrection.
- break;
-
- case ALL_RESURRECTION: /* リザレクション */
- if(sd && map_flag_gvg(bl->m))
- { //No reviving in WoE grounds!
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if(dstsd) {
- int per = 0;
- if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
- break; /* PVPで復活不可能?態 */
- if (pc_isdead(dstsd)) { /* 死亡判定 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- switch(skilllv){
- case 1: per=10; break;
- case 2: per=30; break;
- case 3: per=50; break;
- case 4: per=80; break;
- }
- dstsd->status.hp = dstsd->status.max_hp * per / 100;
- if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
- if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
- dstsd->status.hp = dstsd->status.max_hp;
- dstsd->status.sp = dstsd->status.max_sp;
- }
- pc_setstand(dstsd);
- if(battle_config.pc_invincible_time > 0)
- pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
- clif_updatestatus(dstsd, SP_HP);
- clif_resurrection(bl, 1);
- if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
- int exp = 0,jexp = 0;
- int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
- if(lv > 0) {
- exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (exp < 1) exp = 1;
- }
- if(jlv > 0) {
- jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
- if (jexp < 1) jexp = 1;
- }
- if(exp > 0 || jexp > 0)
- pc_gainexp (sd, exp, jexp);
- }
- }
- }
- break;
- case AL_DECAGI: /* 速度減?ュ */
- clif_skill_nodamage (src, bl, skillid, skilllv,
- status_change_start (bl, type,
- (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
- skilllv, 0, 0, 0, skill_get_time(skillid,skilllv),0));
- break;
- case AL_CRUCIS:
- if (flag & 1) {
- if (battle_check_target (src, bl, BCT_ENEMY))
- status_change_start(bl,type,
- 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
- skilllv,0,0,0,0,0);
- } else {
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_nodamage_id);
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- }
- break;
- case PR_LEXDIVINA: /* レックスディビ?ナ */
- if (tsc && tsc->count && tsc->data[type].timer != -1) {
- status_change_end(bl,type, -1);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- } else
- clif_skill_nodamage (src, bl, skillid, skilllv,
- status_change_start(bl,type,
- 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case SA_ABRACADABRA:
- {
- int abra_skillid = 0, abra_skilllv;
- if (sd)
- { //Crash-fix [Skotlex]
- //require 1 yellow gemstone even with mistress card or Into the Abyss
- if ((i = pc_search_inventory(sd, 715)) < 0 )
- { //bug fixed by Lupus (item pos can be 0, too!)
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- pc_delitem(sd, i, 1, 0);
- }
- do {
- abra_skillid = rand() % MAX_SKILL_ABRA_DB;
- if (skill_abra_db[abra_skillid].req_lv > skilllv ||
- rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
- (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
- skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
- abra_skillid = 0; // reset to get a new id
- } while (abra_skillid == 0);
- abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd)
- { //Crash-protection against Abracadabra casting pets
- sd->skillitem = abra_skillid;
- sd->skillitemlv = abra_skilllv;
- sd->state.abra_flag = 1;
- clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
- } else if(src->type == BL_PET)
- { // [Skotlex]
- struct pet_data *pd = (struct pet_data *)src;
- int inf = skill_get_inf(abra_skillid);
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- nullpo_retr(1,(struct map_session_data *)pd->msd);
- petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick);
- } else //Assume offensive skills
- petskill_use(pd, bl, abra_skillid, abra_skilllv, tick);
- }
- }
- break;
- case SA_COMA:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ));
- break;
- case SA_FULLRECOVERY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (status_isimmune(bl))
- break;
- if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
- else if (dstmd) dstmd->hp = status_get_max_hp(bl);
- break;
- case SA_SUMMONMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
- break;
- case SA_LEVELUP:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
- break;
- case SA_INSTANTDEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- battle_damage(NULL,src,status_get_hp(src)-1,0);
- break;
- case SA_QUESTION:
- case SA_GRAVITY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case SA_CLASSCHANGE:
- {
- //クラスチェンジ用ボスモンスタ?ID
- static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
- ,1157,1159,1190,1272,1312,1373,1492};
- int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd) mob_class_change(dstmd,class_);
- }
- break;
- case SA_MONOCELL:
- {
- static int poringclass[]={1002};
- int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd) mob_class_change(dstmd,class_);
- }
- break;
- case SA_DEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- battle_damage(NULL,bl,status_get_max_hp(bl),1);
- break;
- case SA_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
- break;
- case SA_FORTUNE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
- break;
- case SA_TAMINGMONSTER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd && dstmd) {
- for (i = 0; i < MAX_PET_DB; i++) {
- if (dstmd->class_ == pet_db[i].class_) {
- pet_catch_process1 (sd, dstmd->class_);
- break;
- }
- }
- }
- break;
- case AL_INCAGI: /* 速度?加 */
- case AL_BLESSING: /* ブレッシング */
- case PR_SLOWPOISON:
- case PR_IMPOSITIO: /* イムポシティオマヌス */
- case PR_LEXAETERNA: /* レックスエ?テルナ */
- case PR_SUFFRAGIUM: /* サフラギウム */
- case PR_BENEDICTIO: /* ?ケ??~福 */
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case CR_PROVIDENCE: /* プ�?ヴィデンス */
- if(sd && dstsd){ //Check they are not another crusader [Skotlex]
- if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,
- 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
-
- case CG_MARIONETTE: /* マリオネットコント�??ル */
- {
- struct status_change *sc= status_get_sc(src);
- int type2 = SC_MARIONETTE2;
- if(sc && tsc){
- if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
- status_change_start (src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
- status_change_start (bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
- clif_marionette(src, bl);
- }
- else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
- sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
- status_change_end(src, type, -1);
- status_change_end(bl, type2, -1);
- clif_marionette(src, 0);
- }
- else {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- }
- break;
- case RG_CLOSECONFINE:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start (bl,type,100,
- skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- if (dstsd) {
- if(dstsd->status.weapon == 0 ||
- (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
- ( //Allow re-enchanting to lenghten time. [Skotlex]
- dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
- dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
- dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
- dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
- dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
- dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
- dstsd->sc.data[SC_ENCPOISON].timer != -1
- ))
- ) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- }
- if (sd) {
- int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
- if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
- }
- // 100% success rate at lv4 & 5, but lasts longer at lv5
- i = skilllv <4?(60+skilllv*10):100;
- i = status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- if(!i) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
- sd && sd != dstsd)
- clif_displaymessage(sd->fd,"You broke target's weapon");
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case PR_ASPERSIO: /* アスペルシオ */
- if (sd && dstmd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case TK_SEVENWIND:
- switch(skilllv){
- case 1:
- type=SC_EARTHWEAPON;
- break;
- case 2:
- type=SC_WINDWEAPON;
- break;
- case 3:
- type=SC_WATERWEAPON;
- break;
- case 4:
- type=SC_FIREWEAPON;
- break;
- case 5:
- type=SC_GHOSTWEAPON;
- break;
- case 6:
- type=SC_SHADOWWEAPON;
- break;
- case 7:
- type=SC_ASPERSIO;
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case PR_KYRIE: /* キリエエレイソン */
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- //Passive Magnum, should had been casted on yourself.
- case SM_MAGNUM:
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- //Initiate 10% of your damage becomes fire element.
- clif_skill_nodamage (src,src,skillid,skilllv,
- status_change_start (src,SC_WATK_ELEMENT,100,
- 3,20,0,0,skill_get_time2(skillid, skilllv),0));
- if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
- break;
- case LK_BERSERK: /* バ?サ?ク */
- case KN_AUTOCOUNTER: /* オ?トカウンタ? */
- case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
- case KN_ONEHAND:
- case CR_SPEARQUICKEN: /* スピアクイッケン */
- case CR_REFLECTSHIELD:
- case AS_POISONREACT: /* ポイズンリアクト */
- case MC_LOUD: /* ラウドボイス */
- case MG_ENERGYCOAT: /* エナジ?コ?ト */
- case MG_SIGHT: /* サイト */
- case AL_RUWACH: /* ルアフ */
- case MO_EXPLOSIONSPIRITS: // 爆裂波動
- case MO_STEELBODY: // 金?�
- case LK_AURABLADE: /* オ?ラブレ?ド */
- case LK_PARRYING: /* パリイング */
- case LK_CONCENTRATION: /* コンセントレ?ション */
- case WS_CARTBOOST: /* カ?トブ?スト */
- case SN_SIGHT: /* トゥル?サイト */
- case WS_MELTDOWN: /* �?ルトダウン */
- case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
- case ST_REJECTSWORD: /* リジェクトソ?ド */
- case HW_MAGICPOWER: /* 魔法力?�? */
- case PF_MEMORIZE: /* �?モライズ */
- case PA_SACRIFICE:
- case ASC_EDP: // [Celest]
- case NPC_STOP:
- case WZ_SIGHTBLASTER:
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,skillid,skill_get_splash(skillid,skilllv),skill_get_time(skillid,skilllv),0));
- break;
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd && battle_config.player_skill_partner_check) {
- skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
- } else
- skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
-
- break;
-
- case HP_ASSUMPTIO:
- if (flag&1)
- status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- else
- {
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_PC,
- src, skillid, skilllv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case SM_ENDURE: /* インデュア */
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- if (sd)
- pc_blockskill_start (sd, skillid, 10000);
- break;
- case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if (sd && dstsd && dstsd->sc.count) {
- if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
- dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
- dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
- dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
- dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
- dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
- // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
- ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case LK_TENSIONRELAX: /* テンションリラックス */
- if (sd) {
- pc_setsit(sd);
- clif_sitting(sd);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case MC_CHANGECART:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case TK_MISSION:
- if (sd) {
- int id;
- if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
- clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- id = mob_get_random_id(0,0, sd->status.base_level);
- if (!id) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- sd->mission_mobid = id;
- sd->mission_count = 0;
- pc_setglobalreg(sd,"TK_MISSION_ID", id);
- clif_mission_mob(sd, id, 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case AC_CONCENTRATION: /* ?W中力向?� */
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- map_foreachinrange( status_change_timer_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,status_get_sc(src),type,tick);
- }
- break;
- case SM_PROVOKE: /* プ�?ボック */
- /* MVPmobと不死には?かない */
- 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
- map_freeblock_unlock();
- return 1;
- }
- //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,
- (i=status_change_start(bl,type,
- 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0)));
- if (!i)
- {
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
- skill_castcancel(bl,0);
- if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
- && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
- skill_castcancel(bl,0);
- if(tsc && tsc->count){
- if(tsc->data[SC_FREEZE].timer!=-1)
- status_change_end(bl,SC_FREEZE,-1);
- if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
- status_change_end(bl,SC_STONE,-1);
- if(tsc->data[SC_SLEEP].timer!=-1)
- status_change_end(bl,SC_SLEEP,-1);
- }
- if(dstmd) {
- dstmd->state.provoke_flag = src->id;
- mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
- }
- break;
- case CR_DEVOTION: /* ディボ?ション */
- if(sd && dstsd)
- {
- //??カや養子の?�?№フ元の?E業を算?oする
- int lv = sd->status.base_level - dstsd->status.base_level;
- if (lv < 0) lv = -lv;
- if (lv > battle_config.devotion_level_difference ||
- (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
- for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
- if (i == skilllv)
- {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- sd->devotion[i] = bl->id;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000,0));
- clif_devotion(sd);
- }
- else
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- case MO_CALLSPIRITS: // ?功
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
- }
- break;
- case CH_SOULCOLLECT: // 狂?功
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- for (i = 0; i < 5; i++)
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
- }
- break;
- case MO_KITRANSLATION:
- if(dstsd) {
- pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
- }
- break;
- case TK_TURNKICK:
- case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
- if (skill_area_temp[1] != bl->id) {
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
- skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
- }
- break;
- case MO_BLADESTOP: // 白?n取り
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(src,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case MO_ABSORBSPIRITS: // ?奪
- i = 0;
- if (dstsd && dstsd->spiritball > 0 &&
- ((sd && sd == dstsd) || map_flag_vs(src->m)))
- {
- i = dstsd->spiritball * 7;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
- } else if (dstmd && //??ロがモンスタ?の?�?�
- //20%の確率で??ロのLv*2のSPを回復する?B?ャ功したときはタ?ゲット(σ?Д?)σ????!!
- !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
- {
- i = 2 * dstmd->db->lv;
- mob_target(dstmd,src,0);
- }
- if (sd){
- if (i > 0x7FFF)
- i = 0x7FFF;
- if (sd->status.sp + i > sd->status.max_sp)
- i = sd->status.max_sp - sd->status.sp;
- if (i) {
- sd->status.sp += i;
- clif_heal(sd->fd,SP_SP,i);
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- case AC_MAKINGARROW: /* 矢?�?ャ */
- if(sd) {
- clif_arrow_create_list(sd);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case AM_PHARMACY: /* ポ?ション?�?ャ */
- if(sd) {
- clif_skill_produce_mix_list(sd,22);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case SA_CREATECON:
- if(sd) {
- clif_skill_produce_mix_list(sd,23);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case BS_HAMMERFALL: /* ハンマ?フォ?ル */
- if(dstsd && dstsd->special_state.no_weapon_damage) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKLANDPROTECTOR))
- break; //Land Protector blocks Hammer Fall [Skotlex]
-
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SC_STUN,(20 + 10 * skilllv),
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
- break;
- case RG_RAID: /* サプライズアタック */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- status_change_end(src, SC_HIDING, -1); // ハイディング解?�
- break;
- case ASC_METEORASSAULT: /* �?テオアサルト */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
- {
- int c,n=4,ar;
- int dir = map_calc_dir(src,bl->x,bl->y);
- struct square tc;
- int x=bl->x,y=bl->y;
- ar=skilllv/3;
- skill_brandishspear_first(&tc,dir,x,y);
- skill_brandishspear_dir(&tc,dir,4);
- /* 範?④ */
- if(skilllv == 10){
- for(c=1;c<4;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- }
- }
- /* 範?③② */
- if(skilllv > 6){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;
- }else{
- skill_brandishspear_dir(&tc,dir,-2);
- n-=2;
- }
- if(skilllv > 3){
- for(c=0;c<5;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- if(skilllv > 6 && n==3 && c==4){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;c=-1;
- }
- }
- }
- /* 範?① */
- for(c=0;c<10;c++){
- if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- }
- break;
-
- case WZ_SIGHTRASHER:
- //Passive side of the attack.
- status_change_end(src,SC_SIGHT,-1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub,src,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case WZ_FROSTNOVA:
- map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
- case NPC_SELFDESTRUCTION:
- clif_skill_nodamage(src, src, skillid, -1, 1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY,
- skill_castend_damage_id);
- battle_damage(src, src, skill_area_temp[2], 0);
- break;
- /* パ?ティスキル */
- case AL_ANGELUS: /* エンジェラス */
- case PR_MAGNIFICAT: /* マグニフィカ?ト */
- case PR_GLORIA: /* グ�?リア */
- case SN_WINDWALK: /* ウインドウォ?ク */
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- } else if (sd) {
- /* パ?ティ全?への?�? */
- party_foreachsamemap (skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- break;
- case BS_ADRENALINE: /* アドレナリンラッシュ */
- case BS_ADRENALINE2:
- case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
- case BS_OVERTHRUST: /* オ?バ?トラスト */
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- /* 個別の?�? */
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0));
- } else if (sd) {
- /* パ?ティ全?への?�? */
- party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- break;
- case BS_MAXIMIZE:
- case NV_TRICKDEAD:
- case CR_DEFENDER:
- case CR_AUTOGUARD:
- case TK_READYSTORM:
- case TK_READYDOWN:
- case TK_READYTURN:
- case TK_READYCOUNTER:
- case TK_DODGE:
- case CR_SHRINK:
- case ST_PRESERVE:
- case SG_FUSION:
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case SL_KAITE:
- case SL_KAAHI:
- case SL_KAIZEL:
- case SL_KAUPE:
- if (sd) {
- if (!dstsd || !(
- (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
- dstsd->char_id == sd->char_id ||
- dstsd->char_id == sd->status.partner_id ||
- dstsd->char_id == sd->status.child
- )) {
- status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
- break;
- case SM_AUTOBERSERK: // Celest
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = status_change_start(bl,type,100,skilllv,0,0,0,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case TF_HIDING: /* ハイディング */
- case ST_CHASEWALK: /* ハイディング */
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
- break;
- case TK_RUN:
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = status_change_start(bl,type,100,skilllv,status_get_dir(bl),0,0,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case AS_CLOAKING: /* ク�??キング */
- if(tsc && tsc->data[type].timer!=-1 )
- /* 解?怩キる */
- i = status_change_end(bl, type, -1);
- else
- i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
- clif_skill_nodamage(src,bl,skillid,-1,i);
- if (!i && sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- /* ?地スキル */
- case BD_LULLABY: /* 子守唄 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
- case BD_ROKISWEIL: /* �?キの叫び */
- case BD_INTOABYSS: /* ?[淵の中に */
- case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
- case BA_DISSONANCE: /* 不協和音 */
- case BA_POEMBRAGI: /* ブラギの�? */
- case BA_WHISTLE: /* 口笛 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
- case DC_HUMMING: /* ハミング */
- case DC_DONTFORGETME: /* 私を忘れないで?c */
- case DC_FORTUNEKISS: /* ?K運のキス */
- case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- break;
- case HP_BASILICA: /* バジリカ */
- case CG_HERMODE: // Wand of Hermod
- {
- struct skill_unit_group *sg;
- battle_stopwalking(src,1);
- skill_clear_unitgroup(src);
- sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- if(skillid == CG_HERMODE)
- i = status_change_start(src,SC_DANCING,100,
- skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv),0);
- else
- i = status_change_start(src,type,100,
- skilllv,0,BCT_SELF,sg->group_id,
- skill_get_time(skillid,skilllv),0);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- }
- break;
- case PA_GOSPEL: /* ゴスペル */
- if (!tsc) break;
- if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
- i = status_change_end(bl,SC_GOSPEL,-1);
- } else {
- struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- if (tsc->data[type].timer != -1)
- status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
- i = status_change_start(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case BD_ADAPTATION: /* アドリブ */
- if(tsc && tsc->data[SC_DANCING].timer!=-1){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_stop_dancing(bl);
- }
- break;
- case BA_FROSTJOKE: /* 寒いジョ?ク */
- case DC_SCREAM: /* スクリ?ム */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
- if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
- char temp[128];
- if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
- break; //Message won't fit on buffer. [Skotlex]
- sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
- clif_GlobalMessage(&md->bl,temp);
- }
- break;
- case BA_PANGVOICE://パンボイス
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SC_CONFUSION,50,
- 7,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case DC_WINKCHARM://魅惑のウィンク
- if(dstsd){
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SC_CONFUSION,30,
- 7,0,0,0,skill_get_time2(skillid,skilllv),0));
- }else if(dstmd)
- {
- int race = status_get_race(bl);
- if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,70,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- } else{
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- if(sd)
- clif_skill_fail(sd,skillid,0,0);
- }
- }
- break;
- case TF_STEAL: // スティ?ル
- if(sd) {
- if(pc_steal_item(sd,bl))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else
- clif_skill_fail(sd,skillid,0x0a,0);
- }
- break;
- case RG_STEALCOIN: // スティ?ルコイン
- if(sd) {
- if(pc_steal_coin(sd,bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
- }
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case MG_STONECURSE: /* スト?ンカ?ス */
- {
- if (status_get_mode(bl)&MD_BOSS) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if(status_isimmune(bl) || !tsc)
- break;
- if (dstmd)
- mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
-
- if (tsc->data[SC_STONE].timer != -1) {
- status_change_end(bl,SC_STONE,-1);
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if (status_change_start(bl,SC_STONE,
- (skilllv*4+20),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else if(sd) {
- clif_skill_fail(sd,skillid,0,0);
- // Level 6-10 doesn't consume a red gem if it fails [celest]
- if (skilllv > 5) break;
- }
- if (sd) {
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
- break; //Do not delete the gemstone.
- if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
- pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
- }
- }
- break;
- case NV_FIRSTAID: /* ?急手? */
- clif_skill_nodamage(src,bl,skillid,5,1);
- battle_heal(NULL,bl,5,0,0);
- break;
- case AL_CURE: /* キュア? */
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- status_change_end(bl, SC_SILENCE , -1 );
- status_change_end(bl, SC_BLIND , -1 );
- status_change_end(bl, SC_CONFUSION, -1 );
- if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
- status_change_start(bl, SC_CONFUSION,100,1,0,0,0,6000,0);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case TF_DETOXIFY: /* 解毒 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- status_change_end(bl, SC_POISON , -1 );
- status_change_end(bl, SC_DPOISON , -1 );
- break;
- case PR_STRECOVERY: /* リカバリ? */
- if(status_isimmune(bl)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- status_change_end(bl, SC_FREEZE , -1 );
- status_change_end(bl, SC_STONE , -1 );
- status_change_end(bl, SC_SLEEP , -1 );
- status_change_end(bl, SC_STUN , -1 );
- //Is this equation really right? It looks so... special.
- if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
- status_change_start(bl, SC_BLIND,
- (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
- 1,0,0,0,
- 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd){
- dstmd->attacked_id=0;
- dstmd->target_id=0;
- dstmd->state.targettype = NONE_ATTACKABLE;
- dstmd->state.skillstate=MSS_IDLE;
- dstmd->next_walktime=tick+rand()%3000+3000;
- }
- break;
- case WZ_ESTIMATION: /* モンスタ??﨣� */
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_skill_estimation((struct map_session_data *)src,bl);
- }
- break;
- case BS_REPAIRWEAPON: /* �?器?C�? */
- if(sd && dstsd)
- clif_item_repair_list(sd,dstsd);
- break;
- case MC_IDENTIFY: /* アイテム鑑定 */
- if(sd)
- clif_item_identify_list(sd);
- break;
- // Weapon Refining [Celest]
- case WS_WEAPONREFINE:
- if(sd)
- clif_item_refine_list(sd);
- break;
- case MC_VENDING: /* 露店開?ン */
- if(sd)
- { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
- if ( pc_can_give_items(pc_isGM(sd)) )
- clif_skill_fail(sd,skillid,0,0);
- else
- clif_openvendingreq(sd,2+sd->skilllv);
- }
- break;
- case AL_TELEPORT: /* テレポ?ト */
- if(sd) {
- if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
- clif_skill_teleportmessage(sd,0);
- break;
- }
- if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
- clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(skilllv == 1) {
- // possibility to skip menu [LuzZza]
- if(!battle_config.skip_teleport_lv1_menu &&
- sd->skillid == AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
- clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
- else
- pc_randomwarp(sd,3);
- } else {
- if (sd->skillid == AL_TELEPORT)
- clif_skill_warppoint(sd,skillid,skilllv,"Random",
- mapindex_id2name(sd->status.save_point.map),"","");
- else //Autocasted Teleport level 2??
- pc_setpos(sd,sd->status.save_point.map,
- sd->status.save_point.x,sd->status.save_point.y,3);
- }
- } else if(dstmd && !map[bl->m].flag.monster_noteleport)
- mob_warp(dstmd,-1,-1,-1,3);
- break;
- case AL_HOLYWATER: /* アクアベネディクタ */
- if(sd) {
- if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
-
- case TF_PICKSTONE:
- if(sd) {
- int eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
- item_tmp.nameid = 7049;
- item_tmp.identify = 1;
- tbl.id = 0;
- clif_takeitem(&sd->bl,&tbl);
- eflag = pc_additem(sd,&item_tmp,1);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- break;
- case ASC_CDP:
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
- }
- break;
- case RG_STRIPWEAPON: /* ストリップウェポン */
- case RG_STRIPSHIELD: /* ストリップシ?[ルド */
- case RG_STRIPARMOR: /* ストリップア?[マ?[ */
- case RG_STRIPHELM: /* ストリップヘルム */
- case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
- {
- int strip_fix, equip = 0;
- int sclist[4] = {0,0,0,0};
- if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
- equip |= EQP_WEAPON;
- if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
- equip |= EQP_SHIELD;
- if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
- equip |= EQP_ARMOR;
- if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
- equip |= EQP_HELM;
- strip_fix = status_get_dex(src) - status_get_dex(bl);
- if(strip_fix < 0)
- strip_fix=0;
- if (rand()%100 >= 5+2*skilllv+strip_fix/5)
- {
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (dstsd) {
- for (i=0;i<11;i++) {
- if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
- if (equip &EQP_WEAPON && (i == 9 || (i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 4)) && !(dstsd->unstripable_equip &EQP_WEAPON) && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)) {
- sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
- pc_unequipitem(dstsd,dstsd->equip_index[i],3);
- } else if (equip &EQP_SHIELD && i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 5 && !(dstsd->unstripable_equip &EQP_SHIELD) && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)) {
- 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
- pc_unequipitem(dstsd,dstsd->equip_index[i],3);
- } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
- sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
- pc_unequipitem(dstsd,dstsd->equip_index[i],3);
- } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
- sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
- pc_unequipitem(dstsd,dstsd->equip_index[i],3);
- }
- }
- }
- } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
- if (equip &EQP_WEAPON)
- sclist[0] = SC_STRIPWEAPON;
- if (equip &EQP_SHIELD)
- sclist[1] = SC_STRIPSHIELD;
- if (equip &EQP_ARMOR)
- sclist[2] = SC_STRIPARMOR;
- if (equip &EQP_HELM)
- sclist[3] = SC_STRIPHELM;
- }
- for (i=0;i<4;i++) {
- if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
- status_change_start(bl,sclist[i],100,skilllv,0,0,0,skill_get_time(skillid,skilllv)+strip_fix/2,0);
- }
- break;
- }
- /* PotionPitcher */
- case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
- {
- struct block_list tbl;
- int i,x,hp = 0,sp = 0,bonus=100;
- if(sd) {
- x = skilllv%11 - 1;
- i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
- if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
- if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- }
- potion_flag = 1;
- potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
- potion_target = bl->id;
- run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
- pc_delitem(sd,i,skill_db[skillid].amount[x],0);
- potion_flag = potion_target = 0;
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
- bonus += sd->status.base_level;
- if(potion_per_hp > 0 || potion_per_sp > 0) {
- hp = status_get_max_hp(bl) * potion_per_hp / 100;
- hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- if(dstsd) {
- sp = dstsd->status.max_sp * potion_per_sp / 100;
- sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- }
- }
- else {
- if(potion_hp > 0) {
- hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
- if(dstsd)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- if(potion_sp > 0) {
- sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
- sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
- if(dstsd)
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
- }
- }
- }
- else {
- hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
- hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
- if(dstsd)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
- }
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
- clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
- battle_heal(src,bl,hp,sp,0);
- }
- break;
- case AM_CP_WEAPON:
- case AM_CP_SHIELD:
- case AM_CP_ARMOR:
- case AM_CP_HELM:
- {
- int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
- if(tsc && tsc->data[scid].timer != -1)
- status_change_end(bl, scid, -1 );
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- }
- break;
- case AM_TWILIGHT1:
- if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- //Prepare 200 White Potions.
- if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case AM_TWILIGHT2:
- if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- //Prepare 200 Slim White Potions.
- if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case AM_TWILIGHT3:
- if (sd) {
- //check if you can produce all three, if not, then fail:
- if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
- || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
- || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
- ) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
- skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
- skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
- }
- break;
- case SA_DISPELL: /* ディスペル */
- {
- int i;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- i = status_get_sc_def_mdef(bl);
- if (i >= 10000 ||
- tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
- //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
- rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
- {
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if(status_isimmune(bl) || !tsc->count)
- break;
- for(i=0;i<SC_MAX;i++){
- if (tsc->data[i].timer == -1)
- continue;
- if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
- || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
- || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
- || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_STEELBODY || i==SC_EDP
- || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
- )
- continue;
- if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
- status_change_end(bl,i,-1);
- }
- }
- break;
- case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
- break;
- case TK_HIGHJUMP:
- {
- int x,y, dir = status_get_dir(src);
- if (md && !mob_can_move(md))
- return 0;
- x = src->x + dirx[dir]*skilllv*2;
- y = src->y + diry[dir]*skilllv*2;
- clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
- if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
- if (sd) pc_movepos(sd,x,y,0);
- if (md) mob_warp(md, src->m, x, y, 0);
- clif_slide(src,x,y);
- }
- }
- break;
- case SA_CASTCANCEL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_castcancel(src,1);
- if(sd) {
- int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
- sp = sp * (90 - (skilllv-1)*20) / 100;
- if(sp < 0) sp = 0;
- pc_heal(sd,0,-sp);
- }
- break;
- case SA_SPELLBREAKER: // スペルブレイカ?
- {
- int sp;
- if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
- if(dstsd) {
- sp = skill_get_sp(skillid,skilllv);
- sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
- if(sp > 0x7fff) sp = 0x7fff;
- else if(sp < 1) sp = 1;
- if(dstsd->status.sp + sp > dstsd->status.max_sp) {
- sp = dstsd->status.max_sp - dstsd->status.sp;
- dstsd->status.sp = dstsd->status.max_sp;
- }
- else
- dstsd->status.sp += sp;
- clif_heal(dstsd->fd,SP_SP,sp);
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
- if(sd) {
- sp = sd->status.max_sp/5;
- if(sp < 1) sp = 1;
- pc_heal(sd,0,-sp);
- }
- }
- else {
- int bl_skillid=0,bl_skilllv=0,hp = 0;
- if(bl->type == BL_PC) {
- if(dstsd && dstsd->skilltimer != -1) {
- bl_skillid = dstsd->skillid;
- bl_skilllv = dstsd->skilllv;
- if (map_flag_vs(bl->m))
- hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
- }
- }
- else if(bl->type == BL_MOB) {
- if(dstmd && dstmd->skilltimer != -1) {
- if (status_get_mode(bl) & MD_BOSS)
- { //Only 10% success chance against bosses. [Skotlex]
- if (rand()%100 < 90)
- {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- } else
- hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
- bl_skillid = dstmd->skillid;
- bl_skilllv = dstmd->skilllv;
- }
- }
- if(bl_skillid > 0 /*&& bl_skillid != PA_PRESSURE && skill_db[bl_skillid].skill_type == BF_MAGIC*/) { //Reports indicate Spell Break cancels any type of skill, except Pressure. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_castcancel(bl,0);
- sp = skill_get_sp(bl_skillid,bl_skilllv);
- if(dstsd)
- pc_heal(dstsd,-hp,-sp);
- if(sd) {
- sp = sp*(25*(skilllv-1))/100;
- if(skilllv > 1 && sp < 1) sp = 1;
- if(sp > 0x7fff) sp = 0x7fff;
- else if(sp < 1) sp = 1;
- if(sd->status.sp + sp > sd->status.max_sp) {
- sp = sd->status.max_sp - sd->status.sp;
- sd->status.sp = sd->status.max_sp;
- }
- else
- sd->status.sp += sp;
- if (hp && skilllv > 5)
- { //Recover half damaged HP at levels 6-10 [Skotlex]
- hp /=2;
- if(sd->status.hp + hp > sd->status.max_hp) {
- hp = sd->status.max_hp - sd->status.hp;
- sd->status.hp = sd->status.max_hp;
- }
- else
- sd->status.hp += hp;
- clif_heal(sd->fd,SP_HP,hp);
- }
- clif_heal(sd->fd,SP_SP,sp);
- }
- }
- else if(sd)
- clif_skill_fail(sd,skillid,0,0);
- }
- }
- break;
- case SA_MAGICROD:
- status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case SA_AUTOSPELL: /* オ?トスペル */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- clif_autospell(sd,skilllv);
- else {
- int maxlv=1,spellid=0;
- static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skilllv >= 10) {
- spellid = MG_FROSTDIVER;
- // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
- // maxlv = 10;
- // else
- maxlv = skilllv - 9;
- }
- else if(skilllv >=8) {
- spellid = MG_FIREBALL;
- maxlv = skilllv - 7;
- }
- else if(skilllv >=5) {
- spellid = MG_SOULSTRIKE;
- maxlv = skilllv - 4;
- }
- else if(skilllv >=2) {
- int i = rand()%3;
- spellid = spellarray[i];
- maxlv = skilllv - 1;
- }
- else if(skilllv > 0) {
- spellid = MG_NAPALMBEAT;
- maxlv = 3;
- }
- if(spellid > 0)
- status_change_start(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skilllv),0);
- }
- break;
- case BS_GREED:
- if(sd){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_greed,bl,
- skill_get_splash(skillid, skilllv),BL_ITEM,bl);
- }
- break;
- case SA_ELEMENTWATER:
- case SA_ELEMENTFIRE:
- case SA_ELEMENTGROUND:
- case SA_ELEMENTWIND:
- if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- dstmd->def_ele = skill_get_pl(skillid);
- dstmd->def_ele += (1+rand()%4)*20;
- }
- break;
- /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
- case NPC_ATTRICHANGE:
- case NPC_CHANGEWATER:
- case NPC_CHANGEGROUND:
- case NPC_CHANGEFIRE:
- case NPC_CHANGEWIND:
- /* 毒?A?ケ?A念?A闇 */
- case NPC_CHANGEPOISON:
- case NPC_CHANGEHOLY:
- case NPC_CHANGEDARKNESS:
- case NPC_CHANGETELEKINESIS:
- case NPC_CHANGEUNDEAD:
- if(md){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- md->def_ele = skill_get_pl(skillid);
- if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
- md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
- md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
- }
- break;
- case NPC_PROVOCATION:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(md)
- clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
- break;
- case NPC_HALLUCINATION:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case NPC_KEEPING:
- case NPC_BARRIER:
- {
- int skill_time = skill_get_time(skillid,skilllv);
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_time,0));
- if (md)
- mob_changestate(md,MS_DELAY,skill_time);
- else if (sd)
- sd->attackabletime = sd->canmove_tick = tick + skill_time;
- }
- break;
- case NPC_REBIRTH:
- //New rebirth System uses Kaizel lv1. [Skotlex]
- status_change_start(bl,type,100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
- break;
- case NPC_DARKBLESSING:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,
- (50+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
- break;
- case NPC_LICK:
- if (dstsd) {
- if (dstsd->special_state.no_weapon_damage ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- pc_heal(dstsd,0,-100);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,
- (skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
- break;
- case NPC_SUICIDE: /* 自決 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
- break;
- case NPC_SUMMONSLAVE: /* 手下?「喚 */
- case NPC_SUMMONMONSTER: /* MOB?「喚 */
- if(md)
- mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
- break;
- case NPC_CALLSLAVE: //取り巻き呼び戻し
- mob_warpslave(src,AREA_SIZE/2);
- break;
- case NPC_RANDOMMOVE:
- if (md) {
- md->next_walktime = tick - 1;
- mob_randomwalk(md,tick);
- }
- break;
-
- case NPC_SPEEDUP:
- {
- // or does it increase casting rate? just a guess xD
- int i = SC_ASPDPOTION0 + skilllv - 1;
- if (i > SC_ASPDPOTION3)
- i = SC_ASPDPOTION3;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,i,100,skilllv,0,0,0,skilllv * 60000,0));
- }
- break;
- case NPC_REVENGE:
- // not really needed... but adding here anyway ^^
- if (md && md->master_id > 0) {
- struct block_list *mbl, *tbl;
- if ((mbl = map_id2bl(md->master_id)) == NULL ||
- (tbl = battle_gettargeted(mbl)) == NULL)
- break;
- md->state.provoke_flag = tbl->id;
- mob_target(md, tbl, md->db->range);
- }
- break;
- case NPC_RUN: //後退
- if(md) {
- int dist = skilllv; //Run skillv tiles.
- int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
- int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
- md->attacked_id = 0;
- md->attacked_count = 0;
- md->target_id = 0;
- md->state.targettype = NONE_ATTACKABLE;
- md->state.skillstate = MSS_IDLE;
- mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
- }
- break;
- case NPC_TRANSFORMATION:
- case NPC_METAMORPHOSIS:
- if(md) {
- if (skilllv > 1)
- { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
- mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
- mob_delete(md);
- }
- else
- { //Transform into another class.
- int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
- if (class_) mob_class_change(md, class_);
- }
- }
- break;
- case NPC_EMOTION_ON:
- case NPC_EMOTION:
- if(md)
- {
- clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
- if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
- { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
- //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
- //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
- int mode, mode2;
- mode = status_get_mode(src);
- mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
- if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
- if (skillid == NPC_EMOTION_ON) //Add a mode
- mode2|= md->db->skill[md->skillidx].val[2];
- else //Remove a mode
- mode2&= ~(md->db->skill[md->skillidx].val[2]);
- }
- if (mode == mode2)
- break; //No change
- md->mode = mode2;
- if (md->mode == md->db->mode)
- md->mode = 0; //Fallback to the db's mode.
- //Since mode changed, reset their state.
- mob_stopattack(md);
- mob_stop_walking(md,0);
- }
- }
- break;
- case NPC_DEFENDER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case NPC_POWERUP:
- // +20% attack per skill level? It's a guess... [Skotlex]
- status_change_start(bl,SC_INCATKRATE,100,40*skilllv,0,0,0,skilllv * 60000,0);
- // another random guess xP
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SC_INCALLSTATUS,100,
- skilllv * 5,0,0,0,skilllv * 60000,0));
- break;
- case NPC_AGIUP:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SC_INCAGI,100,
- skilllv * 10,0,0,0,skilllv * 60000,0));
- break;
- case NPC_SIEGEMODE:
- case NPC_INVISIBLE:
- // not sure what it does
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case WE_MALE: /* 君だけは護るよ */
- if(sd && dstsd){
- int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
- 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]
- gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
- clif_skill_nodamage(src,bl,skillid,gain_hp,1);
- }
- break;
- case WE_FEMALE: /* あなたの?に??オになります */
- if(sd && dstsd){
- int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
- 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]
- gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
- clif_skill_nodamage(src,bl,skillid,gain_sp,1);
- }
- break;
- case WE_CALLPARTNER: /* あなたに?いたい */
- if(sd){
- if((dstsd = pc_get_partner(sd)) == NULL){
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
- clif_skill_teleportmessage(sd,1);
- map_freeblock_unlock();
- return 0;
- }
- skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
- pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
- }
- break;
- // parent-baby skills
- case WE_BABY:
- if(sd){
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
- // if neither was found
- if(!f_sd && !m_sd){
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- if (f_sd) status_change_start(&f_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- if (m_sd) status_change_start(&m_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- }
- break;
- case WE_CALLPARENT:
- if(sd){
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
- // if neither was found
- if(!f_sd && !m_sd){
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto)
- {
- clif_skill_teleportmessage(sd,1);
- map_freeblock_unlock();
- return 0;
- }
- if((!f_sd && m_sd && map[m_sd->bl.m].flag.nowarp) ||
- (!m_sd && f_sd && map[f_sd->bl.m].flag.nowarp))
- { //Case where neither one can be warped.
- clif_skill_teleportmessage(sd,1);
- map_freeblock_unlock();
- return 0;
- }
- //Warp those that can be warped.
- if (f_sd && !map[f_sd->bl.m].flag.nowarp)
- pc_setpos(f_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
- if (m_sd && !map[m_sd->bl.m].flag.nowarp)
- pc_setpos(m_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
- }
- break;
- case WE_CALLBABY:
- if(sd && dstsd)
- {
- if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
- clif_skill_teleportmessage(sd,1);
- map_freeblock_unlock();
- return 0;
- }
- pc_setpos(dstsd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
- }
- break;
- case PF_HPCONVERSION: /* ライフ置き換え */
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- if (sd) {
- int hp, sp;
- hp = sd->status.max_hp / 10; //基本はHPの10%
- sp = hp * 10 * skilllv / 100;
- if (sd->status.sp + sp > sd->status.max_sp)
- sp = sd->status.max_sp - sd->status.sp;
- // we need to check with the sp that was taken away when casting too
- if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
- hp = sp = 0;
- pc_heal(sd, -hp, sp);
- clif_heal(sd->fd, SP_SP, sp);
- clif_updatestatus(sd, SP_SP);
- }
- break;
- case HT_REMOVETRAP: /* リム?ブトラップ */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- struct item item_tmp;
- int flag;
- if((bl->type==BL_SKILL) &&
- (su=(struct skill_unit *)bl) &&
- (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
- (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
- {
- if(sd && su->group->val3 != BD_INTOABYSS)
- { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
- if(battle_config.skill_removetrap_type){
- for(i=0;i<10;i++) {
- if(skill_db[su->group->skill_id].itemid[i] > 0){
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
- item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
- clif_additem(sd,0,0,flag);
- 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);
- }
- }
- }
- }else{
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = 1065;
- item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- }
- if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
- struct block_list *target=map_id2bl(su->group->val2);
- if(target && (target->type == BL_PC || target->type == BL_MOB))
- status_change_end(target,SC_ANKLE,-1);
- }
- skill_delunit(su);
- }
- }
- break;
- case HT_SPRINGTRAP: /* スプリングトラップ */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
- switch(su->group->unit_id){
- case UNT_ANKLESNARE: // ankle snare
- if (su->group->val2 != 0)
- // if it is already trapping something don't spring it,
- // remove trap should be used instead
- break;
- // otherwise fallthrough to below
- case UNT_BLASTMINE:
- case UNT_SKIDTRAP:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- su->group->unit_id = UNT_USED_TRAPS;
- clif_changelook(bl,LOOK_BASE,su->group->unit_id);
- su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
- su->limit=DIFF_TICK(tick+1500,su->group->tick);
- }
- }
- }
- break;
- case BD_ENCORE: /* アンコ?ル */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
- break;
- case AS_SPLASHER: /* ベナムスプラッシャ? */
- if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0));
- break;
- case PF_MINDBREAKER: /* プ�?ボック */
- {
- /* MVPmobと不死には?かない */
- 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
- {
- map_freeblock_unlock();
- return 1;
- }
-
- //Has a 55% + skilllv*5% success chance.
- if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,55 +5*skilllv,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
- {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
- skill_castcancel(bl,0);
- if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
- && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
- skill_castcancel(bl,0);
- if(tsc && tsc->count){
- if(tsc->data[SC_FREEZE].timer!=-1)
- status_change_end(bl,SC_FREEZE,-1);
- if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
- status_change_end(bl,SC_STONE,-1);
- if(tsc->data[SC_SLEEP].timer!=-1)
- status_change_end(bl,SC_SLEEP,-1);
- }
- if(dstmd)
- mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
- }
- break;
- case PF_SOULCHANGE:
- {
- int sp1 = 0, sp2 = 0;
- if (sd) {
- if (dstsd) {
- sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
- sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
- sd->status.sp = sp2;
- dstsd->status.sp = sp1;
- clif_heal(sd->fd,SP_SP,sp2);
- clif_updatestatus(sd,SP_SP);
- clif_heal(dstsd->fd,SP_SP,sp1);
- clif_updatestatus(dstsd,SP_SP);
- } else if (dstmd) {
- if (dstmd->state.soul_change_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- sp2 = sd->status.max_sp * 3 /100;
- if (sd->status.sp + sp2 > sd->status.max_sp)
- sp2 = sd->status.max_sp - sd->status.sp;
- sd->status.sp += sp2;
- clif_heal(sd->fd,SP_SP,sp2);
- clif_updatestatus(sd,SP_SP);
- dstmd->state.soul_change_flag = 1;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- // Slim Pitcher
- case CR_SLIMPITCHER:
- {
- if (sd && flag&1) {
- struct block_list tbl;
- int hp = potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
- hp = hp * (100 + (status_get_vit(bl)<<1))/100;
- if (dstsd) {
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
- }
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
- battle_heal(NULL,bl,hp,0,0);
- }
- }
- break;
- // Full Chemical Protection
- case CR_FULLPROTECTION:
- {
- int i, skilltime;
- skilltime = skill_get_time(skillid,skilllv);
- if (!tsc) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- for (i=0; i<4; i++) {
- if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
- status_change_end(bl, SC_STRIPWEAPON + i, -1 );
- status_change_start(bl,SC_CP_WEAPON + i,100,skilllv,0,0,0,skilltime,0 );
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case PF_DOUBLECASTING:
- if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,
- 30+ 10*skilllv,skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- case CG_LONGINGFREEDOM:
- {
- if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
- && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- }
- }
- break;
- case CG_TAROTCARD:
- {
- int eff, count = -1;
- if (rand() % 100 > skilllv * 8) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- do {
- eff = rand() % 14;
- clif_specialeffect(bl, 523 + eff, 0);
- switch (eff)
- {
- case 0: // heals SP to 0
- if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
- break;
- case 1: // matk halved
- status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
- break;
- case 2: // all buffs removed
- status_change_clear_buffs(bl);
- break;
- case 3: // 1000 damage, random armor destroyed
- {
- int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
- battle_damage(src, bl, 1000, 0);
- clif_damage(src,bl,tick,0,0,1000,0,0,0);
- skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
- }
- break;
- case 4: // atk halved
- status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
- break;
- case 5: // 2000HP heal, random teleported
- battle_heal(src, src, 2000, 0, 0);
- if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
- else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
- break;
- case 6: // random 2 other effects
- if (count == -1)
- count = 3;
- else
- count++; //Should not retrigger this one.
- break;
- case 7: // stop freeze or stoned
- {
- int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
- status_change_start(bl,sc[rand()%3],100,skilllv,0,0,0,30000,0);
- }
- break;
- case 8: // curse coma and poison
- status_change_start(bl,SC_COMA,100,skilllv,0,0,0,30000,0);
- status_change_start(bl,SC_CURSE,100,skilllv,0,0,0,30000,0);
- status_change_start(bl,SC_POISON,100,skilllv,0,0,0,30000,0);
- break;
- case 9: // chaos
- status_change_start(bl,SC_CONFUSION,100,skilllv,0,0,0,30000,0);
- break;
- case 10: // 6666 damage, atk matk halved, cursed
- battle_damage(src, bl, 6666, 0);
- clif_damage(src,bl,tick,0,0,6666,0,0,0);
- status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
- status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
- status_change_start(bl,SC_CURSE,skilllv,100,0,0,0,30000,0);
- break;
- case 11: // 4444 damage
- battle_damage(src, bl, 4444, 0);
- clif_damage(src,bl,tick,0,0,4444,0,0,0);
- break;
- case 12: // stun
- status_change_start(bl,SC_STUN,100,skilllv,0,0,0,5000,0);
- break;
- case 13: // atk,matk,hit,flee,def reduced
- status_change_start(bl,SC_INCATKRATE,100,-20,0,0,0,30000,0);
- status_change_start(bl,SC_INCMATKRATE,100,-20,0,0,0,30000,0);
- status_change_start(bl,SC_INCHITRATE,100,-20,0,0,0,30000,0);
- status_change_start(bl,SC_INCFLEERATE,100,-20,0,0,0,30000,0);
- status_change_start(bl,SC_INCDEFRATE,100,-20,0,0,0,30000,0);
- break;
- default:
- break;
- }
- } while ((--count) > 0);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
- case SL_ALCHEMIST:
- case SL_ASSASIN:
- case SL_BARDDANCER:
- case SL_BLACKSMITH:
- case SL_CRUSADER:
- case SL_HUNTER:
- case SL_KNIGHT:
- case SL_MONK:
- case SL_PRIEST:
- case SL_ROGUE:
- case SL_SAGE:
- case SL_SOULLINKER:
- case SL_STAR:
- case SL_SUPERNOVICE:
- case SL_WIZARD:
- if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,SC_SPIRIT,100,
- skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
- status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case SL_HIGH:
- if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
- status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case SL_SKA: // [marquis007]
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if (sd && status_get_mode(bl)&MD_BOSS)
- clif_skill_fail(sd,skillid,0,0);
- else
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- }
- break;
- case SL_SWOO:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
- break;
- case SL_SKE:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- status_change_start(bl,type,100,
- skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
- status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
- break;
-
- // New guild skills [Celest]
- case GD_BATTLEORDER:
- {
- struct guild *g = NULL;
- // Only usable during WoE
- if (!agit_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(flag&1) {
- if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- status_change_start(&dstsd->bl,SC_BATTLEORDERS,100,skilllv,0,0,0,0,0 );
- }
- }
- else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
- strcmp(sd->status.name,g->master)==0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- }
- break;
- case GD_REGENERATION:
- {
- struct guild *g = NULL;
- // Only usable during WoE
- if (!agit_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(flag&1) {
- if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- status_change_start(&dstsd->bl,SC_REGENERATION,100,skilllv,0,0,0,0,0 );
- }
- }
- else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
- strcmp(sd->status.name,g->master)==0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- }
- break;
- case GD_RESTORE:
- {
- struct guild *g = NULL;
- // Only usable during WoE
- if (!agit_flag) {
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- if(flag&1) {
- if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
- int hp, sp;
- hp = dstsd->status.max_hp*9/10;
- sp = dstsd->status.max_sp*9/10;
- sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
- clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
- battle_heal(NULL,bl,hp,sp,0);
- }
- }
- else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
- strcmp(sd->status.name,g->master)==0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- }
- break;
- case GD_EMERGENCYCALL:
- {
- int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
- int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
- int j = 0;
- struct guild *g = NULL;
- if (!sd || !sd->state.gmaster_flag)
- break;
- //Reports say this particular skill is usable anywhere! o.o [Skotlex]
- //And now people say that's not true... MEH. Will they EVER make up their mind?
- if (/*map[sd->bl.m].flag.nowarpto &&*/ !map_flag_gvg(sd->bl.m))
- { //if not allowed to warp to the map (castles are always allowed)
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- // i don't know if it actually summons in a circle, but oh well. ;P
- g = sd->state.gmaster_flag;
- for(i = 0; i < g->max_member; i++, j++) {
- if (j>8) j=0;
- if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
- if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
- continue;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
- dx[j] = dy[j] = 0;
- pc_setpos(dstsd, sd->mapindex, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
- }
- }
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
- case SG_FEEL:
- if (sd) {
- if(!sd->feel_map[skilllv-1].index) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_parse_ReqFeel(sd->fd,sd, skilllv);
- }
- else
- clif_feel_info(sd, skilllv-1);
- }
- break;
- case SG_HATE:
- if (sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstsd) //PC
- {
- sd->hate_mob[skilllv-1] = dstsd->status.class_;
- pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
- clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
- }
- else if(dstmd) // mob
- {
- switch(skilllv)
- {
- case 1:
- if (status_get_size(bl)==0)
- {
- sd->hate_mob[0] = dstmd->class_;
- pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
- clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
- } else clif_skill_fail(sd,skillid,0,0);
- break;
- case 2:
- if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
- {
- sd->hate_mob[1] = dstmd->class_;
- pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
- clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
- } else clif_skill_fail(sd,skillid,0,0);
- break;
- case 3:
- if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
- {
- sd->hate_mob[2] = dstmd->class_;
- pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
- clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
- } else clif_skill_fail(sd,skillid,0,0);
- break;
- default:
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- }
- break;
- default:
- ShowWarning("Unknown skill used:%d\n",skillid);
- map_freeblock_unlock();
- return 1;
- }
- map_freeblock_unlock();
- return 0;
- }
- /*==========================================
- * スキル使用?i詠?・完了?AID指定?j
- *------------------------------------------
- */
- int skill_castend_id( int tid, unsigned int tick, int id,int data )
- {
- struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
- struct block_list *bl;
- int delay,inf2;
- nullpo_retr(0, sd);
- //Code cleanup.
- #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; sd->skilltarget = 0; }
- if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
- { /* タイマIDの確認 */
- ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
- sd->skilltimer = -1;
- return 0;
- }
- if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
- { //Finished casting between maps, or the skill has failed after starting casting{
- sd->skilltimer = -1;
- skill_failed(sd);
- return 0;
- }
- if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
- status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
- if(sd->skillid != SA_CASTCANCEL)
- sd->skilltimer=-1;
- if((bl=map_id2bl(sd->skilltarget))==NULL ||
- bl->prev==NULL || sd->bl.m != bl->m) {
- skill_failed(sd);
- return 0;
- }
-
- if(sd->skillid == RG_BACKSTAP) {
- int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
- if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
- clif_skill_fail(sd,sd->skillid,0,0);
- skill_failed(sd);
- return 0;
- }
- }
- if (sd->skillid == PR_LEXDIVINA)
- {
- struct status_change *sc = status_get_sc(bl);
- if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
- (!sc || sc->data[SC_SILENCE].timer == -1)) //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
- {
- clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
- skill_failed(sd);
- return 0;
- }
- } else {
- inf2 = skill_get_inf(sd->skillid);
- if((inf2&INF_ATTACK_SKILL ||
- (inf2&INF_SELF_SKILL && sd->bl.id != bl->id && !(skill_get_nk(sd->skillid)&NK_NO_DAMAGE))) //Self skills that cause damage (EF, Combo Skills, etc)
- && battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
- ) {
- skill_failed(sd);
- return 0;
- }
- }
- if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
- { //Avoid doing double checks for instant-cast skills.
- if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
- clif_skill_fail(sd,sd->skillid,0,0);
- skill_failed(sd);
- return 0;
- }
- inf2 = skill_get_inf2(sd->skillid);
- if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
- int fail_flag = 1;
- if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
- fail_flag = 0;
- else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
- fail_flag = 0;
-
- if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
- //Soul Change overrides this restriction during pvp/gvg [Skotlex]
- fail_flag = 0;
-
- if(fail_flag) {
- clif_skill_fail(sd,sd->skillid,0,0);
- skill_failed(sd);
- return 0;
- }
- }
- if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
- {
- clif_skill_fail(sd,sd->skillid,0,0);
- if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill_check_condition(sd,1);
-
- skill_failed(sd);
- return 0;
- }
- if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
- skill_failed(sd);
- return 0;
- }
- if(battle_config.pc_skill_log)
- ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
- pc_stop_walking(sd,0);
- if (sd->skillid == SA_MAGICROD)
- delay = 0;
- else
- delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
-
- sd->canact_tick = tick + delay;
- if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
- sd->canmove_tick = tick + delay;
- if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
- skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
- else
- skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
- if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
- status_change_end(&sd->bl,SC_MAGICPOWER,-1);
- //Clean this up for future references to battle_getcurrentskill. [Skotlex]
- if (sd->skilltimer == -1) {
- sd->skillid = sd->skilllv = -1;
- sd->skilltarget = 0;
- }
- return 0;
- #undef skill_failed
- }
- /*---------------------------------------------------------------------------- */
- /*==========================================
- * スキル使用?i詠?・完了?A?�?且w定?j
- *------------------------------------------
- */
- int skill_castend_pos( int tid, unsigned int tick, int id,int data )
- {
- struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
- int delay,maxcount;
- nullpo_retr(0, sd);
- //Code cleanup.
- #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
- if( sd->skilltimer != tid )
- { /* タイマIDの確認 */
- ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
- sd->skilltimer = -1;
- return 0;
- }
- if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
- status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
- sd->skilltimer=-1;
- if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
- { // skill has failed after starting casting
- return 0;
- }
- if (!battle_config.pc_skill_reiteration &&
- skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
- skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- skill_failed(sd);
- return 0;
- }
- if (battle_config.pc_skill_nofootset &&
- skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
- skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- skill_failed(sd);
- return 0;
- }
- if(battle_config.pc_land_skill_limit) {
- maxcount = skill_get_maxcount(sd->skillid);
- if(maxcount > 0) {
- int i,c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,sd->skillid,0,0);
- skill_failed(sd);
- return 0;
- }
- }
- }
- if(tid != -1)
- { //Avoid double checks on instant cast skills. [Skotlex]
- if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
- {
- skill_failed(sd);
- return 0;
- }
- if(!check_distance_blxy(&sd->bl, sd->skillx, sd->skilly, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range)) {
- clif_skill_fail(sd,sd->skillid,0,0);
- if(battle_config.skill_out_range_consume) //Consume items anyway.
- skill_check_condition(sd,1);
-
- skill_failed(sd);
- return 0;
- }
- }
- if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
- skill_failed(sd);
- return 0;
- }
- if(battle_config.pc_skill_log)
- ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
- pc_stop_walking(sd,0);
- delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
- sd->canact_tick = tick + delay;
- if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
- sd->canmove_tick = tick + delay;
- skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
- //Clean this up for future references to battle_getcurrentskill. [Skotlex]
- if (sd->skilltimer == -1) {
- sd->skillid = sd->skilllv = -1;
- }
- return 0;
- #undef skill_failed
- }
- /*==========================================
- * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
- *------------------------------------------
- */
- int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
- {
- struct map_session_data *sd=NULL;
- struct status_change *sc;
- int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- nullpo_retr(0, src);
- if(src->type==BL_PC)
- sd=(struct map_session_data *)src;
- sc = status_get_sc(src); //Needed for Magic Power checks.
- if (sc && !sc->count)
- sc = NULL; //Unneeded.
-
- if(skillid != WZ_METEOR &&
- skillid != AM_CANNIBALIZE &&
- skillid != AM_SPHEREMINE &&
- skillid != CR_CULTIVATION &&
- skillid != AC_SHOWER)
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- switch(skillid)
- {
- case PR_BENEDICTIO: /* ?ケ??~福 */
- skill_area_temp[1] = src->id;
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_PC,
- src, skillid, skilllv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
- case AC_SHOWER:
- { //One of the few skills that can attack traps.
- i = skill_get_splash(skillid, skilllv);
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- map_foreachinarea (skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR|BL_SKILL,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case BS_HAMMERFALL:
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea (skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
- skill_castend_nodamage_id);
- break;
- case HT_DETECTING: /* ディテクティング */
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea( status_change_timer_sub,
- src->m, x-i, y-i, x+i,y+i,BL_CHAR,
- src,status_get_sc(src),SC_SIGHT,tick);
- break;
- case MG_SAFETYWALL: /* セイフティウォ?ル */
- case MG_FIREWALL: /* ファイヤ?ウォ?ル */
- case MG_THUNDERSTORM: /* サンダ?スト?ム */
- case AL_PNEUMA: /* ニュ?マ */
- case WZ_ICEWALL: /* アイスウォ?ル */
- case WZ_FIREPILLAR: /* ファイアピラ? */
- case WZ_QUAGMIRE: /* クァグマイア */
- case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
- case WZ_STORMGUST: /* スト?ムガスト */
- case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
- case PR_SANCTUARY: /* サンクチュアリ */
- case PR_MAGNUS: /* マグヌスエクソシズム */
- case CR_GRANDCROSS: /* グランドク�?ス */
- case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
- case HT_SKIDTRAP: /* スキッドトラップ */
- case HT_LANDMINE: /* ランドマイン */
- case HT_ANKLESNARE: /* アンクルスネア */
- case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
- case HT_SANDMAN: /* サンドマン */
- case HT_FLASHER: /* フラッシャ? */
- case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
- case HT_BLASTMINE: /* ブラストマイン */
- case HT_CLAYMORETRAP: /* クレイモア?トラップ */
- case AS_VENOMDUST: /* ベノムダスト */
- case AM_DEMONSTRATION: /* デモンストレ?ション */
- case PF_FOGWALL: /* フォグウォ?ル */
- case PF_SPIDERWEB: /* スパイダ?ウェッブ */
- case HT_TALKIEBOX: /* ト?キ?ボックス */
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- skill_clear_unitgroup(src);
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- case RG_CLEANER: // [Valaris]
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
- break;
- case SA_VOLCANO: /* ボルケ?ノ */
- case SA_DELUGE: /* デリュ?ジ */
- case SA_VIOLENTGALE: /* バイオレントゲイル */
- case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- break;
- case WZ_METEOR: //�?テオスト?ム
- {
- int flag=0, area = skill_get_splash(skillid, skilllv);
- if (sc && sc->data[SC_MAGICPOWER].timer != -1)
- flag = flag|2; //Store the magic power flag for future use. [Skotlex]
- for(i=0;i<2+(skilllv>>1);i++) {
- int j=0;
- do {
-
- tmpx = x + (rand()%area - area/2);
- tmpy = y + (rand()%area - area/2);
- if(tmpx < 0)
- tmpx = 0;
- else if(tmpx >= map[src->m].xs)
- tmpx = map[src->m].xs - 1;
- if(tmpy < 0)
- tmpy = 0;
- else if(tmpy >= map[src->m].ys)
- tmpy = map[src->m].ys - 1;
- j++;
- } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
- if(j >= 100)
- continue;
- if(!(flag&1)){
- clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
- flag=flag|1;
- }
- if(i > 0)
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
- x1 = tmpx;
- y1 = tmpy;
- }
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
- }
- break;
- case AL_WARP: /* �??プポ?タル */
- if(sd) {
- clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
- (sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
- (sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
- (sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
- }
- break;
- case MO_BODYRELOCATION:
- if (sd) {
- pc_movepos(sd, x, y, 1);
- pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
- } else if (src->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)src;
- mob_warp(md, -1, x, y, 0);
- clif_spawnmob(md);
- }
- break;
- case AM_CANNIBALIZE: // バイオプラント
- if(sd) {
- int id;
- int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- struct mob_data *md;
- // Correct info, don't change any of this! [celest]
- id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
- if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
- md->master_id = sd->bl.id;
- // different levels of HP according to skill level
- md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
- md->max_hp = md->hp; //Update the max, too! [Skotlex]
- md->special_state.ai = 1;
- //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]
- md->mode = MD_CANATTACK|MD_AGGRESSIVE;
- md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
- }
- // 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
- // (attach name of player?)
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- }
- break;
- case AM_SPHEREMINE: // スフィア?マイン
- if(sd){
- int id;
- struct mob_data *md;
- id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
- if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
- md->master_id = sd->bl.id;
- md->hp = 2000 + skilllv * 400;
- md->max_hp = md->hp; //Update the max, too! [Skotlex]
- md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
- md->special_state.ai = 2;
- md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
- }
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- }
- break;
- // Slim Pitcher [Celest]
- case CR_SLIMPITCHER:
- {
- if (sd) {
- int i = skilllv%11 - 1;
- int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
- if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
- sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- potion_flag = 1;
- potion_hp = 0;
- run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
- pc_delitem(sd,j,skill_db[skillid].amount[i],0);
- potion_flag = 0;
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- if(potion_hp > 0) {
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_area_sub,
- src->m,x-i,y-i,x+i,y+i,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
- skill_castend_nodamage_id);
- }
- }
- }
- break;
- case HW_GANBANTEIN:
- if (rand()%100 < 80) {
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
- } else {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- break;
-
- case HW_GRAVITATION:
- {
- struct skill_unit_group *sg;
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
- status_change_start(src,SkillStatusChangeTable[skillid],100,
- skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv),0);
- }
- break;
- // Plant Cultivation [Celest]
- case CR_CULTIVATION:
- {
- if (sd) {
- int i = skilllv - 1;
- int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
- if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
- sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- pc_delitem(sd,j,skill_db[skillid].amount[i],0);
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- if (rand()%100 < 50)
- mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- }
- break;
- }
- if (sc && sc->data[SC_MAGICPOWER].timer != -1)
- status_change_end(&sd->bl,SC_MAGICPOWER,-1);
- return 0;
- }
- /*==========================================
- * スキル使用?i詠?・完了?Amap指定?j
- *------------------------------------------
- */
- int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
- {
- int x=0,y=0;
- nullpo_retr(0, sd);
- //Simplify skill_failed code.
- #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
- if( sd->bl.prev == NULL || pc_isdead(sd) )
- return 0;
- if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
- skill_failed(sd);
- return 0;
- }
- //スキルが使えない?態異?峵�
- if(sd->sc.count && (
- sd->sc.data[SC_SILENCE].timer!=-1 ||
- sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
- sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
- sd->sc.data[SC_STEELBODY].timer != -1 ||
- sd->sc.data[SC_DANCING].timer!=-1 ||
- sd->sc.data[SC_BERSERK].timer != -1 ||
- sd->sc.data[SC_MARIONETTE].timer != -1
- ))
- return 0;
- if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
- return 0;
- if (strlen(map) > MAP_NAME_LENGTH-1)
- { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
- if (battle_config.error_log)
- ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
- skill_failed(sd);
- return 0;
- }
- pc_stopattack(sd);
- if(battle_config.pc_skill_log)
- ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
- pc_stop_walking(sd,0);
- if(strcmp(map,"cancel")==0) {
- skill_failed(sd);
- return 0;
- }
-
- switch(skill_num){
- case AL_TELEPORT: /* テレポ?ト */
- if(strcmp(map,"Random")==0)
- pc_randomwarp(sd,3);
- else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
- pc_setpos(sd,sd->status.save_point.map,
- sd->status.save_point.x,sd->status.save_point.y,3);
- break;
- case AL_WARP: /* �??プポ?タル */
- {
- const struct point *p[4];
- struct skill_unit_group *group;
- int i, lv;
- int maxcount=0;
- unsigned short mapindex;
- mapindex = mapindex_name2id((char*)map);
- if(!mapindex) { //Given map not found?
- clif_skill_fail(sd,skill_num,0,0);
- skill_failed(sd);
- return 0;
- }
- p[0] = &sd->status.save_point;
- p[1] = &sd->status.memo_point[0];
- p[2] = &sd->status.memo_point[1];
- p[3] = &sd->status.memo_point[2];
- if((maxcount = skill_get_maxcount(skill_num)) > 0) {
- int c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,skill_num,0,0);
- skill_failed(sd);
- return 0;
- }
- }
- lv = sd->menuskill_lv;
- if(lv <= 0) return 0;
- for(i=0;i<lv;i++){
- if(mapindex == p[i]->map){
- x=p[i]->x;
- y=p[i]->y;
- break;
- }
- }
- if(x==0 || y==0) { /* 不?ウパケット?H */
- skill_failed(sd);
- return 0;
- }
- //FIXME: What about when you use another ground skill? skillx
- //and skilly are messed up already... [Skotlex]
- i = sd->skillid;
- lv = sd->skilllv;
- sd->skillid = sd->menuskill_id;
- sd->skilllv = sd->menuskill_lv;
- if(!skill_check_condition(sd,3)) //This checks versus skillid/skilllv...
- {
- sd->skillid = i;
- sd->skilllv = lv;
- skill_failed(sd);
- return 0;
- }
- sd->skillid = i;
- sd->skilllv = lv;
- lv = sd->menuskill_lv;
-
- if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,lv) > 0) {
- clif_skill_fail(sd,0,0,0);
- skill_failed(sd);
- return 0;
- }
- if((group=skill_unitsetting(&sd->bl,skill_num,lv,sd->skillx,sd->skilly,0))==NULL) {
- skill_failed(sd);
- return 0;
- }
- //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
- group->val3 = mapindex;
- // group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
- // memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
- group->val2=(x<<16)|y;
- }
- break;
- }
- sd->menuskill_id = sd->menuskill_lv = 0;
- return 0;
- #undef skill_failed
- }
- /*==========================================
- * Initializes and sets a ground skill.
- * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
- * flag&2 is used to determine if this skill was casted with Magic Power active.
- *------------------------------------------
- */
- struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
- {
- struct skill_unit_group *group;
- int i,limit,val1=0,val2=0,val3=0;
- int count=0;
- int target,interval,range,unit_flag;
- struct skill_unit_layout *layout;
- struct status_change *sc;
- int active_flag=1;
- nullpo_retr(0, src);
- limit = skill_get_time(skillid,skilllv);
- range = skill_get_unit_range(skillid);
- interval = skill_get_unit_interval(skillid);
- target = skill_get_unit_target(skillid);
- unit_flag = skill_get_unit_flag(skillid);
- layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
- sc= status_get_sc(src); // for traps, firewall and fogwall - celest
- if (sc && !sc->count)
- sc = NULL;
- switch(skillid){ /* ?ン定 */
- case MG_SAFETYWALL: /* セイフティウォ?ル */
- val2=skilllv+1;
- break;
- case MG_FIREWALL: /* ファイヤ?ウォ?ル */
- if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
- limit = limit*3/2;
- val2=4+skilllv;
- break;
- case AL_WARP: /* �??プポ?タル */
- val1=skilllv+6;
- if(!(flag&1))
- limit=2000;
- active_flag=0;
- break;
- case PR_SANCTUARY: /* サンクチュアリ */
- val1=(skilllv+3)*2;
- val2=(skilllv>6)?777:skilllv*100;
- break;
- case WZ_FIREPILLAR: /* ファイア?ピラ? */
- if((flag&1)!=0)
- limit=1000;
- val1=skilllv+2;
- break;
- case WZ_METEOR:
- if (skilllv > skill_get_max(skillid)) //?L範囲�?テオ
- range = 10;
- break;
- case WZ_VERMILION:
- if (skilllv > skill_get_max(skillid)) //?L範囲LOV
- range = 25;
- break;
- case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
- case AM_DEMONSTRATION:
- if (map_flag_vs(src->m) && battle_config.vs_traps_bctall)
- target = BCT_ALL;
- break;
- case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
- val1=skilllv*15+10;
- case HT_SANDMAN: /* サンドマン */
- case HT_CLAYMORETRAP: /* クレイモア?トラップ */
- case HT_SKIDTRAP: /* スキッドトラップ */
- case HT_LANDMINE: /* ランドマイン */
- case HT_ANKLESNARE: /* アンクルスネア */
- case HT_FLASHER: /* フラッシャ? */
- case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
- case HT_BLASTMINE: /* ブラストマイン */
- if (sc && sc->data[SC_INTOABYSS].timer != -1)
- val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
- if (map_flag_gvg(src->m))
- limit *= 4; // longer trap times in WOE [celest]
- if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
- && src->type != BL_MOB)
- //Change target to all with the exception of mob traps [Skotlex]
- target = BCT_ALL;
- break;
- case SA_LANDPROTECTOR: /* グランドク�?ス */
- {
- int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
- val1=skilllv*15+10;
- aoe_diameter=skilllv+skilllv%2+5;
- count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
- }
- //No break because we also have to check if we use gemstones. [Skotlex]
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- {
- struct skill_unit_group *old_sg;
- if ((old_sg = skill_locate_element_field(src)) != NULL)
- {
- if (old_sg->skill_id == skillid && old_sg->limit > 0)
- { //Use the previous limit (minus the elapsed time) [Skotlex]
- limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
- if (limit < 0) //This can happen...
- limit = skill_get_time(skillid,skilllv);
- }
- skill_clear_element_field(src);
- }
- break;
- }
- case BA_DISSONANCE:
- case DC_UGLYDANCE:
- val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
- break;
- case BA_WHISTLE:
- val1 = skilllv+(status_get_agi(src)/10); // Flee increase
- val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
- if(src->type == BL_PC){
- val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- }
- break;
- case DC_HUMMING:
- val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
- if(src->type == BL_PC)
- val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
- break;
- case BA_POEMBRAGI:
- val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
- val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
- if(src->type == BL_PC){
- val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- }
- break;
- case DC_DONTFORGETME:
- val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
- val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
- if(src->type == BL_PC){
- val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
- val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
- }
- break;
- case BA_APPLEIDUN:
- val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
- val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
- if(src->type == BL_PC){
- val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- }
- break;
- case DC_SERVICEFORYOU:
- val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
- val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
- if(src->type == BL_PC){
- val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
- val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
- }
- break;
- case BA_ASSASSINCROSS:
- val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
- if(src->type == BL_PC)
- val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
- break;
- case DC_FORTUNEKISS:
- val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
- if(src->type == BL_PC)
- val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
- break;
- case BD_LULLABY:
- val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
- break;
- case BD_DRUMBATTLEFIELD:
- val1 = (skilllv+1)*25; //Watk increase
- val2 = (skilllv+1)*2; //Def increase
- break;
- case BD_RINGNIBELUNGEN:
- val1 = (skilllv+2)*25; //Watk increase
- break;
- case BD_SIEGFRIED:
- val1 = 55 + skilllv*5; //Elemental Resistance
- val2 = skilllv*10; //Status ailment resistance
- break;
- case BD_ETERNALCHAOS:
- break;
- case PF_FOGWALL: /* フォグウォ?ル */
- if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
- break;
- case RG_GRAFFITI: /* Graffiti */
- count=1; // Leave this at 1 [Valaris]
- break;
- }
- if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
- val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
-
- nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
- skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
- group->limit=limit;
- group->val1=val1;
- group->val2=val2;
- group->val3=val3;
- group->target_flag=target;
- group->bl_flag= skill_get_unit_bl_target(skillid);
- group->interval=interval;
- if(skillid==HT_TALKIEBOX ||
- skillid==RG_GRAFFITI){
- group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
- if(group->valstr==NULL){
- ShowFatalError("skill_castend_map: out of memory !\n");
- exit(1);
- }
- memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
- }
- //Why redefine local variables when the ones of the function can be reused? [Skotlex]
- val1=skilllv;
- val2=0;
- limit=group->limit;
- for(i=0;i<layout->count;i++){
- struct skill_unit *unit;
- int ux,uy,alive=1;
- ux = x + layout->dx[i];
- uy = y + layout->dy[i];
- switch (skillid) {
- case MG_FIREWALL: /* ファイヤ?ウォ?ル */
- val2=group->val2;
- break;
- case WZ_ICEWALL: /* アイスウォ?ル */
- if(skilllv <= 1)
- val1 = 500;
- else
- val1 = 200 + 200*skilllv;
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- ux+=(i%5-2);
- uy+=(i/5-2);
- break;
- }
- //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
- if(range<=0)
- map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
-
- if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
- alive = 0;
-
- if (alive && battle_config.skill_wall_check) {
- //Check if there's a path between cell and center of casting.
- struct walkpath_data wpd;
- if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
- alive = 0;
- }
-
- if(alive && skillid == WZ_ICEWALL) {
- if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
- alive=0;
- else {
- val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
- if(val2==5 || val2==1)
- alive=0;
- else
- clif_changemapcell(src->m,ux,uy,5,0);
- }
- }
- if(alive){
- nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
- unit->val1=val1;
- unit->val2=val2;
- unit->limit=limit;
- unit->range=range;
-
- if (range==0 && active_flag)
- map_foreachincell(skill_unit_effect,unit->bl.m,
- unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
- }
- }
-
- return group;
- }
- /*==========================================
- * スキルユニットの?動イベント
- *------------------------------------------
- */
- int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct block_list *ss;
- struct status_change *sc;
- int type;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
-
- if(bl->prev==NULL || !src->alive || status_isdead(bl))
- return 0;
- nullpo_retr(0, sg=src->group);
- nullpo_retr(0, ss=map_id2bl(sg->src_id));
- if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
- return 0; //AoE skills are ineffective. [Skotlex]
-
- if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
- return 0;
-
- sc = status_get_sc(bl);
-
- if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
- return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
-
- type = SkillStatusChangeTable[sg->skill_id];
- switch (sg->unit_id) {
- case UNT_SAFETYWALL:
- //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
- if (sc && sc->data[type].timer == -1)
- status_change_start(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit,0);
- break;
- case UNT_PNEUMA:
- if (sc && sc->data[type].timer == -1)
- status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
- break;
- case UNT_WARP_WAITING:
- if(bl->type==BL_PC){
- struct map_session_data *sd = (struct map_session_data *)bl;
- if((!sd->chatID || battle_config.chat_warpportal)
- && sd->to_x == src->bl.x && sd->to_y == src->bl.y) {
- if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
- if (--sg->val1<=0 || sg->src_id == bl->id)
- skill_delunitgroup(sg);
- }
- }
- } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
- int m = map_mapindex2mapid(sg->val3);
- mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
- }
- break;
- case UNT_QUAGMIRE:
- if(sc && sc->data[type].timer==-1)
- status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
- break;
- case UNT_VOLCANO:
- case UNT_DELUGE:
- case UNT_VIOLENTGALE:
- if(sc && sc->data[type].timer==-1)
- status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,
- skill_get_time2(sg->skill_id,sg->skill_lv),0);
- break;
- case UNT_RICHMANKIM:
- case UNT_ETERNALCHAOS:
- case UNT_DRUMBATTLEFIELD:
- case UNT_RINGNIBELUNGEN:
- case UNT_ROKISWEIL:
- case UNT_INTOABYSS:
- case UNT_SIEGFRIED:
- //Needed to check when a dancer/bard leaves their ensemble area.
- if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
- return sg->skill_id;
- if (sc && sc->data[type].timer==-1)
- status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
- break;
-
- case UNT_WHISTLE:
- case UNT_ASSASSINCROSS:
- case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
- case UNT_HUMMING:
- case UNT_DONTFORGETME:
- case UNT_FORTUNEKISS:
- case UNT_SERVICEFORYOU:
- case UNT_HERMODE:
- if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
- return 0;
- if (sc && sc->data[type].timer==-1)
- status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
- break;
- case UNT_BASILICA:
- if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill_blown(&src->bl,bl,1);
- break;
- case UNT_FOGWALL:
- if (sc && sc->data[type].timer==-1)
- {
- status_change_start (bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit, 0);
- if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
- }
- break;
- case UNT_GRAVITATION:
- if (sc && sc->data[type].timer==-1)
- status_change_start(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit,0);
- break;
-
- case UNT_ICEWALL: //Destroy the cell. [Skotlex]
- src->val1 = 0;
- if(src->limit + sg->tick > tick + 700)
- src->limit = DIFF_TICK(tick+700,sg->tick);
- break;
- case UNT_GOSPEL:
- if (sg->src_id != bl->id && sc && sc->data[type].timer==-1
- && battle_check_target(ss,bl,BCT_PARTY)>0)
- //Start Gospel Effect to prevent item usage affects party only. [Skotlex]
- status_change_start(bl,type,100,sg->skill_lv,0,0,BCT_ALL,sg->limit,0);
- break;
- }
- return sg->skill_id;
- }
- /*==========================================
- * スキルユニットの発動イベント(タイマ?[発動)
- *------------------------------------------
- */
- int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct block_list *ss;
- struct map_session_data *sd = NULL;
- int splash_count=0;
- struct status_change *tsc, *sc;
- struct skill_unit_group_tickset *ts;
- int type;
- int diff=0;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- if (bl->prev==NULL || !src->alive || status_isdead(bl))
- return 0;
- nullpo_retr(0, sg=src->group);
- nullpo_retr(0, ss=map_id2bl(sg->src_id));
- if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
- sc = status_get_sc(ss); //For magic power.
- tsc = status_get_sc(bl);
- type = SkillStatusChangeTable[sg->skill_id];
- if (sg->interval == -1 && (sg->unit_id == UNT_ANKLESNARE || sg->unit_id == UNT_SPIDERWEB || sg->unit_id == UNT_FIREPILLAR_ACTIVE))
- //Ok, this case only happens with Ankle Snare/Spider Web (only skills that sets its interval to -1),
- //and only happens when more than one target is stepping on the trap at the moment it was triggered
- //(yet only the first mob standing on the trap will be captured) [Skotlex]
- return 0;
- if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
- { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
- diff = DIFF_TICK(tick,ts->tick);
- if (diff < 0)
- return 0;
- ts->tick = tick+sg->interval;
-
- // GXは?dなっていたら3HITしない
- if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
- ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
- }
- //Temporarily set magic power to have it take effect. [Skotlex]
- if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
- {
- if (sd)
- { //This is needed since we are not going to recall status_calc_pc...
- sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
- sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
- } else
- sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
- }
-
- switch (sg->unit_id) {
- case UNT_FIREWALL:
- {
- int count=0, t_ele = status_get_elem_type(bl);
- if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
- //This is the best Aegis approximation we can do without
- //changing the minimum skill unit interval. [Skotlex]
- while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
- } else {
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- src->val2--;
- }
- if (src->val2<=0)
- skill_delunit(src);
- break;
- }
- case UNT_SANCTUARY:
- {
- int race = status_get_race(bl);
- if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
- if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
- // reduce healing count if this was meant for damaging [hekate]
- sg->val1 -= 2;
- }
- } else {
- int heal = sg->val2;
- if (status_get_hp(bl) >= status_get_max_hp(bl))
- break;
- if (status_isimmune(bl))
- heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
- clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- battle_heal(NULL, bl, heal, 0, 0);
- if (diff >= 500)
- sg->val1--; // ?V規に入ったユニットだけカウント
- }
- if (sg->val1 <= 0)
- skill_delunitgroup(sg);
- break;
- }
- case UNT_MAGNUS:
- {
- int race = status_get_race(bl);
- if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
- break;
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- src->val2++;
- break;
- }
- case UNT_MAGIC_SKILLS:
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_FIREPILLAR_WAITING:
- skill_delunit(src);
- skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
- break;
- case UNT_FIREPILLAR_ACTIVE:
- map_foreachinrange(skill_attack_area,bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
- BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
- sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
- sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
- break;
- case UNT_SKIDTRAP:
- {
- skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
- }
- break;
- case UNT_SPIDERWEB:
- case UNT_ANKLESNARE:
- if(sg->val2==0 && (!tsc || tsc->data[type].timer==-1 )){
- int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
- if (status_change_start(bl,type,100,sg->skill_lv,0,0,0,sec,0))
- {
- map_moveblock(bl, src->bl.x, src->bl.y, tick);
- clif_fixpos(bl);
- sg->val2=bl->id;
- }
- //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
- // 01AC: long ID
- // Indicates that an object is trapped, but ID is not a
- // valid monster or player ID.
- sg->limit = DIFF_TICK(tick,sg->tick)+sec;
- sg->interval = -1;
- src->range = 0;
- }
- break;
- case UNT_VENOMDUST:
- if(tsc && tsc->data[type].timer==-1 )
- status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
- break;
- case UNT_LANDMINE:
- skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
- break;
- case UNT_BLASTMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLAYMORETRAP:
- map_foreachinrange(skill_count_target,&src->bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
- &src->bl,&splash_count);
- map_foreachinrange(skill_trap_splash,&src->bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
- &src->bl,tick,splash_count);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
- break;
-
- case UNT_TALKIEBOX:
- if (sg->src_id == bl->id) //自分が踏んでも発動しない
- break;
- if (sg->val2 == 0){
- clif_talkiebox(&src->bl, sg->valstr);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
- sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
- sg->val2 = -1; //踏んだ
- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
- }
- break;
- case UNT_LULLABY:
- if (ss->id == bl->id)
- break;
- skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
- break;
- case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
- if (ss->id == bl->id)
- break;
- if (bl->type == BL_PC)
- skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
- break;
- case UNT_DISSONANCE:
- skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- break;
- case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
- {
- int heal;
- if (sg->src_id == bl->id)
- break;
- heal = sg->val2;
- clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- battle_heal(NULL, bl, heal, 0, 0);
- break;
- }
- case UNT_DEMONSTRATION:
- skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- break;
- case UNT_GOSPEL:
- if (rand()%100 > sg->skill_lv*10)
- break;
- if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
- int i = rand()%13; // Positive buff count
- switch (i)
- {
- case 0: // Heal 1~9999 HP
- {
- int heal = rand() %9999+1;
- clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
- battle_heal(NULL,bl,heal,0,0);
- }
- break;
- case 1: // End all negative status
- status_change_clear_debuffs (bl);
- break;
- case 2: // Level 10 Blessing
- status_change_start(bl,SC_BLESSING,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 3: // Level 10 Increase AGI
- status_change_start(bl,SC_INCREASEAGI,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 4: // Enchant weapon with Holy element
- status_change_start(bl,SC_ASPERSIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 5: // Enchant armor with Holy element
- status_change_start(bl,SC_BENEDICTIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 6: // MaxHP +100%
- status_change_start(bl,SC_INCMHPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 7: // MaxSP +100%
- status_change_start(bl,SC_INCMSPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 8: // All stats +20
- status_change_start(bl,SC_INCALLSTATUS,100,20,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 9: // DEF +25%
- status_change_start(bl,SC_INCDEFRATE,100,25,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 10: // ATK +100%
- status_change_start(bl,SC_INCATKRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 11: // HIT/Flee +50
- status_change_start(bl,SC_INCHIT,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- status_change_start(bl,SC_INCFLEE,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 12: // Immunity to all status
- status_change_start(bl,SC_SCRESIST,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- }
- }
- else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
- int i = rand()%9; // Negative buff count
- switch (i)
- {
- case 0: // Deal 1~9999 damage
- skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case 1: // Curse
- status_change_start(bl,SC_CURSE,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 2: // Blind
- status_change_start(bl,SC_BLIND,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 3: // Poison
- status_change_start(bl,SC_POISON,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 4: // Level 10 Provoke
- status_change_start(bl,SC_PROVOKE,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 5: // DEF -100%
- status_change_start(bl,SC_INCDEFRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 6: // ATK -100%
- status_change_start(bl,SC_INCATKRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 7: // Flee -100%
- status_change_start(bl,SC_INCFLEERATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- case 8: // Speed/ASPD -25%
- status_change_start(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv),0);
- break;
- }
- }
- break;
- case UNT_GRAVITATION:
- if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
- skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
- break;
- }
- if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
- { //Unset Magic Power.
- if (sd)
- {
- sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
- sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
- } else
- sc->data[SC_MAGICPOWER].timer = -1;
- }
-
- if (bl->type == BL_MOB && ss != bl) { /* スキル使用?�?のMOBスキル */
- struct mob_data *md = (struct mob_data *)bl;
- if (!md) return 0;
- if (battle_config.mob_changetarget_byskill == 1) {
- int target = md->target_id;
- if (ss->type == BL_PC)
- md->target_id = ss->id;
- mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
- md->target_id = target;
- } else
- mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
- }
- return sg->skill_id;
- }
- /*==========================================
- * スキルユニットから離?する(もしくはしている)?�?�
- *------------------------------------------
- */
- int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
- {
- struct skill_unit_group *sg;
- struct status_change *sc;
- int type;
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- nullpo_retr(0, sg=src->group);
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
-
- type = SkillStatusChangeTable[sg->skill_id];
- if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
- (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
- return 0;
- switch(sg->unit_id){
- case UNT_SAFETYWALL:
- if (sc && sc->data[type].timer!=-1)
- status_change_end(bl,type,-1);
- break;
- case UNT_ANKLESNARE:
- {
- struct block_list *target = map_id2bl(sg->val2);
- if(target && target == bl){
- status_change_end(bl,SC_ANKLE,-1);
- sg->limit=DIFF_TICK(tick,sg->tick)+1000;
- sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
- }
- else
- return 0;
- break;
- }
- case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
- case UNT_HERMODE: //Clear Hermode if the owner moved.
- if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
- status_change_end(bl,type,-1);
- break;
-
- case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
- {
- struct block_list *target = map_id2bl(sg->val2);
- if (target && target==bl)
- {
- status_change_end(bl,SC_SPIDERWEB,-1);
- sg->limit = DIFF_TICK(tick,sg->tick)+1000;
- }
- break;
- }
- }
- return sg->skill_id;
- }
- /*==========================================
- * Triggered when a char steps out of a skill group [Skotlex]
- *------------------------------------------
- */
- static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
- {
- struct status_change *sc;
- int type;
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
-
- type = SkillStatusChangeTable[skill_id];
- switch (skill_id)
- {
- case WZ_QUAGMIRE:
- if (bl->type==BL_MOB)
- break;
- if (sc && sc->data[type].timer != -1)
- status_change_end(bl, type, -1);
- break;
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
- { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
- //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
- //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
- //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
- //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
- //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
- skill_stop_dancing(bl);
- }
- case MG_SAFETYWALL:
- case AL_PNEUMA:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- case CG_HERMODE:
- case HW_GRAVITATION:
- if (sc && sc->data[type].timer != -1)
- status_change_end(bl, type, -1);
- break;
-
- case BA_POEMBRAGI:
- case BA_WHISTLE:
- case BA_ASSASSINCROSS:
- case BA_APPLEIDUN:
- case DC_HUMMING:
- case DC_DONTFORGETME:
- case DC_FORTUNEKISS:
- case DC_SERVICEFORYOU:
- if (sc && sc->data[type].timer != -1)
- {
- delete_timer(sc->data[type].timer, status_change_timer);
- //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
- //not possible on our current implementation.
- sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
- }
- break;
- case PF_FOGWALL:
- if (sc && sc->data[type].timer != -1)
- {
- status_change_end(bl,type,-1);
- if (sc->data[SC_BLIND].timer!=-1)
- {
- if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
- status_change_end(bl, SC_BLIND, -1);
- else {
- delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
- sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
- }
- }
- }
- break;
- case UNT_GOSPEL:
- if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
- status_change_end(bl, type, -1);
- break;
- }
- return skill_id;
- }
- /*==========================================
- * Invoked when a unit cell has been placed/removed/deleted.
- * flag values:
- * flag&1: Invoke onplace function (otherwise invoke onout)
- * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
- *------------------------------------------
- */
- int skill_unit_effect(struct block_list *bl,va_list ap)
- {
- struct skill_unit *unit;
- struct skill_unit_group *group;
- int flag;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
- tick = va_arg(ap,unsigned int);
- flag = va_arg(ap,unsigned int);
- if (!unit->alive || bl->prev==NULL)
- return 0;
- nullpo_retr(0, group=unit->group);
- if (flag&1)
- skill_unit_onplace(unit,bl,tick);
- else
- skill_unit_onout(unit,bl,tick);
- if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
- return 0;
- }
- /*==========================================
- * スキルユニットの限界イベント
- *------------------------------------------
- */
- int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
- {
- struct skill_unit_group *sg;
- nullpo_retr(0, src);
- nullpo_retr(0, sg=src->group);
- switch(sg->unit_id){
- case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
- {
- struct skill_unit_group *group=
- skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
- src->bl.x,src->bl.y,1);
- if(group == NULL)
- return 0;
- group->val2=sg->val2; //Copy the (x,y) position you warp to
- group->val3=sg->val3; //as well as the mapindex to warp to.
- }
- break;
- case UNT_ICEWALL: /* アイスウォ?ル */
- clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
- break;
- case UNT_CALLPARTNER: /* あなたに?いたい */
- {
- struct map_session_data *sd = NULL;
- if((sd = map_id2sd(sg->src_id)) == NULL)
- return 0;
- if((sd = pc_get_partner(sd)) == NULL)
- return 0;
- pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * スキルユニットのダ�??ジイベント
- *------------------------------------------
- */
- int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
- int damage,unsigned int tick)
- {
- struct skill_unit_group *sg;
- nullpo_retr(0, src);
- nullpo_retr(0, sg=src->group);
- if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
- skill_delunitgroup(sg);
- else
- switch(sg->unit_id){
- case UNT_ICEWALL:
- src->val1-=damage;
- break;
- default:
- damage = 0;
- break;
- }
- return damage;
- }
- static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
- struct block_list *src = va_arg(ap, struct block_list*);
- struct block_list *partner = va_arg(ap, struct block_list*);
- int blowcount = va_arg(ap, int);
- if (bl == src || bl == partner)
- return 0;
- skill_blown(src, bl, blowcount);
- return 1;
- }
- /*==========================================
- * Starts the moonlit effect by first knocking back all other characters in the vecinity.
- * partner may be null, but src cannot be.
- *------------------------------------------
- */
- static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
- {
- int range = skill_get_range2(src, CG_MOONLIT, skilllv);
- int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
-
- map_foreachinrange(skill_moonlit_sub,src,
- skill_get_splash(CG_MOONLIT, skilllv),
- BL_CHAR,src,partner,blowcount);
- if(partner)
- map_foreachinrange(skill_moonlit_sub,partner,
- skill_get_splash(CG_MOONLIT, skilllv),
- BL_CHAR,src,partner,blowcount);
-
- status_change_start(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000,0);
- status_change_start(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
-
- if (partner) {
- status_change_start(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000,0);
- status_change_start(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
- }
-
- }
- /*==========================================
- * 範??キャラ存?ン確認判定?�?(foreachinarea)
- *------------------------------------------
- */
- static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
- {
- int *c, skillid;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *tsd;
- int *p_sd; //Contains the list of characters found.
- unsigned int tick = gettick();
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, tsd=(struct map_session_data*)bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list *));
- nullpo_retr(0, sd=(struct map_session_data*)src);
- c=va_arg(ap,int *);
- p_sd = va_arg(ap, int *);
- skillid = va_arg(ap,int);
- if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
- return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
-
- if (bl == src)
- return 0;
- if(pc_isdead(tsd))
- return 0;
- if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
- return 0;
-
- switch(skillid)
- {
- case PR_BENEDICTIO: /* ?ケ??~福 */
- {
- int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
- dir = (status_get_dir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
- if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
- && sd->status.sp >= 10)
- p_sd[(*c)++]=tsd->bl.id;
- return 1;
- }
- default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
- {
- int skilllv;
- if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
- return 0;
- if (sd->status.sex != tsd->status.sex &&
- (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
- (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
- (tsd->weapontype1==13 || tsd->weapontype1==14) &&
- sd->status.party_id && tsd->status.party_id &&
- sd->status.party_id == tsd->status.party_id &&
- tsd->sc.data[SC_DANCING].timer == -1)
- {
- p_sd[(*c)++]=tsd->bl.id;
- return skilllv;
- } else {
- return 0;
- }
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * Checks and stores partners for ensemble skills [Skotlex]
- *------------------------------------------
- */
- static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
- {
- static int c=0;
- static int p_sd[2] = { 0, 0 };
- int i;
- if (cast_flag)
- { //Execute the skill on the partners.
- struct map_session_data* tsd;
- switch (skill_id)
- {
- case PR_BENEDICTIO:
- for (i = 0; i < c; i++)
- {
- if ((tsd = map_id2sd(p_sd[i])) != NULL)
- pc_damage_sp(tsd, 10, 0);
- }
- return c;
- case CG_MOONLIT:
- if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
- {
- clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
- skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
- tsd->skillid_dance = tsd->skillid = skill_id;
- tsd->skilllv_dance = tsd->skilllv = *skill_lv;
- }
- return c;
- default: //Warning: Assuming Ensemble skills here (for speed)
- if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
- {
- sd->sc.data[SC_DANCING].val4= tsd->bl.id;
- status_change_start(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000,0);
- clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
- tsd->skillid_dance = tsd->skillid = skill_id;
- tsd->skilllv_dance = tsd->skilllv = *skill_lv;
- }
- return c;
- }
- }
- //Else: new search for partners.
- c = 0;
- memset (p_sd, 0, sizeof(p_sd));
- i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
- range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
- if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
- *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.
- return c;
- }
- /*==========================================
- * 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)
- *------------------------------------------
- */
- static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
- {
- int *c,src_id=0,mob_class=0;
- struct mob_data *md;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, md=(struct mob_data*)bl);
- nullpo_retr(0, src_id=va_arg(ap,int));
- nullpo_retr(0, mob_class=va_arg(ap,int));
- nullpo_retr(0, c=va_arg(ap,int *));
- if(md->class_==mob_class && md->master_id==src_id)
- (*c)++;
- return 0;
- }
- static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
- {
- struct npc_data *nd;
- nd=(struct npc_data*)bl;
- if (nd->bl.subtype == WARP)
- return 1;
- return 0;
- }
- /*==========================================
- * スキル使用?�??i?で使用失敗?j
- *------------------------------------------
- */
- int skill_check_condition(struct map_session_data *sd,int type)
- {
- int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
- int index[10],itemid[10],amount[10];
- int arrow_flag = 0;
- int force_gem_flag = 0;
- int delitem_flag = 1, checkitem_flag = 1;
- nullpo_retr(0, sd);
- if( battle_config.gm_skilluncond>0 &&
- pc_isGM(sd)>= battle_config.gm_skilluncond &&
- sd->skillitem != sd->skillid)
- { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
- sd->skillitem = sd->skillitemlv = -1;
- return 1;
- }
- if( sd->sc.opt1 ) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(pc_is90overweight(sd)) {
- clif_skill_fail(sd,sd->skillid,9,0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if (sd->state.abra_flag)
- {
- sd->skillitem = sd->skillitemlv = -1;
- if(type&1) sd->state.abra_flag = 0;
- return 1;
- }
- if (sd->menuskill_id == AM_PHARMACY &&
- (sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
- sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2 || sd->skillid == AM_TWILIGHT3
- )) {
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(sd->skillitem == sd->skillid) { /* アイテムの?�?⊥ウ?�??ャ功 */
- if(!type) //When a target was selected
- { //Consume items that were skipped in pc_use_item [Skotlex]
- if((i = sd->itemindex) == -1 ||
- sd->status.inventory[i].nameid != sd->itemid ||
- sd->inventory_data[i] == NULL ||
- !sd->inventory_data[i]->flag.delay_consume ||
- sd->status.inventory[i].amount < 1
- )
- { //Something went wrong, item exploit?
- sd->itemid = sd->itemindex = -1;
- return 0;
- }
- //Consume
- sd->itemid = sd->itemindex = -1;
- if(sd->skillid == WZ_EARTHSPIKE
- && sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
- ; //Do not consume item.
- else
- pc_delitem(sd,i,1,0);
- }
- if (type&1) //Casting finished
- sd->skillitem = sd->skillitemlv = -1;
- return 1;
- }
- if( sd->sc.opt1 ){
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0;
- }
- if(sd->sc.count){
- if( sd->sc.data[SC_SILENCE].timer!=-1 ||
- sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
- (sd->sc.data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
- sd->sc.data[SC_STEELBODY].timer != -1 ||
- sd->sc.data[SC_BERSERK].timer != -1 ||
- (sd->sc.data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0; /* ?態異?墲竰セ?など */
- }
- }
- skill = sd->skillid;
- lv = sd->skilllv;
- if (lv <= 0) return 0;
- // for the guild skills [celest]
- if (skill >= 10000 && skill < 10015) skill-= 9500;
- hp = skill_get_hp(skill, lv); /* ?チ費HP */
- sp = skill_get_sp(skill, lv); /* ?チ費SP */
- if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
- sp=sp/2; //アンコ?ル時はSP?チ費が半分
- hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
- sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
- zeny = skill_get_zeny(skill,lv);
- weapon = skill_db[skill].weapon;
- state = skill_db[skill].state;
- spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
- mhp = skill_get_mhp(skill, lv); /* ?チ費HP */
- for(i = 0; i < 10; i++) {
- itemid[i] = skill_db[skill].itemid[i];
- amount[i] = skill_db[skill].amount[i];
- }
- if(mhp > 0)
- hp += (sd->status.max_hp * mhp)/100;
- if(hp_rate > 0)
- hp += (sd->status.hp * hp_rate)/100;
- else
- hp += (sd->status.max_hp * abs(hp_rate))/100;
- if(sp_rate > 0)
- sp += (sd->status.sp * sp_rate)/100;
- else
- sp += (sd->status.max_sp * abs(sp_rate))/100;
- switch(skill) { // Check for cost reductions due to skills & SCs
- case MC_MAMMONITE:
- if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
- zeny -= zeny*10/100;
- break;
- case AL_HOLYLIGHT:
- if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
- sp *= 5;
- break;
- case SL_SMA:
- case SL_STUN:
- case SL_STIN:
- {
- int kaina_lv = pc_checkskill(sd,SL_KAINA);
- if(kaina_lv==0 || sd->status.base_level<70)
- break;
- if(sd->status.base_level>=90)
- sp -= sp*7*kaina_lv/100;
- else if(sd->status.base_level>=80)
- sp -= sp*5*kaina_lv/100;
- else if(sd->status.base_level>=70)
- sp -= sp*3*kaina_lv/100;
- }
- break;
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
- sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
- break;
- }
- if(sd->dsprate!=100)
- sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
- switch(skill) {
- case SA_CASTCANCEL:
- if(sd->skilltimer == -1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case BS_MAXIMIZE: /* マキシマイズパ�?? */
- case NV_TRICKDEAD: /* 死んだふり */
- case TF_HIDING: /* ハイディング */
- case AS_CLOAKING: /* ク�??キング */
- case CR_AUTOGUARD: /* オ?トガ?ド */
- case CR_DEFENDER: /* ディフェンダ? */
- case ST_CHASEWALK:
- case PA_GOSPEL:
- case CR_SHRINK:
- case TK_RUN:
- if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
- return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
- break;
- case AL_WARP:
- if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
- delitem_flag = 0;
- if(map[sd->bl.m].flag.nowarp) {
- clif_skill_teleportmessage(sd,0);
- return 0;
- }
- if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
- clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
- return 0;
- }
- break;
- case AL_TELEPORT:
- if(map[sd->bl.m].flag.noteleport) {
- clif_skill_teleportmessage(sd,0);
- return 0;
- }
- break;
- case MO_CALLSPIRITS: /* ?功 */
- if(sd->spiritball >= lv) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case CH_SOULCOLLECT: /* 狂?功 */
- if(sd->spiritball >= 5) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case MO_FINGEROFFENSIVE: //指?
- if (sd->spiritball > 0 && sd->spiritball < spiritball) {
- spiritball = sd->spiritball;
- sd->spiritball_old = sd->spiritball;
- }
- else sd->spiritball_old = lv;
- break;
- case MO_BODYRELOCATION:
- if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
- spiritball = 0;
- break;
- case MO_CHAINCOMBO: //連打?カ
- if(sd->sc.data[SC_BLADESTOP].timer==-1){
- if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
- return 0;
- }
- break;
- case MO_COMBOFINISH: //猛龍�?
- if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
- return 0;
- break;
- case CH_TIGERFIST: //伏虎�?
- if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
- return 0;
- break;
- case CH_CHAINCRUSH: //連柱崩?
- if(sd->sc.data[SC_COMBO].timer == -1)
- return 0;
- if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
- return 0;
- break;
- case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
- // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
- // return 0;
- if(sd->sc.data[SC_BLADESTOP].timer!=-1)
- spiritball--;
- else if (sd->sc.data[SC_COMBO].timer != -1) {
- if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
- spiritball = 4;
- else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
- spiritball = 3;
- else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
- spiritball = sd->spiritball?sd->spiritball:1;
- //It should consume whatever is left as long as it's at least 1.
- }
- break;
- case TK_MISSION: //Does not works on Non-Taekwon
- if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
-
- case TK_READYCOUNTER:
- case TK_READYDOWN:
- case TK_READYSTORM:
- case TK_READYTURN:
- case TK_JUMPKICK:
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
- //They do not work on Soul Linkers.
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
- break; //Combo ready.
- if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
- break; //Unlimited Combo
- return 0;
- case BD_ADAPTATION: /* アドリブ */
- {
- struct skill_unit_group *group=NULL;
- if(sd->sc.data[SC_DANCING].timer==-1 ||
- ((group=(struct skill_unit_group*)sd->sc.data[SC_DANCING].val2) && (skill_get_time(sd->sc.data[SC_DANCING].val1,group->skill_lv) - sd->sc.data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以?繧フみ?H
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- break;
- case PR_BENEDICTIO: /* ?ケ??~福 */
- {
- if (!battle_config.player_skill_partner_check)
- break; //No need to do any partner checking [Skotlex]
- if (!(type&1))
- { //Started casting.
- if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- else
- { //Done casting
- //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
- skill_check_pc_partner(sd, skill, &lv, 1, 1);
- }
- }
- break;
- case WE_CALLPARTNER: /* あなたに逢いたい */
- if(!sd->status.partner_id){
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case AM_CANNIBALIZE: /* バイオプラント */
- case AM_SPHEREMINE: /* スフィア?マイン */
- if(type&1){
- int c=0;
- int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
- int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
- if(battle_config.pc_land_skill_limit && maxcount>0) {
- map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
- if(c >= maxcount){
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case MG_FIREWALL: /* ファイア?ウォ?ル */
- case WZ_QUAGMIRE:
- case PF_FOGWALL:
- /* ??ァ限 */
- if(battle_config.pc_land_skill_limit) {
- int maxcount = skill_get_maxcount(skill);
- if(maxcount > 0) {
- int i,c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case WZ_FIREPILLAR: // celest
- if (lv <= 5) // no gems required at level 1-5
- itemid[0] = 0;
- if(battle_config.pc_land_skill_limit) {
- int maxcount = skill_get_maxcount(skill);
- if(maxcount > 0) {
- int i,c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case SL_SMA:
- if(type) break; //Only do the combo check when the target is selected (type == 0)
- if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
- return 0;
- break;
- // skills require arrows as of 12/07 [celest]
- case HT_POWER:
- if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
- return 0;
- case AC_DOUBLE:
- case AC_SHOWER:
- case AC_CHARGEARROW:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- case SN_SHARPSHOOTING:
- case CG_ARROWVULCAN:
- arrow_flag = 1; //Venom Knife does not gets the arrow deleted because
- //it gets deleted as part of the skill requirements. [Skotlex]
- case AS_VENOMKNIFE:
- if(sd->equip_index[10] < 0) {
- clif_arrow_fail(sd,0);
- return 0;
- }
- break;
- case RG_BACKSTAP:
- if(sd->status.weapon == 11) {
- if (sd->equip_index[10] < 0) {
- clif_arrow_fail(sd,0);
- return 0;
- }
- arrow_flag = 1;
- }
- break;
- case HW_GANBANTEIN:
- force_gem_flag = 1;
- break;
- case AM_POTIONPITCHER:
- case CR_SLIMPITCHER:
- case MG_STONECURSE:
- case CR_CULTIVATION:
- case SA_FLAMELAUNCHER:
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- delitem_flag = 0;
- break;
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- { //Does not consumes if the skill is already active. [Skotlex]
- struct skill_unit_group *sg;
- if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
- {
- if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
- checkitem_flag = delitem_flag = 0;
- else sg->limit = 0; //Disable it.
- }
- break;
- }
- case CG_HERMODE:
- if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
- skill_get_splash(skill, lv), BL_NPC) < 1)
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
- {
- int i,x,y,range = skill_get_splash(skill, lv)+1;
- int size = range*2+1;
- for (i=0;i<size*size;i++) {
- x = sd->bl.x+(i%size-range);
- y = sd->bl.y+(i/size-range);
- if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case PR_REDEMPTIO:
- {
- int exp;
- if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
- ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
- clif_skill_fail(sd,skill,0,0); //Not enough exp.
- return 0;
- }
- break;
- }
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- if (!party_skill_check(sd, sd->status.party_id, skill, lv))
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- //SHOULD BE OPTIMALIZED [Komurka]
- case SG_SUN_WARM:
- if ((sd->bl.m == sd->feel_map[0].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- break;
- case SG_MOON_WARM:
- if ((sd->bl.m == sd->feel_map[1].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- break;
- case SG_STAR_WARM:
- if ((sd->bl.m == sd->feel_map[2].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- break;
- case SG_SUN_COMFORT:
- 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))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- case SG_MOON_COMFORT:
- 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))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- case SG_STAR_COMFORT:
- 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))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- case SG_FUSION:
- if (sd->sc.data[SC_FUSION].timer!=-1)
- return 1;
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
- break;
- return 0;
- }
- if(!(type&2)){
- if( hp>0 && sd->status.hp < hp) { /* HPチェック */
- clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
- return 0;
- }
- if( sp>0 && sd->status.sp < sp) { /* SPチェック */
- clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
- return 0;
- }
- if( zeny>0 && sd->status.zeny < zeny) {
- clif_skill_fail(sd,skill,5,0);
- return 0;
- }
- if(!(weapon & (1<<sd->status.weapon) ) ) {
- clif_skill_fail(sd,skill,6,0);
- return 0;
- }
- if( spiritball > 0 && sd->spiritball < spiritball) {
- clif_skill_fail(sd,skill,0,0); // 氣球不足
- return 0;
- }
- }
- switch(state) {
- case ST_HIDING:
- if(!(sd->sc.option&OPTION_HIDE)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CLOAKING:
- if(!pc_iscloaking(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_HIDDEN:
- if(!pc_ishiding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RIDING:
- if(!pc_isriding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_FALCON:
- if(!pc_isfalcon(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CART:
- if(!pc_iscarton(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SHIELD:
- if(sd->status.shield <= 0) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SIGHT:
- if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_EXPLOSIONSPIRITS:
- if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CARTBOOST:
- if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RECOV_WEIGHT_RATE:
- if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_MOVE_ENABLE:
- {
- struct walkpath_data wpd;
- if(!pc_can_move(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- if (skill_get_inf(skill)&INF_GROUND_SKILL && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- break;
- case ST_WATER:
- //?�?齡サ定
- //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
- if ( (sd->sc.data[SC_DELUGE].timer == -1) &&
- (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- }
- if (checkitem_flag) {
- for(i=0;i<10;i++) {
- int x = lv%11 - 1;
- index[i] = -1;
- if(itemid[i] <= 0)
- continue;
- if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
- continue;
- if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
- && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
- continue;
- if((skill == AM_POTIONPITCHER ||
- skill == CR_SLIMPITCHER ||
- skill == CR_CULTIVATION) && i != x)
- continue;
- index[i] = pc_search_inventory(sd,itemid[i]);
- if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
- if(itemid[i] == 716 || itemid[i] == 717)
- clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
- else
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
- index[i] = -1; //Gemstones are checked, but not substracted from inventory.
-
- }
- }
- if(!(type&1))
- return 1;
- if(delitem_flag) {
- for(i=0;i<10;i++) {
- if(index[i] >= 0)
- pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
- }
- if (arrow_flag && battle_config.arrow_decrement)
- pc_delitem(sd,sd->equip_index[10],1,0);
- }
- if(type&2)
- return 1;
- if(sp > 0) { // SP?チ費
- sd->status.sp-=sp;
- clif_updatestatus(sd,SP_SP);
- }
- if(hp > 0) { // HP?チ費
- sd->status.hp-=hp;
- clif_updatestatus(sd,SP_HP);
- }
- if(zeny > 0) // Zeny?チ費
- pc_payzeny(sd,zeny);
- if(spiritball > 0) // 氣球?チ費
- pc_delspiritball(sd,spiritball,0);
- return 1;
- }
- /*==========================================
- * 詠?・時間計算
- *------------------------------------------
- */
- int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
- {
- struct status_change *sc;
-
- nullpo_retr(0, bl);
- if (!time && bl->type != BL_MOB)
- time = skill_get_cast(skill_id, skill_lv);
-
- if (bl->type == BL_PC){
- struct map_session_data *sd = (struct map_session_data*)bl;
- nullpo_retr(0, sd);
- // calculate base cast time (reduced by dex)
- if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0) // not instant cast
- time = time * scale / battle_config.castrate_dex_scale;
- else return 0; // instant cast
- }
- // config cast time multiplier
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
- // calculate cast time reduced by card bonuses
- if (sd->castrate != 100)
- time -= time * (100 - sd->castrate) / 100;
- } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0) // not instant cast
- time = time * scale / battle_config.castrate_dex_scale;
- else return 0; // instant cast
-
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
- }
- // calculate cast time reduced by skill bonuses
- sc = status_get_sc(bl);
- /* サフラギウム */
- if (sc && sc->count) {
- if (sc->data[SC_SUFFRAGIUM].timer != -1) {
- time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
- status_change_end(bl, SC_SUFFRAGIUM, -1);
- }
- /* ブラギの�? */
- if (sc->data[SC_POEMBRAGI].timer != -1)
- time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
- }
- // return final cast time
- return (time > 0) ? time : 0;
- }
- /*==========================================
- * ディレイ計算
- *------------------------------------------
- */
- int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
- {
- struct status_change *sc;
- nullpo_retr(0, bl);
- if (!time && bl->type != BL_MOB)
- time = skill_get_delay(skill_id, skill_lv);
-
- if (bl->type == BL_PC){
- struct map_session_data *sd = (struct map_session_data*)bl;
- nullpo_retr(0, sd);
- // instant cast attack skills depend on aspd as delay [celest]
- if (time == 0) {
- if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
- time = status_get_amotion(bl); //Use attack animation as default delay.
- else
- time = 300; // default delay, according to official servers
- } else if (time < 0)
- time = abs(time) + status_get_amotion(bl); // if set to <0, the attack motion is added.
- if (battle_config.delay_dependon_dex && /* dexの影響を計算する */
- !skill_get_delaynodex(skill_id, skill_lv)) // if skill casttime is allowed to be reduced by dex
- {
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale < 0)
- scale = 0;
- time = time * scale / battle_config.castrate_dex_scale;
- }
- if (battle_config.delay_rate != 100)
- time = time * battle_config.delay_rate / 100;
- if (sd->delayrate != 100)
- time = time * sd->delayrate / 100;
- if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
- time = battle_config.min_skill_delay_limit;
- }
- /* ブラギの�? */
- sc= status_get_sc(bl);
- if (sc && sc->count) {
- if (sc->data[SC_POEMBRAGI].timer != -1)
- time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
- if (sc->data[SC_SPIRIT].timer != -1)
- switch (skill_id) {
- case CR_SHIELDBOOMERANG:
- if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
- time /=2;
- break;
- case AS_SONICBLOW:
- if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
- time /= 2;
- break;
- }
- }
- return (time > 0) ? time : 0;
- }
- /*==========================================
- * スキル使用?iID指定?j
- *------------------------------------------
- */
- int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
- {
- struct map_session_data* tsd = NULL;
- struct block_list *bl = NULL;
- struct status_change *sc;
- int casttime, forcecast = 0;
- unsigned int tick = gettick();
- nullpo_retr(0, sd);
- if (skill_lv <= 0)
- return 0;
- sc = sd->sc.count?&sd->sc:NULL;
-
- switch(skill_num)
- { //Check for skills that auto-select target
- case MO_CHAINCOMBO:
- target_id = sd->attacktarget;
- if (sc && sc->data[SC_BLADESTOP].timer != -1){
- if ((bl=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
- return 0;
- target_id = bl->id;
- }
- break;
- case MO_COMBOFINISH:
- case CH_CHAINCRUSH:
- case CH_TIGERFIST:
- case TK_STORMKICK: // Taekwon kicks [Dralnu]
- case TK_DOWNKICK:
- case TK_TURNKICK:
- target_id = sd->attacktarget;
- break;
- case TK_JUMPKICK:
- case TK_COUNTER:
- case HT_POWER:
- if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
- target_id = sc->data[SC_COMBO].val2;
- else if (skill_num == TK_COUNTER) //This one is for Ranking TKers
- target_id = sd->attacktarget;
- else if (skill_num == HT_POWER)
- return 0;
- break;
- // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
- //
- case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
- if (sc && sc->data[SC_COMBO].timer != -1 &&
- (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
- sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
- sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
- target_id = sd->attacktarget;
- break;
- case WE_MALE:
- case WE_FEMALE:
- if (!sd->status.partner_id)
- return 0;
- tsd = map_charid2sd(sd->status.partner_id);
- bl = (struct block_list *)tsd;
- if (bl)
- target_id = bl->id;
- else
- {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- case WE_CALLBABY:
- tsd = pc_get_child(sd);
- bl = (struct block_list *)tsd;
- if (bl)
- target_id = bl->id;
- else
- {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- }
- if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
- return 0;
-
- if (bl->type == BL_PC)
- tsd = (struct map_session_data*)bl;
-
- if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
- return 0;
-
- if(sd->bl.m != bl->m)
- return 0;
- if(sd->skilltimer != -1 && skill_num != SA_CASTCANCEL) //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
- return 0;
-
- if(skillnotok(skill_num, sd)) // [MouseJstr]
- return 0;
-
- if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
- return 0;
-
- if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
- {
- if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
-
- //直前のスキルが何か?える必要のあるスキル
- switch (skill_num) {
- case SA_CASTCANCEL:
- if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない
- sd->skillid_old = sd->skillid;
- sd->skilllv_old = sd->skilllv;
- }
- break;
- case BD_ENCORE: /* アンコ?ル */
- if (!sd->skillid_dance || pc_checkskill(sd, sd->skillid_dance) <= 0) { //Prevent using the dance skill if you no longer have the skill in your tree.
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- sd->skillid_old = skill_num;
- break;
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- case GD_EMERGENCYCALL:
- {
- if (!sd->status.guild_id || !sd->state.gmaster_flag)
- return 0;
- skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
- if (skill_lv <= 0) return 0;
- }
- break;
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
- case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
- case BD_ROKISWEIL: /* �?キの叫び */
- case BD_INTOABYSS: /* ?[淵の中に */
- case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
- case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
- {
- if (battle_config.player_skill_partner_check)
- {
- if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
- {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- }
- break;
- }
- }
- sd->skillid = skill_num;
- sd->skilllv = skill_lv;
- if (!skill_check_condition(sd,0)) return 0;
- if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
- if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)
- +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is expoitable thanks to this extra range "feature" of the client. [Skotlex]
- return 0;
- }
- if ((skill_num != MO_CHAINCOMBO &&
- skill_num != MO_COMBOFINISH &&
- skill_num != MO_EXTREMITYFIST &&
- skill_num != CH_TIGERFIST &&
- skill_num != CH_CHAINCRUSH &&
- skill_num != TK_STORMKICK &&
- skill_num != TK_DOWNKICK &&
- skill_num != TK_TURNKICK &&
- skill_num != TK_COUNTER) ||
- (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
- pc_stopattack(sd);
- casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
- sd->state.skillcastcancel = skill_get_castcancel(skill_num);
- switch (skill_num) { /* 何か特殊な?�?が必要 */
- case ALL_RESURRECTION: /* リザレクション */
- if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */
- forcecast = 1; /* タ?ンアンデットと同じ詠?・時間 */
- casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
- }
- break;
- case MO_FINGEROFFENSIVE: /* 指? */
- casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
- break;
- // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
- //
- case MO_EXTREMITYFIST: /*阿?C羅覇鳳�?*/
- if (sc && sc->data[SC_COMBO].timer != -1 &&
- (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
- sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
- sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
- casttime = 0;
- forcecast = 1;
- break;
- case SA_MAGICROD:
- case SA_SPELLBREAKER:
- forcecast = 1;
- break;
- case KN_CHARGEATK:
- casttime *= distance_bl(&sd->bl, bl);
- break;
- // parent-baby skills
- case WE_BABY:
- case WE_CALLPARENT:
- {
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
-
- // set target as any one of the parent
- if (f_sd) target_id = f_sd->bl.id;
- else if (m_sd) target_id = m_sd->bl.id;
- else return 0; // neither are found
- }
- break;
- case HP_BASILICA: /* バジリカ */
- {
- // cancel Basilica if already in effect
- if (sc && sc->data[SC_BASILICA].timer != -1 && sc->data[SC_BASILICA].val3 == BCT_SELF) {
- status_change_end(&sd->bl,SC_BASILICA,-1);
- return 0;
- }
- }
- break;
- }
- //�?モライズ?態ならキャストタイムが1/3
- if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
- casttime = casttime/2;
- if ((--sc->data[SC_MEMORIZE].val2) <= 0)
- status_change_end(&sd->bl, SC_MEMORIZE, -1);
- }
- if (battle_config.pc_skill_log)
- ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
- sd->bl.id, target_id, skill_num, skill_lv, casttime);
- if (casttime > 0 || forcecast) {
- struct mob_data *md;
- int mode;
- if(sd->disguise) { // [Valaris]
- clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
- clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
- }
- else
- clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
- /* 詠?・反?モンスタ? */
- if (bl->type == BL_MOB && (mode = status_get_mode(bl))&MD_CASTSENSOR && (md = (struct mob_data *)bl) &&
- (!md->special_state.ai || skill_get_inf(skill_num) != INF_SUPPORT_SKILL) //Avoid having summons target master from supportive skills. [Skotlex]
- ) {
- switch (md->state.skillstate) {
- case MSS_ANGRY:
- case MSS_RUSH:
- case MSS_FOLLOW:
- if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
- break; //Only Aggressive mobs change target while chasing.
- case MSS_IDLE:
- case MSS_WALK:
- md->target_id = sd->bl.id;
- md->state.targettype = ATTACKABLE;
- md->state.aggressive = (mode&MD_ANGRY)?1:0;
- md->min_chase = md->db->range3;
- }
- }
- }
- if (!(battle_config.pc_cloak_check_type&2) &&
- sc && sc->data[SC_CLOAKING].timer != -1 &&
- sd->skillid != AS_CLOAKING)
- status_change_end(&sd->bl,SC_CLOAKING,-1);
- sd->skilltarget = target_id;
- sd->skillx = 0;
- sd->skilly = 0;
- sd->canact_tick = tick + casttime + 100;
- //Recycling forcecast to store the skill's level. [Skotlex]
- sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);
- if (casttime > 0) {
- sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
- if (forcecast > 0)
- status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
- else
- pc_stop_walking(sd,0);
- } else {
- sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
- if (skill_num != SA_CASTCANCEL)
- sd->skilltimer = -1;
- skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
- }
- return 0;
- }
- /*==========================================
- * スキル使用?i?�?且w定?j
- *------------------------------------------
- */
- int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
- {
- struct block_list bl;
- struct status_change *sc;
- int casttime, skill = 0;
- unsigned int tick = gettick();
- nullpo_retr(0, sd);
- if (skill_lv <= 0)
- return 0;
- if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
- return 0;
- if (skillnotok(skill_num, sd)) // [MouseJstr]
- return 0;
- if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
- { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
-
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
-
- sc = sd->sc.count?&sd->sc:NULL;
- if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
- return 0;
- sd->skillid = skill_num;
- sd->skilllv = skill_lv;
- sd->skillx = skill_x;
- sd->skilly = skill_y;
- if (!skill_check_condition(sd,0)) return 0;
- /* 射程と?瘧Q物チェック */
- bl.type = BL_NUL;
- bl.m = sd->bl.m;
- bl.x = skill_x;
- bl.y = skill_y;
- if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
- return 0;
-
- /* Previous code body, left here in case we have to rollback. [Skotlex]
- {
- int check_range_flag = 0;
- range = skill_get_range(skill_num,skill_lv);
- if(range < 0)
- range = status_get_range(&sd->bl) - (range + 1);
- // be lenient if the skill was cast before we have moved to the correct position [Celest]
- if (sd->walktimer != -1)
- range ++;
- else check_range_flag = 1;
- if(!battle_check_range(&sd->bl,&bl,range)) {
- if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
- int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
- int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
- pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
- } else
- return 0;
- }
- }
- */
- pc_stopattack(sd);
- casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
- sd->state.skillcastcancel = skill_db[skill_num].castcancel;
- if (battle_config.pc_skill_log)
- ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
- sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
- //�?モライズ?態ならキャストタイムが1/3
- if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
- casttime = casttime/3;
- if ((--sc->data[SC_MEMORIZE].val2)<=0)
- status_change_end(&sd->bl, SC_MEMORIZE, -1);
- }
-
- if( casttime>0 ) { /* 詠?・が必要 */
- if(sd->disguise) { // [Valaris]
- clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
- clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
- }
- else
- clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
- }
- if (!(battle_config.pc_cloak_check_type&2) &&
- sc && sc->data[SC_CLOAKING].timer != -1)
- status_change_end(&sd->bl,SC_CLOAKING,-1);
- sd->skilltarget = 0;
- sd->canact_tick = tick + casttime + 100;
- sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);
- if (casttime > 0) {
- sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
- if (skill > 0)
- status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
- else
- pc_stop_walking(sd,0);
- } else {
- sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
- sd->skilltimer = -1;
- skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
- }
- return 0;
- }
- /*==========================================
- * スキル詠?・キャンセル
- *------------------------------------------
- */
- int skill_castcancel (struct block_list *bl, int type)
- {
- int ret = 0;
- nullpo_retr(0, bl);
- if (bl->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)bl;
- unsigned long tick = gettick();
- nullpo_retr(0, sd);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- if (sd->skilltimer != -1) {
- if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
- status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
- }
- if (!type) {
- if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
- ret = delete_timer( sd->skilltimer, skill_castend_pos );
- else
- ret = delete_timer( sd->skilltimer, skill_castend_id );
- if (ret < 0)
- ShowError("delete timer error : skillid : %d\n", sd->skillid);
- } else {
- if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
- ret = delete_timer( sd->skilltimer, skill_castend_pos );
- else
- ret = delete_timer( sd->skilltimer, skill_castend_id );
- if (ret < 0)
- ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
- }
- sd->skillid = sd->skilllv = -1;
- sd->skilltimer = -1;
- clif_skillcastcancel(bl);
- }
- return 0;
- } else if (bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)bl;
- nullpo_retr(0, md);
- if (md->skilltimer != -1) {
- if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
- ret = delete_timer( md->skilltimer, mobskill_castend_pos );
- else
- ret = delete_timer( md->skilltimer, mobskill_castend_id );
- md->skillid = md->skilllv = -1;
- md->skilltimer = -1;
- clif_skillcastcancel(bl);
- }
- if (ret < 0)
- ShowError("delete timer error : skillid : %d\n", md->skillid);
- return 0;
- } if (bl->type == BL_PET) {
- struct pet_data *pd = (struct pet_data*)bl;
- pd->state.casting_flag = 0;
- clif_skillcastcancel(bl);
- if (pd->timer != -1)
- { //Free the data attached to casting. [Skotlex]
- struct TimerData *td = get_timer(pd->timer);
- if (td && td->data)
- {
- aFree((struct cast_end_delay*)td->data);
- td->data = 0;
- }
- }
- //The timer is not deleted as the pet's attack will be resumed.
- return 0;
- }
- return 1;
- }
- /*=========================================
- * ブランディッシュスピア ?炎哿ヘ?決定
- *----------------------------------------
- */
- void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
- nullpo_retv(tc);
- if(dir == 0){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y-1;
- }
- else if(dir==2){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x+1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- }
- else if(dir==4){
- tc->val1[0]=x-2;
- tc->val1[1]=x-1;
- tc->val1[2]=x;
- tc->val1[3]=x+1;
- tc->val1[4]=x+2;
- tc->val2[0]=
- tc->val2[1]=
- tc->val2[2]=
- tc->val2[3]=
- tc->val2[4]=y+1;
- }
- else if(dir==6){
- tc->val1[0]=
- tc->val1[1]=
- tc->val1[2]=
- tc->val1[3]=
- tc->val1[4]=x-1;
- tc->val2[0]=y+2;
- tc->val2[1]=y+1;
- tc->val2[2]=y;
- tc->val2[3]=y-1;
- tc->val2[4]=y-2;
- }
- else if(dir==1){
- tc->val1[0]=x-1;
- tc->val1[1]=x;
- tc->val1[2]=x+1;
- tc->val1[3]=x+2;
- tc->val1[4]=x+3;
- tc->val2[0]=y-4;
- tc->val2[1]=y-3;
- tc->val2[2]=y-1;
- tc->val2[3]=y;
- tc->val2[4]=y+1;
- }
- else if(dir==3){
- tc->val1[0]=x+3;
- tc->val1[1]=x+2;
- tc->val1[2]=x+1;
- tc->val1[3]=x;
- tc->val1[4]=x-1;
- tc->val2[0]=y-1;
- tc->val2[1]=y;
- tc->val2[2]=y+1;
- tc->val2[3]=y+2;
- tc->val2[4]=y+3;
- }
- else if(dir==5){
- tc->val1[0]=x+1;
- tc->val1[1]=x;
- tc->val1[2]=x-1;
- tc->val1[3]=x-2;
- tc->val1[4]=x-3;
- tc->val2[0]=y+3;
- tc->val2[1]=y+2;
- tc->val2[2]=y+1;
- tc->val2[3]=y;
- tc->val2[4]=y-1;
- }
- else if(dir==7){
- tc->val1[0]=x-3;
- tc->val1[1]=x-2;
- tc->val1[2]=x-1;
- tc->val1[3]=x;
- tc->val1[4]=x+1;
- tc->val2[1]=y;
- tc->val2[0]=y+1;
- tc->val2[2]=y-1;
- tc->val2[3]=y-2;
- tc->val2[4]=y-3;
- }
- }
- /*=========================================
- * ブランディッシュスピア 方向判定 範??張
- *-----------------------------------------
- */
- void skill_brandishspear_dir(struct square *tc,int dir,int are){
- int c;
- nullpo_retv(tc);
- for(c=0;c<5;c++){
- if(dir==0){
- tc->val2[c]+=are;
- }else if(dir==1){
- tc->val1[c]-=are; tc->val2[c]+=are;
- }else if(dir==2){
- tc->val1[c]-=are;
- }else if(dir==3){
- tc->val1[c]-=are; tc->val2[c]-=are;
- }else if(dir==4){
- tc->val2[c]-=are;
- }else if(dir==5){
- tc->val1[c]+=are; tc->val2[c]-=are;
- }else if(dir==6){
- tc->val1[c]+=are;
- }else if(dir==7){
- tc->val1[c]+=are; tc->val2[c]+=are;
- }
- }
- }
- /*==========================================
- * Weapon Repair [Celest/DracoRPG]
- *------------------------------------------
- */
- void skill_repairweapon(struct map_session_data *sd, int idx)
- {
- int material;
- int materials[4] = { 1002, 998, 999, 756 };
- struct item *item;
- struct map_session_data *target_sd;
- nullpo_retv(sd);
- target_sd = map_id2sd(sd->menuskill_lv);
- if (!target_sd) //Failed....
- return;
- if(idx==0xFFFF) // No item selected ('Cancel' clicked)
- return;
- if(idx < 0 || idx >= MAX_INVENTORY)
- return; //Invalid index??
- item = &target_sd->status.inventory[idx];
- if(item->nameid <= 0 || item->attribute == 0)
- return; //Again invalid item....
- if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->skillid,sd->skilllv))){
- clif_item_repaireffect(sd,item->nameid,1);
- return;
- }
- if (itemdb_type(item->nameid)==4)
- material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
- else
- material = materials [2]; // Armors consume 1 Steel
- if (pc_search_inventory(sd,material) < 0 ) {
- clif_skill_fail(sd,sd->skillid,0,0);
- return;
- }
- item->attribute=0;
- clif_equiplist(target_sd);
- pc_delitem(sd,pc_search_inventory(sd,material),1,0);
- clif_item_repaireffect(sd,item->nameid,0);
- if(sd!=target_sd)
- clif_item_repaireffect(target_sd,item->nameid,0);
- }
- /*==========================================
- * Item Appraisal
- *------------------------------------------
- */
- void skill_identify(struct map_session_data *sd,int idx)
- {
- int flag=1;
- nullpo_retv(sd);
- if(idx >= 0 && idx < MAX_INVENTORY) {
- if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
- flag=0;
- sd->status.inventory[idx].identify=1;
- }
- }
- clif_item_identified(sd,idx,flag);
- }
- /*==========================================
- * Weapon Refine [Celest]
- *------------------------------------------
- */
- void skill_weaponrefine(struct map_session_data *sd,int idx)
- {
- int i = 0, ep = 0, per;
- int material[5] = { 0, 1010, 1011, 984, 984 };
- struct item *item;
- nullpo_retv(sd);
- if (idx >= 0 && idx < MAX_INVENTORY) {
- struct item_data *ditem = sd->inventory_data[idx];
- item = &sd->status.inventory[idx];
- if(item->nameid > 0 && ditem->type == 4) {
- if (item->refine >= sd->menuskill_lv ||
- item->refine >= MAX_REFINE || // if it's no longer refineable
- ditem->flag.no_refine || // if the item isn't refinable
- (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
- clif_skill_fail(sd,sd->menuskill_id,0,0);
- return;
- }
- per = percentrefinery [ditem->wlv][(int)item->refine];
- per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
- if (per > rand() % 100) {
- item->refine++;
- pc_delitem(sd, i, 1, 0);
- if(item->equip) {
- ep = item->equip;
- pc_unequipitem(sd,idx,3);
- }
- clif_refine(sd->fd,sd,0,idx,item->refine);
- clif_delitem(sd,idx,1);
- clif_additem(sd,idx,1,0);
- if (ep)
- pc_equipitem(sd,idx,ep);
- clif_misceffect(&sd->bl,3);
- if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
- switch(ditem->wlv){
- case 1:
- pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
- break;
- case 2:
- pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
- break;
- case 3:
- pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
- break;
- }
- }
- } else {
- pc_delitem(sd, i, 1, 0);
- item->refine = 0;
- if(item->equip)
- pc_unequipitem(sd,idx,3);
- clif_refine(sd->fd,sd,1,idx,item->refine);
- pc_delitem(sd,idx,1,0);
- clif_misceffect(&sd->bl,2);
- clif_emotion(&sd->bl, 23);
- }
- }
- }
- }
- /*==========================================
- * オ?トスペル
- *------------------------------------------
- */
- int skill_autospell(struct map_session_data *sd,int skillid)
- {
- int skilllv;
- int maxlv=1,lv;
- nullpo_retr(0, sd);
- skilllv = sd->menuskill_lv;
- if(skilllv <= 0) return 0;
- if(skillid==MG_NAPALMBEAT) maxlv=3;
- else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
- maxlv =10; //Soul Linker bonus. [Skotlex]
- else if(skilllv==2) maxlv=1;
- else if(skilllv==3) maxlv=2;
- else if(skilllv>=4) maxlv=3;
- }
- else if(skillid==MG_SOULSTRIKE){
- if(skilllv==5) maxlv=1;
- else if(skilllv==6) maxlv=2;
- else if(skilllv>=7) maxlv=3;
- }
- else if(skillid==MG_FIREBALL){
- if(skilllv==8) maxlv=1;
- else if(skilllv>=9) maxlv=2;
- }
- else if(skillid==MG_FROSTDIVER) maxlv=1;
- else return 0;
- if(maxlv > (lv=pc_checkskill(sd,skillid)))
- maxlv = lv;
- status_change_start(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
- skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが?曹ォ易い????H
- return 0;
- }
- /*==========================================
- * ギャングスタ?パラダイス判定?�?(foreachinarea)
- *------------------------------------------
- */
- static int skill_gangster_count(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- sd=(struct map_session_data*)bl;
- if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
- return 1;
- return 0;
- }
- static int skill_gangster_in(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- sd=(struct map_session_data*)bl;
- if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
- sd->state.gangsterparadise=1;
- return 0;
- }
- static int skill_gangster_out(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- sd=(struct map_session_data*)bl;
- if(sd && sd->state.gangsterparadise)
- sd->state.gangsterparadise=0;
- return 0;
- }
- int skill_gangsterparadise(struct map_session_data *sd ,int type)
- {
- int range;
- nullpo_retr(0, sd);
- if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
- return 0;
- range = skill_get_splash(RG_GANGSTER, range);
- if(type==1) {/* ?タった時の?�? */
- if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
- { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
- map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
- sd->state.gangsterparadise = 1;
- }
- return 0;
- }
- else if(type==0) {/* 立ち?繧ェったときの?�? */
- if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
- map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
- sd->state.gangsterparadise = 0;
- return 0;
- }
- return 0;
- }
- /*==========================================
- * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
- *------------------------------------------
- */
- static int skill_rest_count(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- sd=(struct map_session_data*)bl;
- if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
- return 1;
- return 0;
- }
- static int skill_rest_in(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- sd=(struct map_session_data*)bl;
- if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
- sd->state.rest=1;
- status_calc_pc(sd,0);
- }
- return 0;
- }
- static int skill_rest_out(struct block_list *bl,va_list ap)
- {
- struct map_session_data *sd;
- sd=(struct map_session_data*)bl;
- if(sd && sd->state.rest != 0)
- sd->state.rest=0;
- return 0;
- }
- int skill_rest(struct map_session_data *sd ,int type)
- {
- int range;
- nullpo_retr(0, sd);
- if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
- range = skill_get_splash(TK_HPTIME, range);
- else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
- range = skill_get_splash(TK_SPTIME, range);
- else
- return 0;
-
- if(type==1) { //When you sit down
- if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
- {
- map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
- sd->state.rest = 1;
- status_calc_pc(sd,0);
- }
- return 0;
- }
- else if(type==0) { //When you stand up
- if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
- map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
- sd->state.rest = 0;
- status_calc_pc(sd,0);
- return 0;
- }
- return 0;
- }
- /*==========================================
- * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
- *------------------------------------------
- */
- int skill_frostjoke_scream(struct block_list *bl,va_list ap)
- {
- struct block_list *src;
- int skillnum,skilllv;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- skillnum=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- if(skilllv <= 0) return 0;
- tick=va_arg(ap,unsigned int);
- if (src == bl || //自分には?かない
- bl->prev == NULL ||
- status_isdead(bl))
- return 0;
- if (bl->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)bl;
- if (sd && sd->sc.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
- return 0;
- }
- //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
- if(battle_check_target(src,bl,BCT_ENEMY) > 0)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
- else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
- skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
- return 0;
- }
- /*==========================================
- * バジリカのセルを?ン定する
- *------------------------------------------
- */
- void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int flag)
- {
- int i,x,y,range = skill_get_unit_range(skill_num);
- int size = range*2+1;
- for (i=0;i<size*size;i++) {
- x = src->bl.x+(i%size-range);
- y = src->bl.y+(i/size-range);
- map_setcell(src->bl.m,x,y,flag);
- }
- }
- /*==========================================
- * Sets a map cell around the caster, according to the skill's range.
- *------------------------------------------
- */
- void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
- {
- int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
- int size = range*2+1;
- for (i=0;i<size*size;i++) {
- x = src->x+(i%size-range);
- y = src->y+(i/size-range);
- map_setcell(src->m,x,y,flag);
- }
- }
-
- /*==========================================
- *
- *------------------------------------------
- */
- int skill_attack_area(struct block_list *bl,va_list ap)
- {
- struct block_list *src,*dsrc;
- int atk_type,skillid,skilllv,flag,type;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- atk_type = va_arg(ap,int);
- if((src=va_arg(ap,struct block_list*)) == NULL)
- return 0;
- if((dsrc=va_arg(ap,struct block_list*)) == NULL)
- return 0;
- skillid=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- if(skillid > 0 && skilllv <= 0) return 0; // celest
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- type=va_arg(ap,int);
- if(battle_check_target(dsrc,bl,type) > 0)
- skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------
- */
- int skill_clear_element_field(struct block_list *bl)
- {
- struct skill_unit_group *ug=NULL;
- int i,max,skillid;
- nullpo_retr(0, bl);
- if (bl->type==BL_MOB) {
- max = MAX_MOBSKILLUNITGROUP;
- ug = ((struct mob_data *)bl)->skillunit;
- } else if(bl->type==BL_PC) {
- max = MAX_SKILLUNITGROUP;
- ug = ((struct map_session_data *)bl)->skillunit;
- } else if(bl->type==BL_PET) {
- max = MAX_MOBSKILLUNITGROUP;
- ug = ((struct pet_data*)bl)->skillunit;
- } else
- return 0;
- for (i=0;i<max;i++) {
- skillid=ug[i].skill_id;
- if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
- skill_delunitgroup(&ug[i]);
- }
- return 0;
- }
- /*==========================================
- * Returns the first element field found [Skotlex]
- *------------------------------------------
- */
- struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
- {
- struct mob_data *md=NULL;
- struct map_session_data *sd=NULL;
- int i,max,skillid;
- nullpo_retr(0, bl);
- if (bl->type==BL_MOB) {
- max = MAX_MOBSKILLUNITGROUP;
- md = (struct mob_data *)bl;
- } else if(bl->type==BL_PC) {
- max = MAX_SKILLUNITGROUP;
- sd = (struct map_session_data *)bl;
- } else
- return NULL;
- for (i=0;i<max;i++) {
- if(sd){
- skillid=sd->skillunit[i].skill_id;
- if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
- return &sd->skillunit[i];
- }else if(md){
- skillid=md->skillunit[i].skill_id;
- if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
- return &md->skillunit[i];
- }
- }
- return NULL;
- }
- // for graffiti cleaner [Valaris]
- int skill_graffitiremover(struct block_list *bl, va_list ap)
- {
- struct skill_unit *unit=NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
- return 0;
- if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
- skill_delunit(unit);
- return 0;
- }
- int skill_greed(struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- struct map_session_data *sd=NULL;
- struct flooritem_data *fitem=NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src = va_arg(ap,struct block_list *));
- if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
- pc_takeitem(sd, fitem);
- return 0;
- }
- /*==========================================
- * ランドプ�?テクタ?チェック(foreachinarea)
- *------------------------------------------
- */
- int skill_landprotector(struct block_list *bl, va_list ap )
- {
- int skillid;
- int *alive;
- struct skill_unit *unit;
- struct block_list *src;
- skillid = va_arg(ap,int);
- alive = va_arg(ap,int *);
- src = va_arg(ap,struct block_list *);
- unit = (struct skill_unit *)bl;
- if (unit == NULL || unit->group == NULL)
- return 0;
- if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
- && battle_check_target(bl, src, BCT_ENEMY) > 0)
- { //Check for offensive Land Protector to delete both. [Skotlex]
- (*alive) = 0;
- skill_delunit(unit);
- return 1;
- }
- if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
- return 0; //Traps cannot be removed by Land Protector/Ganbantein
-
- if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
- skill_delunit(unit);
- } else
- if (unit->group->skill_id == SA_LANDPROTECTOR) {
- (*alive) = 0;
- } else
- if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
- //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
- (*alive) = 0;
- } else
- return 0;
- return 1;
- }
- /*==========================================
- * variation of skill_landprotector
- *------------------------------------------
- */
- int skill_ganbatein(struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
- return 0;
- if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
- return 0; //Do not remove traps.
-
- if (unit->group->skill_id == SA_LANDPROTECTOR)
- skill_delunit(unit);
- else skill_delunitgroup(unit->group);
- return 1;
- }
- /*==========================================
- * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
- *------------------------------------------
- */
- int skill_count_target (struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- int *c;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if ((src = va_arg(ap,struct block_list *)) == NULL)
- return 0;
- if ((c = va_arg(ap,int *)) == NULL)
- return 0;
- if (battle_check_target(src,bl,BCT_ENEMY) > 0)
- (*c)++;
- return 0;
- }
- /*==========================================
- * トラップ範??�?(foreachinarea)
- *------------------------------------------
- */
- int skill_trap_splash (struct block_list *bl, va_list ap)
- {
- struct block_list *src;
- int tick;
- int splash_count;
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- struct block_list *ss;
- int i;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src = va_arg(ap,struct block_list *));
- nullpo_retr(0, unit = (struct skill_unit *)src);
- nullpo_retr(0, sg = unit->group);
- // nullpo_retr(0, ss = map_id2bl(sg->src_id));
- if ((ss = map_id2bl(sg->src_id)) == NULL)
- { //Temporal debug until this case is solved. [Skotlex]
- ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
- return 0;
- }
- tick = va_arg(ap,int);
- splash_count = va_arg(ap,int);
- if(battle_check_target(src,bl,BCT_ENEMY) > 0){
- switch(sg->unit_id){
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
- break;
- case UNT_BLASTMINE:
- case UNT_CLAYMORETRAP:
- for(i=0;i<splash_count;i++){
- skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
- }
- break;
- case UNT_FREEZINGTRAP:
- skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
- break;
- default:
- break;
- }
- }
- return 0;
- }
- /*==========================================
- * ステ?タス異?�?I了
- *------------------------------------------
- */
- int skill_enchant_elemental_end (struct block_list *bl, int type)
- {
- struct status_change *sc;
- nullpo_retr(0, bl);
- nullpo_retr(0, sc= status_get_sc(bl));
- if (!sc->count) return 0;
-
- if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
- status_change_end(bl, SC_ENCPOISON, -1);
- if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
- status_change_end(bl, SC_ASPERSIO, -1);
- if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
- status_change_end(bl, SC_FIREWEAPON, -1);
- if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
- status_change_end(bl, SC_WATERWEAPON, -1);
- if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
- status_change_end(bl, SC_WINDWEAPON, -1);
- if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
- status_change_end(bl, SC_EARTHWEAPON, -1);
- if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
- status_change_end(bl, SC_SHADOWWEAPON, -1);
- if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
- status_change_end(bl, SC_GHOSTWEAPON, -1);
- return 0;
- }
- /* ク�??キング??ク?i周りに移動不可能地?があるか?j */
- int skill_check_cloaking(struct block_list *bl)
- {
- struct map_session_data *sd = NULL;
- struct status_change *sc;
- static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
- static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
- int end = 1,i;
- nullpo_retr(1, bl);
- if (bl->type == BL_PC)
- sd = (struct map_session_data *)bl;
-
- if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
- (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
- { //Check for walls.
- for (i = 0; i < 8; i++)
- if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
- {
- end = 0;
- break;
- }
- } else
- end = 0; //No wall check.
-
- if(end){
- sc = status_get_sc(bl);
- if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
- status_change_end(bl, SC_CLOAKING, -1);
- } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
- status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
- }
- }
- else {
- if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
- status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
- }
- }
- return end;
- }
- /*
- *----------------------------------------------------------------------------
- * スキルユニット
- *----------------------------------------------------------------------------
- */
- /*==========================================
- * 演奏/ダンスをやめる
- * flag 1で?≡t中なら相方にユニットを任せる
- *
- *------------------------------------------
- */
- void skill_stop_dancing(struct block_list *src)
- {
- struct status_change* sc;
- struct skill_unit_group* group;
- struct map_session_data* dsd = NULL;
- nullpo_retv(src);
- nullpo_retv(sc = status_get_sc(src));
- if(!sc->count || sc->data[SC_DANCING].timer == -1)
- return;
-
- group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
- sc->data[SC_DANCING].val2 = 0;
-
- if (sc->data[SC_DANCING].val4)
- {
- if (sc->data[SC_DANCING].val4 != BCT_SELF)
- dsd = map_id2sd(sc->data[SC_DANCING].val4);
- sc->data[SC_DANCING].val4 = 0;
- }
- if (group)
- skill_delunitgroup(group);
-
- if (dsd)
- {
- dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
- status_change_end(&dsd->bl, SC_DANCING, -1);
- }
- status_change_end(src, SC_DANCING, -1);
- }
- /*==========================================
- * スキルユニット?炎匀サ
- *------------------------------------------
- */
- struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
- {
- struct skill_unit *unit;
- nullpo_retr(NULL, group);
- nullpo_retr(NULL, unit=&group->unit[idx]);
- if(!unit->alive)
- group->alive_count++;
- unit->bl.id=map_addobject(&unit->bl);
- unit->bl.type=BL_SKILL;
- unit->bl.m=group->map;
- unit->bl.x=x;
- unit->bl.y=y;
- unit->group=group;
- unit->val1=unit->val2=0;
- unit->alive=1;
- map_addblock(&unit->bl);
- clif_skill_setunit(unit);
- switch (group->skill_id) {
- case AL_PNEUMA:
- skill_unitsetmapcell(unit,AL_PNEUMA,CELL_SETPNEUMA);
- break;
- case MG_SAFETYWALL:
- skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_SETSAFETYWALL);
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_SETLANDPROTECTOR);
- break;
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,CELL_SETBASILICA);
- break;
- case WZ_ICEWALL:
- skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_SETICEWALL);
- break;
- }
- return unit;
- }
- /*==========================================
- * スキルユニット?�?�
- *------------------------------------------
- */
- int skill_delunit(struct skill_unit *unit)
- {
- struct skill_unit_group *group;
- nullpo_retr(0, unit);
- if(!unit->alive)
- return 0;
- nullpo_retr(0, group=unit->group);
- /* onlimitイベント呼び?oし */
- skill_unit_onlimit( unit,gettick() );
- /* onoutイベント呼び?oし */
- if (!unit->range) {
- map_foreachincell(skill_unit_effect,unit->bl.m,
- unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
- }
- switch (group->skill_id) {
- case AL_PNEUMA:
- skill_unitsetmapcell(unit,AL_PNEUMA,CELL_CLRPNEUMA);
- break;
- case MG_SAFETYWALL:
- skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_CLRSAFETYWALL);
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_CLRLANDPROTECTOR);
- break;
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,CELL_CLRBASILICA);
- break;
- case WZ_ICEWALL:
- skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_CLRICEWALL);
- break;
- }
- clif_skill_delunit(unit);
- unit->group=NULL;
- unit->alive=0;
- map_delobjectnofree(unit->bl.id);
- if(--group->alive_count==0)
- skill_delunitgroup(group);
- return 0;
- }
- /*==========================================
- * スキルユニットグル?プ?炎匀サ
- *------------------------------------------
- */
- static int skill_unit_group_newid = MAX_SKILL_DB;
- struct skill_unit_group *skill_initunitgroup(struct block_list *src,
- int count,int skillid,int skilllv,int unit_id)
- {
- int i;
- struct skill_unit_group *group=NULL, *list=NULL;
- int maxsug=0;
- if(skilllv <= 0) return 0;
- nullpo_retr(NULL, src);
- if(src->type==BL_PC){
- list=((struct map_session_data *)src)->skillunit;
- maxsug=MAX_SKILLUNITGROUP;
- }else if(src->type==BL_MOB){
- list=((struct mob_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- }else if(src->type==BL_PET){
- list=((struct pet_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- }
- if(list){
- for(i=0;i<maxsug;i++) /* 空いているもの??� */
- if(list[i].group_id==0){
- group=&list[i];
- break;
- }
- if(group==NULL){ /* 空いてないので古いもの??� */
- int j=0;
- unsigned maxdiff=0,x,tick=gettick();
- for(i=0;i<maxsug;i++)
- if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
- maxdiff=x;
- j=i;
- }
- skill_delunitgroup(&list[j]);
- group=&list[j];
- }
- }
- if(group==NULL){
- ShowFatalError("skill_initunitgroup: error unit group !\n");
- exit(1);
- }
- group->src_id=src->id;
- group->party_id=status_get_party_id(src);
- group->guild_id=status_get_guild_id(src);
- group->group_id=skill_unit_group_newid++;
- if(skill_unit_group_newid<=0)
- skill_unit_group_newid = MAX_SKILL_DB;
- group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
- group->unit_count=count;
- group->val1=group->val2=0;
- group->skill_id=skillid;
- group->skill_lv=skilllv;
- group->unit_id=unit_id;
- group->map=src->m;
- group->limit=10000;
- group->interval=1000;
- group->tick=gettick();
- if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
- group->tick += 1500;
- group->valstr=NULL;
- i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
- if (i&UF_DANCE) {
- struct map_session_data *sd = NULL;
- if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
- sd->skillid_dance=skillid;
- sd->skilllv_dance=skilllv;
- }
- status_change_start(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000,0);
- //?≡tスキルは相方をダンス?�ヤにする
- if (sd && i&UF_ENSEMBLE &&
- battle_config.player_skill_partner_check) {
- skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
- }
- }
- return group;
- }
- /*==========================================
- * スキルユニットグル?プ?�?�
- *------------------------------------------
- */
- int skill_delunitgroup(struct skill_unit_group *group)
- {
- struct block_list *src;
- int i;
- nullpo_retr(0, group);
- if(group->unit_count<=0)
- return 0;
- src=map_id2bl(group->src_id);
- //ダンススキルはダンス?�ヤを解?怩キる
- if(src) {
- if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
- {
- struct status_change* sc = status_get_sc(src);
- if (sc && sc->data[SC_DANCING].timer != -1)
- {
- sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
- status_change_end(src,SC_DANCING,-1);
- }
- }
- if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
- struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_GOSPEL].timer != -1) {
- sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
- status_change_end(src,SC_GOSPEL,-1);
- }
- }
- }
- group->alive_count=0;
- if(group->unit!=NULL){
- for(i=0;i<group->unit_count;i++)
- if(group->unit[i].alive)
- skill_delunit(&group->unit[i]);
- }
- if(group->valstr!=NULL){
- //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
- aFree(group->valstr);
- group->valstr=NULL;
- }
- map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
- group->unit=NULL;
- group->src_id=0;
- group->group_id=0;
- group->unit_count=0;
- return 0;
- }
- /*==========================================
- * スキルユニットグル?プ全?�?�
- *------------------------------------------
- */
- int skill_clear_unitgroup(struct block_list *src)
- {
- struct skill_unit_group *group=NULL;
- int maxsug=0;
- nullpo_retr(0, src);
- if(src->type==BL_PC){
- group=((struct map_session_data *)src)->skillunit;
- maxsug=MAX_SKILLUNITGROUP;
- } else if(src->type==BL_MOB){
- group=((struct mob_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- } else if(src->type==BL_PET){ // [Valaris]
- group=((struct pet_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- } else
- return 0;
- if(group){
- int i;
- for(i=0;i<maxsug;i++)
- if(group[i].group_id>0 && group[i].src_id == src->id)
- skill_delunitgroup(&group[i]);
- }
- return 0;
- }
- /*==========================================
- * スキルユニットグル?プの被影響tick??�
- *------------------------------------------
- */
- struct skill_unit_group_tickset *skill_unitgrouptickset_search(
- struct block_list *bl,struct skill_unit_group *group,int tick)
- {
- int i,j=-1,k,s,id;
- struct skill_unit_group_tickset *set;
- nullpo_retr(0, bl);
- if (group->interval==-1)
- return NULL;
- if (bl->type == BL_PC)
- set = ((struct map_session_data *)bl)->skillunittick;
- else if (bl->type == BL_MOB)
- set = ((struct mob_data *)bl)->skillunittick;
- else if (bl->type == BL_PET)
- set = ((struct pet_data *)bl)->skillunittick;
- else
- return 0;
- if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
- id = s = group->skill_id;
- else
- id = s = group->group_id;
- for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
- k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
- if (set[k].id == id)
- return &set[k];
- else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
- j=k;
- }
- if (j == -1) {
- if(battle_config.error_log) {
- ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
- }
- j = id % MAX_SKILLUNITGROUPTICKSET;
- }
- set[j].id = id;
- set[j].tick = tick;
- return &set[j];
- }
- /*==========================================
- * スキルユニットタイマ??動?�?用(foreachinarea)
- *------------------------------------------
- */
- int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit;
- struct skill_unit_group *group;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- unit = va_arg(ap,struct skill_unit *);
- tick = va_arg(ap,unsigned int);
- if (!unit->alive || bl->prev==NULL)
- return 0;
- nullpo_retr(0, group=unit->group);
- if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
- return 0; //AoE skills are ineffective. [Skotlex]
- if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
- return 0;
- skill_unit_onplace_timer(unit,bl,tick);
- return 0;
- }
- /*==========================================
- * スキルユニットタイマ??�?用(foreachobject)
- *------------------------------------------
- */
- int skill_unit_timer_sub( struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit;
- struct skill_unit_group *group;
- unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit=(struct skill_unit *)bl);
- tick=va_arg(ap,unsigned int);
- if(!unit->alive)
- return 0;
- group=unit->group;
- nullpo_retr(0, group);
- /* onplace_timerイベント呼び?oし */
- if (unit->range>=0 && group->interval!=-1) {
- map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
- group->bl_flag,bl,tick);
- if (!unit->alive)
- return 0;
- // マグヌスは発動したユニットは?�?怩キる
- if (group->skill_id==PR_MAGNUS && unit->val2) {
- skill_delunit(unit);
- return 0;
- }
- }
- /* 時間?リれ?�?� */
- if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
- switch(group->unit_id){
- case UNT_BLASTMINE:
- group->unit_id = UNT_USED_TRAPS;
- clif_changelook(bl,LOOK_BASE,group->unit_id);
- group->limit=DIFF_TICK(tick+1500,group->tick);
- unit->limit=DIFF_TICK(tick+1500,group->tick);
- break;
- case UNT_SKIDTRAP:
- case UNT_ANKLESNARE:
- case UNT_LANDMINE:
- case UNT_SHOCKWAVE:
- case UNT_SANDMAN:
- case UNT_FLASHER:
- case UNT_FREEZINGTRAP:
- case UNT_CLAYMORETRAP:
- case UNT_TALKIEBOX:
- {
- struct block_list *src=map_id2bl(group->src_id);
- if(group->unit_id == UNT_ANKLESNARE && group->val2);
- else{
- if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
- { //Avoid generating trap items when it did not cost to create them. [Skotlex]
- struct item item_tmp;
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid=1065;
- item_tmp.identify=1;
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
- }
- }
- skill_delunit(unit);
- }
- break;
- case 0xc1:
- case 0xc2:
- case 0xc3:
- case 0xc4:
- {
- struct block_list *src=map_id2bl(group->src_id);
- if (src)
- group->tick = tick;
- }
- break;
- default:
- skill_delunit(unit);
- }
- }
- if(group->unit_id == UNT_ICEWALL) {
- unit->val1 -= 5;
- if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
- unit->limit = DIFF_TICK(tick+700,group->tick);
- }
- return 0;
- }
- /*==========================================
- * スキルユニットタイマ??�?
- *------------------------------------------
- */
- int skill_unit_timer( int tid,unsigned int tick,int id,int data)
- {
- map_freeblock_lock();
- map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
- map_freeblock_unlock();
- return 0;
- }
- /*==========================================
- * スキルユニット移動時?�?用(foreachinarea)
- *------------------------------------------
- */
- int skill_unit_move_sub( struct block_list *bl, va_list ap )
- {
- struct skill_unit *unit = (struct skill_unit *)bl;
- struct block_list *target;
- unsigned int tick,flag,result;
- int skill_id;
-
- target=va_arg(ap,struct block_list*);
- tick = va_arg(ap,unsigned int);
- flag = va_arg(ap,int);
-
- nullpo_retr(0, unit->group);
-
- if (!(unit->group->bl_flag&target->type))
- return 0; //we don't target this type of bl
-
- skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
-
- if (unit->group->interval!=-1 &&
- !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
- return 0;
-
- if (!unit->alive || target->prev==NULL)
- return 0;
- if (flag&1)
- {
- result = skill_unit_onplace(unit,target,tick);
- if (flag&2 && result)
- { //Clear skill ids we have stored in onout.
- int i;
- for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
- if (i<8)
- skill_unit_temp[i] = 0;
- }
- }
- else
- {
- result = skill_unit_onout(unit,target,tick);
- if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
- skill_unit_temp[skill_unit_index++] = result;
- }
- if (flag&4)
- skill_unit_onleft(skill_id,target,tick);
- return 1;
- }
- /*==========================================
- * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
- * Flag values:
- * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
- * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
- * units to figure out when they have left a group.
- * flag&4: Force a onleft event (triggered when the bl is killed, for example)
- *------------------------------------------
- */
- int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
- {
- nullpo_retr(0, bl);
- if(bl->prev==NULL )
- return 0;
- if (flag&2 && !(flag&1))
- { //Onout, clear data
- memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
- skill_unit_index=0;
- }
-
- map_foreachincell(skill_unit_move_sub,
- bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
- if (flag&2 && flag&1)
- { //Onplace, check any skill units you have left.
- int i;
- for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
- skill_unit_onleft(skill_unit_temp[i], bl, tick);
- }
- return 0;
- }
- /*==========================================
- * スキルユニット自?の移動時?�?
- * 引?はグル?プと移動量
- *------------------------------------------
- */
- int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
- {
- int i,j;
- unsigned int tick = gettick();
- int *m_flag;
- struct skill_unit *unit1;
- struct skill_unit *unit2;
- nullpo_retr(0, group);
- if (group->unit_count<=0)
- return 0;
- if (group->unit==NULL)
- return 0;
- i = skill_get_unit_flag(group->skill_id); //Check the flag...
- if (!(
- (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
- skill_get_inf2(group->skill_id)&INF2_TRAP
- ))
- return 0;
-
- m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
- memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
- // m_flag
- // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
- // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
- // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
- // 3: Both 1+2.
- for(i=0;i<group->unit_count;i++){
- unit1=&group->unit[i];
- if (!unit1->alive || unit1->bl.m!=m)
- continue;
- for(j=0;j<group->unit_count;j++){
- unit2=&group->unit[j];
- if (!unit2->alive)
- continue;
- if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
- m_flag[i] |= 0x1;
- }
- if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
- m_flag[i] |= 0x2;
- }
- }
- }
- j = 0;
- for (i=0;i<group->unit_count;i++) {
- unit1=&group->unit[i];
- if (!unit1->alive)
- continue;
- if (!(m_flag[i]&0x2)) {
- map_foreachincell(skill_unit_effect,unit1->bl.m,
- unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
- }
- //Move Cell using "smart" criteria (avoid useless moving around)
- switch(m_flag[i])
- {
- case 0:
- //Cell moves independently, safely move it.
- map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
- clif_skill_setunit(unit1);
- break;
- case 1:
- //Cell moves unto another cell, look for a replacement cell that won't collide
- //and has no cell moving into it (flag == 2)
- for(;j<group->unit_count;j++)
- {
- if(m_flag[j]!=2 || !group->unit[j].alive)
- continue;
- //Move to where this cell would had moved.
- unit2 = &group->unit[j];
- map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
- clif_skill_setunit(unit1);
- j++; //Skip this cell as we have used it.
- break;
- }
- break;
- case 2:
- case 3:
- break; //Don't move the cell as a cell will end on this tile anyway.
- }
- if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
- map_foreachincell(skill_unit_effect,unit1->bl.m,
- unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
- }
- }
- aFree(m_flag);
- return 0;
- }
- /*----------------------------------------------------------------------------
- * アイテム?�?ャ
- *----------------------------------------------------------------------------
- */
- /*==========================================
- * アイテム?�?ャ可能判定
- *------------------------------------------
- */
- int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
- {
- int i,j;
- nullpo_retr(0, sd);
- if(nameid<=0)
- return 0;
- for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
- if(skill_produce_db[i].nameid == nameid )
- break;
- }
- if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
- return 0;
- if(trigger>=0){
- if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
- if(skill_produce_db[i].itemlv!=trigger)
- return 0;
- } else if(trigger>10) { // Food (itemlv must be higher or equal)
- if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
- return 0;
- } else { // Weapon (itemlv must be higher or equal)
- if(skill_produce_db[i].itemlv>trigger)
- return 0;
- }
- }
- if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
- return 0; /* スキルが足りない */
- for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
- int id,x,y;
- if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
- continue;
- if(skill_produce_db[i].mat_amount[j] <= 0) {
- if(pc_search_inventory(sd,id) < 0)
- return 0;
- }
- else {
- for(y=0,x=0;y<MAX_INVENTORY;y++)
- if( sd->status.inventory[y].nameid == id )
- x+=sd->status.inventory[y].amount;
- if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
- return 0;
- }
- }
- return i+1;
- }
- /*==========================================
- * アイテム?�?ャ可能判定
- *------------------------------------------
- */
- int skill_produce_mix( struct map_session_data *sd, int skill_id,
- int nameid, int slot1, int slot2, int slot3, int qty)
- {
- int slot[3];
- int i,sc,ele,idx,equip,wlv,make_per,flag;
- nullpo_retr(0, sd);
- if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
- return 0;
- idx--;
- if (qty < 1)
- qty = 1;
-
- if (!skill_id) //A skill can be specified for some override cases.
- skill_id = skill_produce_db[idx].req_skill;
-
- slot[0]=slot1;
- slot[1]=slot2;
- slot[2]=slot3;
- /* 埋め?み?�? */
- for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
- int j;
- if( slot[i]<=0 )
- continue;
- j = pc_search_inventory(sd,slot[i]);
- if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
- continue;
- if(slot[i]==1000){ /* Star Crumb */
- pc_delitem(sd,j,1,1);
- sc++;
- }
- if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
- static const int ele_table[4]={3,1,4,2};
- pc_delitem(sd,j,1,1);
- ele=ele_table[slot[i]-994];
- }
- }
- /* ?゙料?チ費 */
- for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
- int j,id,x;
- if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
- continue;
- x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
- 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 */
- int y=0;
- j = pc_search_inventory(sd,id);
- if(j >= 0){
- y = sd->status.inventory[j].amount;
- if(y>x)y=x; /* 足りている */
- pc_delitem(sd,j,y,0);
- }else {
- if(battle_config.error_log)
- ShowError("skill_produce_mix: material item error\n");
- }
- x-=y; /* まだ足りない個?を計算 */
- }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 */
- }
- if((equip=itemdb_isequip(nameid)))
- wlv = itemdb_wlv(nameid);
- if(!equip) {
- switch(skill_id){
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
- int skill = pc_checkskill(sd,skill_id);
- make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
- switch(nameid){
- case 998: // Iron
- make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
- break;
- case 999: // Steel
- make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
- break;
- case 1000: //Star Crumb
- make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
- break;
- default: // Enchanted Stones
- make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
- break;
- }
- break;
- case ASC_CDP:
- make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
- break;
- case AL_HOLYWATER:
- make_per = 100000; //100% success
- break;
- case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
- + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
- + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
- switch(nameid){
- case 501: // Red Potion
- case 503: // Yellow Potion
- case 504: // White Potion
- case 605: // Anodyne
- case 606: // Aloevera
- make_per += 2000;
- break;
- case 505: // Blue Potion
- make_per -= 500;
- break;
- case 545: // Condensed Red Potion
- case 546: // Condensed Yellow Potion
- case 547: // Condensed White Potion
- make_per -= 1000;
- break;
- case 970: // Alcohol
- make_per += 1000;
- break;
- case 7139: // Glistening Coat
- make_per -= 1000;
- break;
- case 7135: // Bottle Grenade
- case 7136: // Acid Bottle
- case 7137: // Plant Bottle
- case 7138: // Marine Sphere Bottle
- default:
- break;
- }
- if(battle_config.pp_rate != 100)
- make_per = make_per * battle_config.pp_rate / 100;
- break;
- case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
- make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
- sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
- switch(nameid){
- case 12114:
- flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
- if (flag > 0)
- make_per += 1000*flag-500;
- break;
- case 12115:
- flag = pc_checkskill(sd,SA_FROSTWEAPON);
- if (flag > 0)
- make_per += 1000*flag-500;
- break;
- case 12116:
- flag = pc_checkskill(sd,SA_SEISMICWEAPON);
- if (flag > 0)
- make_per += 1000*flag-500;
- break;
- case 12117:
- flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
- if (flag > 0)
- make_per += 1000*flag-500;
- break;
- }
- break;
- default:
- make_per = 5000;
- break;
- }
- }
- } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
- make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
- make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
- 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
- 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
- if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
- else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
- else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
- else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
- if(battle_config.wp_rate != 100)
- make_per = make_per * battle_config.wp_rate / 100;
- }
- // - Baby Class Penalty = 80% (from adult's chance) ----//
- if (sd->class_&JOBL_BABY) //if it's a Baby Class
- make_per = (make_per * 80) / 100; //Lupus
- if(make_per < 1) make_per = 1;
-
- if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
- struct item tmp_item;
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid=nameid;
- tmp_item.amount=1;
- tmp_item.identify=1;
- if(equip){
- tmp_item.card[0]=0x00ff;
- tmp_item.card[1]=((sc*5)<<8)+ele;
- tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->char_id,1);
- } else {
- //Flag is only used on the end, so it can be used here. [Skotlex]
- switch (skill_id) {
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- flag = battle_config.produce_potion_name_input;
- break;
- case AL_HOLYWATER:
- flag = battle_config.holywater_name_input;
- break;
- case ASC_CDP:
- flag = battle_config.cdp_name_input;
- break;
- default:
- flag = battle_config.produce_item_name_input;
- break;
- }
- if (flag) {
- tmp_item.card[0]=0x00fe;
- tmp_item.card[1]=0;
- tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->char_id,1);
- }
- }
- if(log_config.produce > 0)
- log_produce(sd,nameid,slot1,slot2,slot3,1);
- if(equip){
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
- if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
- pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
- } else {
- int fame = 0;
- tmp_item.amount = 0;
- for (i=0; i< qty; i++)
- { //Apply quantity modifiers.
- if (rand()%10000 < make_per || qty == 1)
- { //Success
- tmp_item.amount++;
- if(nameid < 545 || nameid > 547)
- continue;
- if(skill_id != AM_PHARMACY &&
- skill_id != AM_TWILIGHT1 &&
- skill_id != AM_TWILIGHT2 &&
- skill_id != AM_TWILIGHT3)
- continue;
- //Add fame as needed.
- switch(++sd->potion_success_counter) {
- case 3:
- fame+=1; // Success to prepare 3 Condensed Potions in a row
- break;
- case 5:
- fame+=3; // Success to prepare 5 Condensed Potions in a row
- break;
- case 7:
- fame+=10; // Success to prepare 7 Condensed Potions in a row
- break;
- case 10:
- fame+=50; // Success to prepare 10 Condensed Potions in a row
- sd->potion_success_counter = 0;
- break;
- }
- } else //Failure
- sd->potion_success_counter = 0;
- }
- if (fame)
- pc_addfame(sd,fame);
- //Visual effects and the like.
- switch (skill_id) {
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- case ASC_CDP:
- clif_produceeffect(sd,2,nameid);
- clif_misceffect(&sd->bl,5);
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif_produceeffect(sd,0,nameid);
- clif_misceffect(&sd->bl,3);
- break;
- default: //Those that don't require a skill?
- if (skill_produce_db[idx].itemlv==11) //Cooking items.
- clif_specialeffect(&sd->bl, 608, 0);
- break;
- }
- }
- if (tmp_item.amount) { //Success
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- return 1;
- }
- }
- //Failure
- if(log_config.produce)
- log_produce(sd,nameid,slot1,slot2,slot3,0);
- if(equip){
- clif_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
- } else {
- switch (skill_id) {
- case ASC_CDP: //Damage yourself, and display same effect as failed potion.
- pc_heal(sd,-(sd->status.max_hp>>2),0);
- case AM_PHARMACY:
- case AM_TWILIGHT1:
- case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- clif_produceeffect(sd,3,nameid);
- clif_misceffect(&sd->bl,6);
- sd->potion_success_counter = 0; // Fame point system [DracoRPG]
- break;
- case BS_IRON:
- case BS_STEEL:
- case BS_ENCHANTEDSTONE:
- clif_produceeffect(sd,1,nameid);
- clif_misceffect(&sd->bl,2);
- break;
- default:
- if (skill_produce_db[idx].itemlv==11)
- clif_specialeffect(&sd->bl, 609, 0);
- }
- }
- return 0;
- }
- int skill_arrow_create( struct map_session_data *sd,int nameid)
- {
- int i,j,flag,index=-1;
- struct item tmp_item;
- nullpo_retr(0, sd);
- if(nameid <= 0)
- return 1;
- for(i=0;i<MAX_SKILL_ARROW_DB;i++)
- if(nameid == skill_arrow_db[i].nameid) {
- index = i;
- break;
- }
- if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
- return 1;
- pc_delitem(sd,j,1,0);
- for(i=0;i<5;i++) {
- memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.identify = 1;
- tmp_item.nameid = skill_arrow_db[index].cre_id[i];
- tmp_item.amount = skill_arrow_db[index].cre_amount[i];
- if(battle_config.making_arrow_name_input) {
- tmp_item.card[0]=0x00fe;
- tmp_item.card[1]=0;
- tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
- tmp_item.card[3]=GetWord(sd->char_id,1);
- }
- if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
- continue;
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
- clif_additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- return 0;
- }
- /*----------------------------------------------------------------------------
- * ?炎匀サ系
- */
- /*
- * 文字列?�?
- * ',' で区?リって val に戻す
- */
- int skill_split_str(char *str,char **val,int num)
- {
- int i;
- for (i=0; i<num && str; i++){
- val[i] = str;
- str = strchr(str,',');
- if (str)
- *str++=0;
- }
- return i;
- }
- /*
- * 文字列?�?
- * ':' で区?リってatoiしてvalに戻す
- */
- int skill_split_atoi(char *str,int *val)
- {
- int i, j, diff, step = 1;
- for (i=0; i<MAX_SKILL_LEVEL; i++) {
- if (!str) break;
- val[i] = atoi(str);
- str = strchr(str,':');
- if (str)
- *str++=0;
- }
- if(i==0) //No data found.
- return 0;
- if(i==1)
- { //Single value, have the whole range have the same value.
- for (; i < MAX_SKILL_LEVEL; i++)
- val[i] = val[i-1];
- return i;
- }
- //Check for linear change with increasing steps until we reach half of the data acquired.
- for (step = 1; step <= i/2; step++)
- {
- diff = val[i-1] - val[i-step-1];
- for(j = i-1; j >= step; j--)
- if ((val[j]-val[j-step]) != diff)
- break;
-
- if (j>=step) //No match, try next step.
- continue;
-
- for(; i < MAX_SKILL_LEVEL; i++)
- { //Apply linear increase
- val[i] = val[i-step]+diff;
- if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
- { val[i] = 1; diff = 0; step = 1; }
- }
- return i;
- }
- //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
- for (;i<MAX_SKILL_LEVEL; i++)
- val[i] = val[i-1];
- return i;
- }
- /*
- * スキルユニットの配置?﨣�?�?ャ
- */
- void skill_init_unit_layout(void)
- {
- int i,j,size,pos = 0;
- memset(skill_unit_layout,0,sizeof(skill_unit_layout));
- // 矩形のユニット配置を?�?ャする
- for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
- size = i*2+1;
- skill_unit_layout[i].count = size*size;
- for (j=0; j<size*size; j++) {
- skill_unit_layout[i].dx[j] = (j%size-i);
- skill_unit_layout[i].dy[j] = (j/size-i);
- }
- }
- pos = i;
- // 矩形以外のユニット配置を?�?ャする
- for (i=0;i<MAX_SKILL_DB;i++) {
- if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
- continue;
- switch (i) {
- case MG_FIREWALL:
- case WZ_ICEWALL:
- // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
- break;
- case PR_SANCTUARY:
- {
- static const int dx[] = {
- -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
- 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
- static const int dy[]={
- -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
- skill_unit_layout[pos].count = 21;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PR_MAGNUS:
- {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case AS_VENOMDUST:
- {
- static const int dx[] = {-1, 0, 0, 0, 1};
- static const int dy[] = { 0,-1, 0, 1, 0};
- skill_unit_layout[pos].count = 5;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- {
- static const int dx[] = {
- 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
- -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
- -1, 0, 1, 2,-1, 0, 1, 0, 0};
- static const int dy[] = {
- -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
- 1, 1, 1, 1, 2, 2, 2, 3, 4};
- skill_unit_layout[pos].count = 29;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PF_FOGWALL:
- {
- static const int dx[] = {
- -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
- static const int dy[] = {
- -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
- skill_unit_layout[pos].count = 15;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- case PA_GOSPEL:
- {
- static const int dx[] = {
- -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
- 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
- -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
- -1, 0, 1};
- static const int dy[] = {
- -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
- -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
- 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
- 3, 3, 3};
- skill_unit_layout[pos].count = 33;
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- break;
- }
- default:
- ShowError("unknown unit layout at skill %d\n",i);
- break;
- }
- if (!skill_unit_layout[pos].count)
- continue;
- for (j=0;j<MAX_SKILL_LEVEL;j++)
- skill_db[i].unit_layout_type[j] = pos;
- pos++;
- }
- // ファイヤ?[ウォ?[ル
- firewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- if (i&1) { /* 斜め配置 */
- skill_unit_layout[pos].count = 5;
- if (i&0x2) {
- int dx[] = {-1,-1, 0, 0, 1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 1, 1 ,0, 0,-1};
- int dy[] = { 1, 0, 0,-1,-1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else { /* ?c横配置 */
- skill_unit_layout[pos].count = 3;
- if (i%4==0) { /* ?繪コ */
- int dx[] = {-1, 0, 1};
- int dy[] = { 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else { /* ?カ右 */
- int dx[] = { 0, 0, 0};
- int dy[] = {-1, 0, 1};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- // アイスウォ?[ル
- icewall_unit_pos = pos;
- for (i=0;i<8;i++) {
- skill_unit_layout[pos].count = 5;
- if (i&1) { /* 斜め配置 */
- if (i&0x2) {
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 2,-1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else {
- int dx[] = { 2, 1 ,0,-1,-2};
- int dy[] = { 2, 1, 0,-1,-2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- } else { /* ?c横配置 */
- if (i%4==0) { /* ?繪コ */
- int dx[] = {-2,-1, 0, 1, 2};
- int dy[] = { 0, 0, 0, 0, 0};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else { /* ?カ右 */
- int dx[] = { 0, 0, 0, 0, 0};
- int dy[] = {-2,-1, 0, 1, 2};
- memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
- memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- }
- }
- pos++;
- }
- }
- /*==========================================
- * スキル?係ファイル?み?み
- * skill_db.txt スキルデ?タ
- * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
- * produce_db.txt アイテム?�?ャスキル用デ?タ
- * create_arrow_db.txt 矢?�?ャスキル用デ?タ
- * abra_db.txt アブラカダブラ?動スキルデ?タ
- *------------------------------------------
- */
- int skill_readdb(void)
- {
- int i,j,k,l,m;
- FILE *fp;
- char line[1024],path[1024],*p;
- char *filename[]={"produce_db.txt","produce_db2.txt"};
- /* スキルデ?タベ?ス */
- memset(skill_db,0,sizeof(skill_db));
- sprintf(path, "%s/skill_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,15);
- if(j < 15 || split[14]==NULL)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_split_atoi(split[1],skill_db[i].range);
- skill_db[i].hit=atoi(split[2]);
- skill_db[i].inf=atoi(split[3]);
- skill_db[i].pl=atoi(split[4]);
- skill_db[i].nk=atoi(split[5]);
- skill_split_atoi(split[6],skill_db[i].splash);
- skill_db[i].max=atoi(split[7]);
- skill_split_atoi(split[8],skill_db[i].num);
- if(strcmpi(split[9],"yes") == 0)
- skill_db[i].castcancel=1;
- else
- skill_db[i].castcancel=0;
- skill_db[i].cast_def_rate=atoi(split[10]);
- skill_db[i].inf2=atoi(split[11]);
- skill_db[i].maxcount=atoi(split[12]);
- if(strcmpi(split[13],"weapon") == 0)
- skill_db[i].skill_type=BF_WEAPON;
- else if(strcmpi(split[13],"magic") == 0)
- skill_db[i].skill_type=BF_MAGIC;
- else if(strcmpi(split[13],"misc") == 0)
- skill_db[i].skill_type=BF_MISC;
- else
- skill_db[i].skill_type=0;
- skill_split_atoi(split[14],skill_db[i].blewcount);
- for (j = 0; skill_names[j].id != 0; j++)
- if (skill_names[j].id == i) {
- skill_db[i].name = skill_names[j].name;
- skill_db[i].desc = skill_names[j].desc;
- break;
- }
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- sprintf(path, "%s/skill_require_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,30);
- if(j < 30 || split[29]==NULL)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_split_atoi(split[1],skill_db[i].hp);
- skill_split_atoi(split[2],skill_db[i].mhp);
- skill_split_atoi(split[3],skill_db[i].sp);
- skill_split_atoi(split[4],skill_db[i].hp_rate);
- skill_split_atoi(split[5],skill_db[i].sp_rate);
- skill_split_atoi(split[6],skill_db[i].zeny);
-
- p = split[7];
- for(j=0;j<32;j++){
- l = atoi(p);
- if (l==99) {
- skill_db[i].weapon = 0xffffffff;
- break;
- }
- else
- skill_db[i].weapon |= 1<<l;
- p=strchr(p,':');
- if(!p)
- break;
- p++;
- }
- if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
- else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
- else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
- else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
- else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
- else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
- else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
- else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
- else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
- else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
- else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
- else skill_db[i].state=ST_NONE;
- skill_split_atoi(split[9],skill_db[i].spiritball);
- skill_db[i].itemid[0]=atoi(split[10]);
- skill_db[i].amount[0]=atoi(split[11]);
- skill_db[i].itemid[1]=atoi(split[12]);
- skill_db[i].amount[1]=atoi(split[13]);
- skill_db[i].itemid[2]=atoi(split[14]);
- skill_db[i].amount[2]=atoi(split[15]);
- skill_db[i].itemid[3]=atoi(split[16]);
- skill_db[i].amount[3]=atoi(split[17]);
- skill_db[i].itemid[4]=atoi(split[18]);
- skill_db[i].amount[4]=atoi(split[19]);
- skill_db[i].itemid[5]=atoi(split[20]);
- skill_db[i].amount[5]=atoi(split[21]);
- skill_db[i].itemid[6]=atoi(split[22]);
- skill_db[i].amount[6]=atoi(split[23]);
- skill_db[i].itemid[7]=atoi(split[24]);
- skill_db[i].amount[7]=atoi(split[25]);
- skill_db[i].itemid[8]=atoi(split[26]);
- skill_db[i].amount[8]=atoi(split[27]);
- skill_db[i].itemid[9]=atoi(split[28]);
- skill_db[i].amount[9]=atoi(split[29]);
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- /* キャスティングデ?タベ?ス */
- sprintf(path, "%s/skill_cast_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- memset(split,0,sizeof(split)); // [Valaris] thanks to fov
- if(line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,5);
- if(split[4]==NULL || j<5)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_split_atoi(split[1],skill_db[i].cast);
- skill_split_atoi(split[2],skill_db[i].delay);
- skill_split_atoi(split[3],skill_db[i].upkeep_time);
- skill_split_atoi(split[4],skill_db[i].upkeep_time2);
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- /* スキルユニットデ?[タベ?[ス */
- sprintf(path, "%s/skill_unit_db.txt", db_path);
- fp=fopen(path,"r");
- if (fp==NULL) {
- ShowError("can't read %s\n", path);
- return 1;
- }
- k = 0;
- while (fgets(line,1020,fp)) {
- char *split[50];
- if (line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,8);
- if (split[7]==NULL || j<8)
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
- skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
- skill_split_atoi(split[3],skill_db[i].unit_layout_type);
- skill_db[i].unit_range = atoi(split[4]);
- skill_db[i].unit_interval = atoi(split[5]);
- if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
- else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
- else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
- else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
- else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
- else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
- else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
- else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
- else skill_db[i].unit_target = strtol(split[6],NULL,16);
- skill_db[i].unit_flag = strtol(split[7],NULL,16);
- if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
- skill_db[i].unit_target=BCT_NOENEMY;
- //By default, target just characters.
- skill_db[i].unit_target |= BL_CHAR;
- if (skill_db[i].unit_flag&UF_NOPC)
- skill_db[i].unit_target &= ~BL_PC;
- if (skill_db[i].unit_flag&UF_NOMOB)
- skill_db[i].unit_target &= ~BL_MOB;
- if (skill_db[i].unit_flag&UF_SKILL)
- skill_db[i].unit_target |= BL_SKILL;
- k++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- skill_init_unit_layout();
- /* ?サ造系スキルデ?タベ?ス */
- memset(skill_produce_db,0,sizeof(skill_produce_db));
- for(m=0;m<2;m++){
- sprintf(path, "%s/%s", db_path, filename[m]);
- fp=fopen(path,"r");
- if(fp==NULL){
- if(m>0)
- continue;
- ShowError("can't read %s\n",path);
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[6 + MAX_PRODUCE_RESOURCE * 2];
- int x,y;
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if(i<=0) continue;
- skill_produce_db[k].nameid=i;
- skill_produce_db[k].itemlv=atoi(split[1]);
- skill_produce_db[k].req_skill=atoi(split[2]);
- for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
- skill_produce_db[k].mat_id[y]=atoi(split[x]);
- skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
- }
- k++;
- if(k >= MAX_SKILL_PRODUCE_DB)
- break;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
- }
- memset(skill_arrow_db,0,sizeof(skill_arrow_db));
- sprintf(path, "%s/create_arrow_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[16];
- int x,y;
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,13);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if(i<=0)
- continue;
- skill_arrow_db[k].nameid=i;
- for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
- skill_arrow_db[k].cre_id[y]=atoi(split[x]);
- skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
- }
- k++;
- if(k >= MAX_SKILL_ARROW_DB)
- break;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
- memset(skill_abra_db,0,sizeof(skill_abra_db));
- sprintf(path, "%s/abra_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[16];
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,13);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if(i<=0)
- continue;
- skill_abra_db[i].req_lv=atoi(split[2]);
- skill_abra_db[i].per=atoi(split[3]);
- k++;
- if(k >= MAX_SKILL_ABRA_DB)
- break;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
- sprintf(path, "%s/skill_castnodex_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50];
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,4);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_split_atoi(split[1],skill_db[i].castnodex);
- if (!split[2])
- continue;
- skill_split_atoi(split[2],skill_db[i].delaynodex);
- if(!split[3])
- continue;
- skill_split_atoi(split[3],skill_db[i].delaynowalk);
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- sprintf(path, "%s/skill_nocast_db.txt", db_path);
- fp=fopen(path,"r");
- if(fp==NULL){
- ShowError("can't read %s\n", path);
- return 1;
- }
- k=0;
- while(fgets(line,1020,fp)){
- char *split[16];
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(split,0,sizeof(split));
- j = skill_split_str(line,split,2);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if (i>=10000 && i<10015) // for guild skills [Celest]
- i -= 9500;
- else if(i<=0 || i>MAX_SKILL_DB)
- continue;
- skill_db[i].nocast=atoi(split[1]);
- k++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- return 0;
- }
- /*===============================================
- * For reading leveluseskillspamount.txt [Celest]
- *-----------------------------------------------
- */
- static int skill_read_skillspamount(void)
- {
- char *buf,*p;
- struct skill_db *skill = NULL;
- int s, idx, new_flag=1, level=1, sp=0;
- buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
- if(buf==NULL)
- return -1;
- buf[s]=0;
- for(p=buf;p-buf<s;){
- char buf2[64];
- if (sscanf(p,"%[@]",buf2) == 1) {
- level = 1;
- new_flag = 1;
- } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
- for (idx=0; skill_names[idx].id != 0; idx++) {
- if (strstr(buf2, skill_names[idx].name) != NULL) {
- skill = &skill_db[ skill_names[idx].id ];
- new_flag = 0;
- break;
- }
- }
- } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
- skill->sp[level-1]=sp;
- level++;
- }
- p=strchr(p,10);
- if(!p) break;
- p++;
- }
- aFree(buf);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
- return 0;
- }
- void skill_reload(void)
- {
- skill_readdb();
- if (battle_config.skill_sp_override_grffile)
- skill_read_skillspamount();
- }
- /*==========================================
- * スキル?係?炎匀サ?�?
- *------------------------------------------
- */
- int do_init_skill(void)
- {
- skill_readdb();
- if (battle_config.skill_sp_override_grffile)
- skill_read_skillspamount();
- add_timer_func_list(skill_unit_timer,"skill_unit_timer");
- add_timer_func_list(skill_castend_id,"skill_castend_id");
- add_timer_func_list(skill_castend_pos,"skill_castend_pos");
- add_timer_func_list(skill_timerskill,"skill_timerskill");
-
- add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
- return 0;
- }
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