skill.c 373 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include "../common/timer.h"
  8. #include "../common/nullpo.h"
  9. #include "../common/malloc.h"
  10. #include "../common/showmsg.h"
  11. #include "../common/grfio.h"
  12. #include "skill.h"
  13. #include "map.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mob.h"
  19. #include "battle.h"
  20. #include "party.h"
  21. #include "itemdb.h"
  22. #include "script.h"
  23. #include "intif.h"
  24. #include "log.h"
  25. #include "chrif.h"
  26. #include "guild.h"
  27. #include "date.h"
  28. #define SKILLUNITTIMER_INVERVAL 100
  29. #define swap(x,y) { int t; t = x; x = y; y = t; }
  30. int skill_names_id[MAX_SKILL_DB];
  31. const struct skill_name_db skill_names[] = {
  32. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  33. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  34. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  35. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  36. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  37. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  38. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  39. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  40. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  41. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  42. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  43. { AL_CURE, "AL_CURE", "Cure" } ,
  44. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  45. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  46. { AL_DP, "AL_DP", "Divine_Protection" } ,
  47. { AL_HEAL, "AL_HEAL", "Heal" } ,
  48. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  49. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  50. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  51. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  52. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  53. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  54. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  55. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  56. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  57. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  58. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  59. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  60. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  61. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  62. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  63. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  64. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  65. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  66. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  67. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  68. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  69. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  70. { AM_REST, "AM_REST", "Vaporize" } ,
  71. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  72. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  73. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  74. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  75. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  76. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  77. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  78. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  79. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  80. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  81. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  82. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  83. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  84. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  85. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  86. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  87. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  88. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  89. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  90. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  91. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  92. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  93. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  94. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  95. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  96. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  97. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  98. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  99. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  100. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  101. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  102. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  103. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  104. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  105. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  106. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  107. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  108. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  109. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  110. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  111. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  112. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  113. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  114. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  115. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  116. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  117. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  118. { BS_GREED, "BS_GREED", "Greed" } ,
  119. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  120. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  121. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  122. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  123. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  124. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  125. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  126. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  127. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  128. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  129. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  130. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  131. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  132. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  133. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  134. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  135. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  136. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  137. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  138. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  139. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  140. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  141. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  142. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  143. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  144. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  145. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  146. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  147. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  148. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  149. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  150. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  151. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  152. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  153. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  154. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  155. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  156. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  157. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  158. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  159. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  160. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  161. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  162. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  163. { CR_TRUST, "CR_TRUST", "Faith" } ,
  164. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  165. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  166. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  167. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  168. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  169. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  170. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  171. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  172. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  173. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  174. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  175. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  176. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  177. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  178. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  179. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  180. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  181. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  182. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  183. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  184. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  185. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  186. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  187. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  188. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  189. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  190. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  191. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  192. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  193. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  194. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  195. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  196. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  197. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  198. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  199. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  200. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  201. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  202. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  203. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  204. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  205. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  206. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  207. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  208. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  209. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  210. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  211. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  212. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  213. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  214. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  215. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  216. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  217. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  218. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  219. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  220. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  221. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  222. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  223. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  224. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  225. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  226. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  227. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  228. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  229. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  230. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  231. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  232. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  233. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  234. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  235. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  236. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  237. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  238. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  239. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  240. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  241. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  242. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  243. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  244. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  245. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  246. { MC_VENDING, "MC_VENDING", "Vending" } ,
  247. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  248. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  249. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  250. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  251. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  252. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  253. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  254. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  255. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  256. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  257. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  258. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  259. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  260. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  261. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  262. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  263. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  264. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  265. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  266. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  267. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  268. { MO_DODGE, "MO_DODGE", "Flee" } ,
  269. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  270. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  271. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  272. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  273. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  274. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  275. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  276. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  277. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  278. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  279. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  280. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  281. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  282. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  283. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  284. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  285. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  286. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  287. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  288. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  289. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  290. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  291. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  292. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  293. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  294. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  295. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  296. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  297. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  298. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  299. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  300. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  301. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  302. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  303. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  304. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  305. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  306. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  307. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  308. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  309. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  310. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  311. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  312. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  313. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  314. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  315. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  316. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  317. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  318. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  319. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  320. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  321. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  322. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  323. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  324. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  325. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  326. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  327. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  328. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  329. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  330. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  331. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  332. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  333. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  334. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  335. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  336. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  337. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  338. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  339. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  340. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  341. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  342. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  343. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  344. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  345. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  346. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  347. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  348. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  349. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  350. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  351. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  352. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  353. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  354. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  355. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  356. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  357. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  358. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  359. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  360. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  361. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  362. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  363. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  364. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  365. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  366. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  367. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  368. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  369. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  370. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  371. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  372. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  373. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  374. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  375. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  376. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  377. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  378. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  379. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  380. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  381. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  382. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  383. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  384. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  385. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  386. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  387. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  388. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  389. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  390. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  391. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  392. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  393. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  394. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  395. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  396. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  397. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  398. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  399. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  400. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  401. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  402. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  403. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  404. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  405. { SA_COMA, "SA_COMA", "Coma" } ,
  406. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  407. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  408. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  409. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  410. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  411. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  412. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  413. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  414. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  415. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  416. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  417. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  418. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  419. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  420. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  421. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  422. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  423. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  424. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  425. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  426. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  427. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  428. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  429. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  430. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  431. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  432. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  433. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  434. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  435. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  436. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  437. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  438. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  439. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  440. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  441. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  442. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  443. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  444. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  445. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  446. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  447. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  448. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  449. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  450. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  451. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  452. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  453. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  454. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  455. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  456. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  457. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  458. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  459. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  460. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  461. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  462. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  463. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  464. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  465. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  466. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  467. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  468. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  469. { SL_SKA, "SL_SKA", "Eska" } ,
  470. { SL_SKE, "SL_SKE", "Eske" } ,
  471. { SL_SMA, "SL_SMA", "Esma" } ,
  472. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  473. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  474. { SL_STIN, "SL_STIN", "Estin" } ,
  475. { SL_STUN, "SL_STUN", "Estun" } ,
  476. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  477. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  478. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  479. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  480. { SM_BASH, "SM_BASH", "Bash" } ,
  481. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  482. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  483. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  484. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  485. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  486. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  487. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  488. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  489. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  490. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  491. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  492. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  493. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  494. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  495. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  496. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  497. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  498. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  499. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  500. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  501. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  502. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  503. { TF_POISON, "TF_POISON", "Envenom" } ,
  504. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  505. { TF_STEAL, "TF_STEAL", "Steal" } ,
  506. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  507. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  508. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  509. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  510. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  511. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  512. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  513. { TK_MISSION, "TK_MISSION", "Mission" } ,
  514. { TK_POWER, "TK_POWER", "Kihop" } ,
  515. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  516. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  517. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  518. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  519. { TK_RUN, "TK_RUN", "Sprint" } ,
  520. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  521. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  522. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  523. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  524. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  525. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  526. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  527. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  528. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  529. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  530. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  531. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  532. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  533. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  534. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  535. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  536. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  537. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  538. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  539. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  540. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  541. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  542. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  543. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  544. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  545. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  546. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  547. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  548. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  549. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  550. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  551. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  552. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  553. };
  554. static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  555. static const int diry[8]={1,1,0,-1,-1,-1,0,1};
  556. /* スキルデ?タベ?ス */
  557. struct skill_db skill_db[MAX_SKILL_DB];
  558. /* アイテム?�?ャデ?タベ?ス */
  559. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  560. /* 矢?�?ャスキルデ?タベ?ス */
  561. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  562. /* アブラカダブラ?動スキルデ?タベ?ス */
  563. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  564. // macros to check for out of bounds errors [celest]
  565. // i: Skill ID, l: Skill Level, var: Value to return after checking
  566. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  567. // for values that might need to use a different function just skill_chk would suffice.
  568. #define skill_chk(i, l) \
  569. if (i >= 10000 && i < 10015) {i -= 9500;} \
  570. if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
  571. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  572. #define skill_get(var, i, l) \
  573. { skill_chk(i, l); return var; }
  574. // Skill DB
  575. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  576. int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].inf : guild_skill_get_inf(id); }
  577. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  578. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  579. int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].max : guild_skill_get_max(id); }
  580. int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? skill_db[id].range[lv-1] : 0; }
  581. 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; }
  582. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  583. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  584. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  585. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  586. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  587. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  588. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  589. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  590. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  591. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  592. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  593. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  594. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  595. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  596. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  597. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  598. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  599. int skill_get_delaynowalk( int id ,int lv ){ skill_get (skill_db[id].delaynowalk[lv-1], id, lv); }
  600. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  601. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  602. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  603. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  604. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  605. int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
  606. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  607. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  608. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  609. const char* skill_get_name( int id ){
  610. if (id >= 10000 && id < 10015) id -= 9500;
  611. 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.
  612. return skill_db[id].name;
  613. }
  614. int skill_tree_get_max(int id, int b_class){
  615. int i, skillid;
  616. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  617. if (id == skillid) return skill_tree[b_class][i].max;
  618. return skill_get_max (id);
  619. }
  620. /* プ�?トタイプ */
  621. int skill_check_condition( struct map_session_data *sd,int type);
  622. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  623. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  624. int status_change_timer_sub(struct block_list *bl, va_list ap);
  625. int skill_attack_area(struct block_list *bl,va_list ap);
  626. int skill_clear_element_field(struct block_list *bl);
  627. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  628. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  629. int skill_greed(struct block_list *bl, va_list ap);
  630. int skill_landprotector(struct block_list *bl, va_list ap);
  631. int skill_ganbatein(struct block_list *bl, va_list ap);
  632. int skill_trap_splash(struct block_list *bl, va_list ap);
  633. int skill_count_target(struct block_list *bl, va_list ap);
  634. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  635. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  636. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  637. int skill_unit_effect(struct block_list *bl,va_list ap);
  638. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  639. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);
  640. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  641. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  642. int skill_get_casttype(int id)
  643. {
  644. int inf = skill_get_inf(id);
  645. if (inf&(INF_GROUND_SKILL))
  646. return CAST_GROUND;
  647. if (inf&(INF_SELF_SKILL|INF_SUPPORT_SKILL))
  648. return CAST_NODAMAGE;
  649. if (skill_get_nk(id)&NK_NO_DAMAGE)
  650. return CAST_NODAMAGE;
  651. return CAST_DAMAGE;
  652. };
  653. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  654. int skill_get_range2(struct block_list *bl, int id, int lv) {
  655. int range = skill_get_range(id, lv);
  656. if(range < 0) {
  657. if (battle_config.use_weapon_skill_range)
  658. return status_get_range(bl);
  659. range *=-1;
  660. }
  661. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE.
  662. if (id == AC_SHOWER || id == AC_DOUBLE || id == HT_BLITZBEAT || id == AC_CHARGEARROW
  663. || id == SN_FALCONASSAULT || id == SN_SHARPSHOOTING || id == HT_POWER) {
  664. if (bl->type == BL_PC)
  665. range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
  666. else
  667. range += 10; //Assume level 10?
  668. }
  669. return range;
  670. }
  671. // Making plagiarize check its own function [Aru]
  672. int can_copy(struct map_session_data *sd, int skillid)
  673. {
  674. // Never copy NPC/Wedding Skills
  675. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  676. return 0;
  677. // High-class skills
  678. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  679. {
  680. if(battle_config.copyskill_restrict == 2)
  681. return 0;
  682. else if(battle_config.copyskill_restrict)
  683. return (sd->status.class_ == JOB_STALKER);
  684. }
  685. return 1;
  686. }
  687. // [MouseJstr] - skill ok to cast? and when?
  688. int skillnotok(int skillid, struct map_session_data *sd)
  689. {
  690. nullpo_retr (1, sd);
  691. //if (sd == 0)
  692. //return 0;
  693. //return 1;
  694. // I think it was meant to be "no skills allowed when not a valid sd"
  695. if (!(skillid >= 10000 && skillid < 10015))
  696. if ((skillid > MAX_SKILL) || (skillid < 0))
  697. return 1;
  698. {
  699. int i = skillid;
  700. if (i >= 10000 && i < 10015)
  701. i -= 9500;
  702. if (sd->blockskill[i] > 0)
  703. return 1;
  704. }
  705. if (pc_isGM(sd) >= 20 && battle_config.gm_skilluncond)
  706. return 0; // gm's can do anything damn thing they want
  707. // Check skill restrictions [Celest]
  708. if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
  709. return 1;
  710. if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
  711. return 1;
  712. if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
  713. return 1;
  714. if (agit_flag && skill_get_nocast (skillid) & 8)
  715. return 1;
  716. if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
  717. return 1;
  718. //printf("skill %d, flag restricted=%d, zone=%d, zone*8=%d, skill_get_nocast (skillid)=%d, skill_get_nocast (skillid)&8*zone=%d\n",
  719. // 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));
  720. if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
  721. return 1;
  722. switch (skillid) {
  723. case AL_WARP:
  724. case AL_TELEPORT:
  725. case MC_VENDING:
  726. case MC_IDENTIFY:
  727. return 0; // always allowed
  728. case WZ_ICEWALL:
  729. // noicewall flag [Valaris]
  730. if (map[sd->bl.m].flag.noicewall) {
  731. clif_skill_fail(sd,sd->skillid,0,0);
  732. return 1;
  733. }
  734. default:
  735. return (map[sd->bl.m].flag.noskill);
  736. }
  737. }
  738. /* スキルユニットの配置?﨣��ヤす */
  739. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  740. int firewall_unit_pos;
  741. int icewall_unit_pos;
  742. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  743. {
  744. int pos = skill_get_unit_layout_type(skillid,skilllv);
  745. int dir;
  746. if (pos != -1)
  747. return &skill_unit_layout[pos];
  748. if (src->x == x && src->y == y)
  749. dir = 2;
  750. else
  751. dir = map_calc_dir(src,x,y);
  752. if (skillid == MG_FIREWALL)
  753. return &skill_unit_layout [firewall_unit_pos + dir];
  754. else if (skillid == WZ_ICEWALL)
  755. return &skill_unit_layout [icewall_unit_pos + dir];
  756. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  757. return &skill_unit_layout[0];
  758. }
  759. /*==========================================
  760. * スキル追加?果
  761. *------------------------------------------
  762. */
  763. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  764. {
  765. struct map_session_data *sd=NULL;
  766. struct map_session_data *dstsd=NULL;
  767. struct status_change *sc;
  768. struct status_change *tsc;
  769. struct mob_data *md=NULL;
  770. struct mob_data *dstmd=NULL;
  771. struct pet_data *pd=NULL;
  772. int skill,skill2;
  773. int rate;
  774. nullpo_retr(0, src);
  775. nullpo_retr(0, bl);
  776. if(skillid < 0)
  777. { // remove the debug print when this case is finished
  778. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  779. src, bl,skillid,skilllv,attack_type,tick);
  780. return 0;
  781. }
  782. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  783. switch (src->type) {
  784. case BL_PC:
  785. sd = (struct map_session_data *)src;
  786. break;
  787. case BL_MOB:
  788. md = (struct mob_data *)src;
  789. break;
  790. case BL_PET:
  791. pd = (struct pet_data *)src; // [Valaris]
  792. break;
  793. }
  794. switch (bl->type) {
  795. case BL_PC:
  796. dstsd=(struct map_session_data *)bl;
  797. break;
  798. case BL_MOB:
  799. dstmd=(struct mob_data *)bl;
  800. break;
  801. }
  802. sc = status_get_sc(src);
  803. tsc = status_get_sc(bl);
  804. if (!tsc) //skill additional effect is about adding effects to the target...
  805. //So if the target can't be inflicted with statuses, this is pointless.
  806. return 0;
  807. switch(skillid){
  808. case 0: // Normal attacks (no skill used)
  809. {
  810. if(sd) {
  811. // Automatic trigger of Blitz Beat
  812. if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  813. rand()%1000 <= sd->paramc[5]*10/3+1 ) {
  814. int lv=(sd->status.job_level+9)/10;
  815. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
  816. }
  817. // Gank
  818. if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  819. (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
  820. if(pc_steal_item(sd,bl))
  821. clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
  822. else if (battle_config.display_snatcher_skill_fail)
  823. clif_skill_fail(sd,skillid,0,0);
  824. }
  825. // Chance to trigger Taekwon kicks [Dralnu]
  826. if(sd->sc.count) {
  827. if(sd->sc.data[SC_READYSTORM].timer != -1)
  828. status_change_start(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
  829. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  830. else if(sd->sc.data[SC_READYDOWN].timer != -1)
  831. status_change_start(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
  832. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  833. else if(sd->sc.data[SC_READYTURN].timer != -1 && sd->sc.data[SC_COMBO].timer == -1)
  834. status_change_start(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
  835. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  836. else if(sd->sc.data[SC_READYCOUNTER].timer != -1 && sd->sc.data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
  837. {
  838. rate = 20;
  839. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  840. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  841. status_change_end(src,SC_SKILLRATE_UP,-1);
  842. }
  843. status_change_start(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  844. (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)),0);
  845. }
  846. }
  847. }
  848. if (sc && sc->count) {
  849. // Enchant Poison gives a chance to poison attacked enemies
  850. if(sc->data[SC_ENCPOISON].timer != -1)
  851. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
  852. sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  853. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  854. if(sc->data[SC_EDP].timer != -1)
  855. status_change_start(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  856. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1),0);
  857. }
  858. if (tsc->count) {
  859. if (tsc->data[SC_SPLASHER].timer != -1)
  860. status_change_start(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  861. tsc->data[SC_SPLASHER].val1,0,0,0,
  862. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1),0);
  863. if(tsc->data[SC_KAAHI].timer != -1) {
  864. if (dstsd && dstsd->status.sp < 5*tsc->data[SC_KAAHI].val1)
  865. ; //Not enough SP to cast
  866. else {
  867. battle_heal(bl, bl, 200*tsc->data[SC_KAAHI].val1, -5*tsc->data[SC_KAAHI].val1, 1);
  868. if(dstsd && dstsd->fd)
  869. clif_heal(dstsd->fd,SP_HP,200*tsc->data[SC_KAAHI].val1);
  870. }
  871. }
  872. }
  873. }
  874. break;
  875. case SM_BASH: /* バッシュ?i急?�?U??j */
  876. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  877. //TODO: How much % per base level it actually is?
  878. status_change_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  879. skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
  880. }
  881. break;
  882. case AS_VENOMKNIFE:
  883. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  884. skilllv = pc_checkskill(sd, TF_POISON);
  885. case TF_POISON: /* インベナム */
  886. case AS_SPLASHER: /* ベナムスプラッシャ? */
  887. if(!status_change_start(bl,SC_POISON,(2*skilllv+10),
  888. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0)
  889. && sd && skillid==TF_POISON
  890. )
  891. clif_skill_fail(sd,skillid,0,0);
  892. break;
  893. case AS_SONICBLOW: /* ソニックブ�?? */
  894. status_change_start(bl,SC_STUN,(2*skilllv+10),
  895. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  896. break;
  897. case AS_GRIMTOOTH:
  898. {
  899. int type = sd?SC_SLOWDOWN:SC_STOP;
  900. if (tsc->data[type].timer == -1)
  901. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time2(skillid, skilllv),0);
  902. break;
  903. }
  904. case MG_FROSTDIVER: /* フ�?ストダイバ? */
  905. case WZ_FROSTNOVA: /* フ�?ストノヴァ */
  906. {
  907. rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
  908. if (rate <= 5)
  909. rate = 5;
  910. status_change_start(bl,SC_FREEZE,rate,
  911. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  912. }
  913. break;
  914. case WZ_STORMGUST: /* スト?ムガスト */
  915. tsc->data[SC_FREEZE].val3++;
  916. if(tsc->data[SC_FREEZE].val3 >= 3)
  917. status_change_start(bl,SC_FREEZE,100,
  918. skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  919. break;
  920. case WZ_METEOR:
  921. status_change_start(bl,SC_STUN,3*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  922. break;
  923. case WZ_VERMILION:
  924. status_change_start(bl,SC_BLIND,4*skilllv,
  925. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  926. break;
  927. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  928. status_change_start(bl,SC_FREEZE,(3*skilllv+35),
  929. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  930. break;
  931. case HT_FLASHER: /* Flasher */
  932. status_change_start(bl,SC_BLIND,(10*skilllv+30),
  933. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  934. break;
  935. case HT_LANDMINE: /* ランドマイン */
  936. status_change_start(bl,SC_STUN,(5*skilllv+30),
  937. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  938. break;
  939. case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
  940. if(dstsd)
  941. pc_damage_sp(dstsd, 0, 15*skilllv+5);
  942. break;
  943. case HT_SANDMAN: /* サンドマン */
  944. status_change_start(bl,SC_SLEEP,(10*skilllv+40),
  945. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  946. break;
  947. case TF_SPRINKLESAND: /* ?サまき */
  948. status_change_start(bl,SC_BLIND,20,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  949. break;
  950. case TF_THROWSTONE: /* ?ホ投げ */
  951. status_change_start(bl,SC_STUN,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  952. status_change_start(bl,SC_BLIND,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  953. break;
  954. case NPC_DARKCROSS:
  955. case CR_HOLYCROSS: /* ホ?リ?クロス */
  956. status_change_start(bl,SC_BLIND,3*skilllv,
  957. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  958. break;
  959. case CR_GRANDCROSS: /* グランドク�?ス */
  960. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  961. {
  962. int race = status_get_race(bl);
  963. if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
  964. status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  965. }
  966. break;
  967. case AM_ACIDTERROR:
  968. status_change_start(bl,SC_BLEEDING,(skilllv*3),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  969. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  970. clif_emotion(bl,23);
  971. break;
  972. case AM_DEMONSTRATION:
  973. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  974. break;
  975. case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
  976. status_change_start(bl,SC_STUN,(15+skilllv*5),
  977. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  978. break;
  979. case PA_PRESSURE: /* プレッシャ? */
  980. if (dstsd)
  981. pc_damage_sp(dstsd, 0, 15 +5*skilllv);
  982. break;
  983. case RG_RAID: /* サプライズアタック */
  984. status_change_start(bl,SC_STUN,(10+3*skilllv),
  985. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  986. status_change_start(bl,SC_BLIND,(10+3*skilllv),
  987. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  988. break;
  989. case BA_FROSTJOKE:
  990. status_change_start(bl,SC_FREEZE,(15+5*skilllv),
  991. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  992. break;
  993. case DC_SCREAM:
  994. status_change_start(bl,SC_STUN,(25+5*skilllv),
  995. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  996. break;
  997. case BD_LULLABY: /* 子守唄 */
  998. status_change_start(bl,SC_SLEEP,15,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  999. break;
  1000. case DC_UGLYDANCE:
  1001. if (dstsd) {
  1002. int skill, sp = 5+5*skilllv;
  1003. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1004. sp += 5+skill;
  1005. pc_damage_sp(dstsd, sp, 0);
  1006. }
  1007. break;
  1008. case SL_STUN:
  1009. if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
  1010. status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  1011. break;
  1012. /* MOBの追加?果付きスキル */
  1013. case NPC_PETRIFYATTACK:
  1014. case NPC_CURSEATTACK:
  1015. case NPC_SLEEPATTACK:
  1016. case NPC_BLINDATTACK:
  1017. case NPC_POISON:
  1018. case NPC_SILENCEATTACK:
  1019. case NPC_STUNATTACK:
  1020. status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,
  1021. src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv),0);
  1022. break;
  1023. case NPC_MENTALBREAKER:
  1024. if(dstsd) {
  1025. int sp = dstsd->status.max_sp*(10+skilllv)/100;
  1026. if(sp < 1) sp = 1;
  1027. pc_heal(dstsd,0,-sp);
  1028. }
  1029. break;
  1030. // Equipment breaking monster skills [Celest]
  1031. case NPC_BREAKWEAPON:
  1032. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1033. break;
  1034. case NPC_BREAKARMOR:
  1035. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1036. break;
  1037. case NPC_BREAKHELM:
  1038. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1039. break;
  1040. case NPC_BREAKSHIELD:
  1041. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1042. break;
  1043. case CH_TIGERFIST:
  1044. status_change_start(bl,SC_STOP,(10+skilllv*10),0,0,0,0,skill_get_time2(skillid,skilllv),0);
  1045. break;
  1046. case LK_SPIRALPIERCE:
  1047. status_change_start(bl,SC_STOP,(15+skilllv*5),0,0,0,0,skill_get_time2(skillid,skilllv),0);
  1048. break;
  1049. case ST_REJECTSWORD: /* フリ?ジングトラップ */
  1050. status_change_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1051. break;
  1052. case PF_FOGWALL: /* ホ?リ?ク�?ス */
  1053. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1054. status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1055. break;
  1056. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  1057. {
  1058. //?�?が良く分からないので適?に
  1059. int race = status_get_race(bl);
  1060. if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6))
  1061. status_change_start(bl, SC_BLEEDING,50, skilllv, 0, 0, 0, skill_get_time2(skillid,skilllv), 0);
  1062. }
  1063. break;
  1064. case LK_JOINTBEAT: /* ジョイントビ?ト */
  1065. //?�?が良く分からないので適?に
  1066. status_change_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),
  1067. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1068. break;
  1069. case ASC_METEORASSAULT: /* �?テオアサルト */
  1070. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1071. switch(rand()%3) {
  1072. case 0:
  1073. status_change_start(bl,SC_BLIND,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,1),0);
  1074. break;
  1075. case 1:
  1076. status_change_start(bl,SC_STUN,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,2),0);
  1077. break;
  1078. default:
  1079. status_change_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,3),0);
  1080. }
  1081. break;
  1082. case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
  1083. // skilllv*5%の確率で呪い
  1084. status_change_start(bl,SC_CURSE,5*skilllv,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
  1085. break;
  1086. case WS_CARTTERMINATION: // Cart termination
  1087. status_change_start(bl,SC_STUN,5*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1088. break;
  1089. case CR_ACIDDEMONSTRATION:
  1090. skill_break_equip(bl, EQP_WEAPON|EQP_SHIELD, 100*skilllv, BCT_ENEMY);
  1091. break;
  1092. case TK_DOWNKICK:
  1093. status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  1094. break;
  1095. case TK_JUMPKICK:
  1096. //Cancel out Soul Linker status of the target. [Skotlex]
  1097. if (tsc->count) {
  1098. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1099. break;
  1100. //Remove pitched potions effect.
  1101. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1102. status_change_end(bl, SC_ASPDPOTION0, -1);
  1103. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1104. status_change_end(bl, SC_ASPDPOTION1, -1);
  1105. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1106. status_change_end(bl, SC_ASPDPOTION2, -1);
  1107. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1108. status_change_end(bl, SC_ASPDPOTION3, -1);
  1109. if (tsc->data[SC_SPIRIT].timer != -1)
  1110. status_change_end(bl, SC_SPIRIT, -1);
  1111. if (tsc->data[SC_ONEHAND].timer != -1)
  1112. status_change_end(bl, SC_ONEHAND, -1);
  1113. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1114. status_change_end(bl, SC_ADRENALINE2, -1);
  1115. }
  1116. break;
  1117. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1118. if(attack_type == BF_MISC) //70% base stun chance...
  1119. status_change_start(bl,SC_STUN,70,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
  1120. break;
  1121. }
  1122. if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
  1123. { //Pass heritage to Master for status causing effects. [Skotlex]
  1124. sd = map_id2sd(md->master_id);
  1125. }
  1126. if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1127. int i, type;
  1128. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1129. type=i-SC_COMMON_MIN;
  1130. rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
  1131. if (!rate)
  1132. continue; //Code Speedup.
  1133. rate/=100; //For some reason user effects are on a 10000 scale...
  1134. status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1135. }
  1136. }
  1137. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1138. //Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
  1139. if(sd && !status_isdead(bl) && src != bl &&
  1140. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1141. struct block_list *tbl;
  1142. int i;
  1143. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1144. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1145. //Prevents skill from retriggering themselves. [Skotlex]
  1146. if (skill == skillid)
  1147. continue;
  1148. //skill2 reused to store skilllv.
  1149. skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1150. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1151. if (rand()%1000 > rate)
  1152. continue;
  1153. if (sd->autospell[i].id < 0)
  1154. tbl = src;
  1155. else
  1156. tbl = bl;
  1157. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
  1158. continue; //Autoskills DO check for target-src range. [Skotlex]
  1159. rate = skill_get_inf(skill);
  1160. switch (skill_get_casttype(skill)) {
  1161. case CAST_GROUND:
  1162. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
  1163. break;
  1164. case CAST_NODAMAGE:
  1165. skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
  1166. break;
  1167. case CAST_DAMAGE:
  1168. skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
  1169. break;
  1170. }
  1171. break; //Only one auto skill comes off at a time.
  1172. }
  1173. }
  1174. return 0;
  1175. }
  1176. /* Splitted off from skill_additional_effect, which is never called when the
  1177. * attack skill kills the enemy. Place in this function counter status effects
  1178. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1179. * from cards) that will take effect on the source, not the target. [Skotlex]
  1180. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1181. * type of skills, so not every instance of skill_additional_effect needs a call
  1182. * to this one.
  1183. */
  1184. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1185. {
  1186. int rate;
  1187. struct map_session_data *sd=NULL;
  1188. struct map_session_data *dstsd=NULL;
  1189. struct mob_data *md=NULL;
  1190. struct mob_data *dstmd=NULL;
  1191. // struct pet_data *pd=NULL; Pet's can't be inflicted!
  1192. nullpo_retr(0, src);
  1193. nullpo_retr(0, bl);
  1194. if(skillid < 0)
  1195. { // remove the debug print when this case is finished
  1196. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1197. src, bl,skillid,skilllv,attack_type,tick);
  1198. return 0;
  1199. }
  1200. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1201. switch (src->type) {
  1202. case BL_PC:
  1203. sd = (struct map_session_data *)src;
  1204. break;
  1205. case BL_MOB:
  1206. md = (struct mob_data *)src;
  1207. break;
  1208. case BL_PET: //Only mobs/players can be affected. [Skotlex]
  1209. // pd = (struct pet_data *)src;
  1210. // break;
  1211. default:
  1212. return 0;
  1213. }
  1214. switch (bl->type) {
  1215. case BL_PC:
  1216. dstsd=(struct map_session_data *)bl;
  1217. break;
  1218. case BL_MOB:
  1219. dstmd=(struct mob_data *)bl;
  1220. break;
  1221. default:
  1222. return 0;
  1223. }
  1224. switch(skillid){
  1225. case 0: //Normal Attack - Nothing here yet.
  1226. break;
  1227. case MO_EXTREMITYFIST: /* 阿?C羅覇凰�? */
  1228. //阿?C羅を使うと5分間自然回復しないようになる
  1229. status_change_start(src,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
  1230. break;
  1231. }
  1232. if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
  1233. int i, type;
  1234. for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
  1235. type=i-SC_COMMON_MIN;
  1236. rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
  1237. if (rate) //Self infliced status from attacking.
  1238. status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1239. rate = dstsd?dstsd->addeff3[type]:0;
  1240. if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
  1241. status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
  1242. }
  1243. }
  1244. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1245. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1246. {
  1247. struct block_list *tbl;
  1248. int i, skillid, skilllv, rate;
  1249. for (i = 0; i < MAX_PC_BONUS; i++) {
  1250. if (dstsd->autospell2[i].id == 0)
  1251. break;
  1252. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1253. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1254. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1255. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1256. if (rand()%1000 > rate)
  1257. continue;
  1258. if (dstsd->autospell2[i].id < 0)
  1259. tbl = bl;
  1260. else
  1261. tbl = src;
  1262. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skillid, skilllv)))
  1263. continue; //Autoskills DO check for target-src range. [Skotlex]
  1264. switch (skill_get_casttype(skillid)) {
  1265. case CAST_GROUND:
  1266. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1267. break;
  1268. case CAST_NODAMAGE:
  1269. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1270. break;
  1271. case CAST_DAMAGE:
  1272. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1273. break;
  1274. }
  1275. }
  1276. }
  1277. return 0;
  1278. }
  1279. /*=========================================================================
  1280. Breaks equipment. On-non players causes the corresponding strip effect.
  1281. - rate goes from 0 to 10000 (100.00%)
  1282. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1283. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1284. -------------------------------------------------------------------------*/
  1285. int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
  1286. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1287. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
  1288. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1289. struct status_change *sc = status_get_sc(bl);
  1290. int i,j;
  1291. TBL_PC *sd;
  1292. BL_CAST(BL_PC, bl, sd);
  1293. if (sc && !sc->count)
  1294. sc = NULL;
  1295. if (sd) {
  1296. if (sd->unbreakable_equip)
  1297. where &= ~sd->unbreakable_equip;
  1298. if (sd->unbreakable)
  1299. rate -= rate*sd->unbreakable/100;
  1300. if (where&EQP_WEAPON) {
  1301. switch (sd->status.weapon) {
  1302. case 0: //Bare fists should not break :P
  1303. case 7:
  1304. case 8: // Axes and Maces can't be broken [DracoRPG]
  1305. case 10:
  1306. case 15: //Rods and Books can't be broken [Skotlex]
  1307. where &= ~EQP_WEAPON;
  1308. }
  1309. }
  1310. }
  1311. if (flag&BCT_ENEMY) {
  1312. if (battle_config.equip_skill_break_rate != 100)
  1313. rate = rate*battle_config.equip_skill_break_rate/100;
  1314. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1315. if (battle_config.equip_self_break_rate != 100)
  1316. rate = rate*battle_config.equip_self_break_rate/100;
  1317. }
  1318. for (i = 0; i < 4; i++) {
  1319. if (where&where_list[i]) {
  1320. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1321. where&=~where_list[i];
  1322. else if (rand()%10000 > rate)
  1323. where&=~where_list[i];
  1324. else if (!sd) //Cause Strip effect.
  1325. status_change_start(bl,scatk[i],100,0,0,0,0,
  1326. skill_get_time(StatusSkillChangeTable[scatk[i]],1),0);
  1327. }
  1328. }
  1329. if (!where) //Nothing to break.
  1330. return 0;
  1331. if (sd) {
  1332. for (i = 0; i < 11; i++) {
  1333. j = sd->equip_index[i];
  1334. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1335. continue;
  1336. flag = 0;
  1337. switch(i) {
  1338. case 6: //Upper Head
  1339. flag = (where&EQP_HELM);
  1340. break;
  1341. case 7: //Body
  1342. flag = (where&EQP_ARMOR);
  1343. break;
  1344. case 8: //Left/Right hands
  1345. case 9:
  1346. flag = (
  1347. (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
  1348. (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
  1349. break;
  1350. default:
  1351. continue;
  1352. }
  1353. if (flag) {
  1354. sd->status.inventory[j].attribute = 1;
  1355. pc_unequipitem(sd, j, 3);
  1356. }
  1357. }
  1358. clif_equiplist(sd);
  1359. }
  1360. return where; //Return list of pieces broken.
  1361. }
  1362. /*=========================================================================
  1363. Used to knock back players, monsters, traps, etc
  1364. If count&0xf00000, the direction is send in the 6th byte.
  1365. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1366. If count&0x20000, position update packets must not be sent.
  1367. -------------------------------------------------------------------------*/
  1368. int skill_blown( struct block_list *src, struct block_list *target,int count)
  1369. {
  1370. int dx=0,dy=0,nx,ny;
  1371. int x=target->x,y=target->y;
  1372. int dir,ret;
  1373. struct map_session_data *sd=NULL;
  1374. struct mob_data *md=NULL;
  1375. struct pet_data *pd=NULL;
  1376. struct skill_unit *su=NULL;
  1377. nullpo_retr(0, src);
  1378. nullpo_retr(0, target);
  1379. if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
  1380. return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
  1381. switch (target->type) {
  1382. case BL_PC:
  1383. sd=(struct map_session_data *)target;
  1384. break;
  1385. case BL_MOB:
  1386. md=(struct mob_data *)target;
  1387. break;
  1388. case BL_PET:
  1389. pd=(struct pet_data *)target;
  1390. break;
  1391. case BL_SKILL:
  1392. su=(struct skill_unit *)target;
  1393. break;
  1394. default:
  1395. return 0;
  1396. }
  1397. if (count&0xf00000)
  1398. dir = (count>>20)&0xf;
  1399. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1400. dir = status_get_dir(target);
  1401. else
  1402. dir = map_calc_dir(target,src->x,src->y);
  1403. if (dir>=0 && dir<8){
  1404. dx = -dirx[dir];
  1405. dy = -diry[dir];
  1406. }
  1407. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1408. nx=ret>>16;
  1409. ny=ret&0xffff;
  1410. battle_stopwalking(target,0);
  1411. dx = nx - x;
  1412. dy = ny - y;
  1413. if(sd) /* ?面外に?oたので?チ去 */
  1414. map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
  1415. else if(md)
  1416. map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
  1417. else if(pd)
  1418. map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
  1419. if(su){
  1420. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1421. }else{
  1422. map_moveblock(target, nx, ny, gettick());
  1423. }
  1424. if(sd) /* ?面?に入ってきたので表示 */
  1425. map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
  1426. else if(md)
  1427. map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
  1428. else if(pd)
  1429. map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
  1430. if(!(count&0x20000))
  1431. clif_blown(target);
  1432. return 0;
  1433. }
  1434. /*
  1435. * =========================================================================
  1436. * スキル?U??果?�?まとめ
  1437. * flagの?明?B16?i?
  1438. * 00XRTTff
  1439. * ff = magicで計算に渡される?j
  1440. * TT = パケットのtype部分(0でデフォルト?j
  1441. * X = パケットのスキルLv
  1442. * R = 予約?iskill_area_subで使用する?j
  1443. *-------------------------------------------------------------------------
  1444. */
  1445. int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
  1446. struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
  1447. {
  1448. struct Damage dmg;
  1449. struct status_change *sc;
  1450. struct map_session_data *sd=NULL, *tsd=NULL;
  1451. int type,lv,damage,rdamage=0;
  1452. static int tmpdmg = 0;
  1453. if(skillid > 0 && skilllv <= 0) return 0;
  1454. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1455. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1456. nullpo_retr(0, bl); //Target to be attacked.
  1457. if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
  1458. return 0;
  1459. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1460. if (
  1461. (src != dsrc || battle_config.skill_caster_check) &&
  1462. !status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 1)
  1463. )
  1464. return 0;
  1465. //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]
  1466. if (flag && skill_get_nk(skillid)&NK_SPLASH
  1467. && !status_check_skilluse(dsrc, bl, skillid, 1))
  1468. return 0;
  1469. //uncomment the following to do a check between caster and target. [Skotlex]
  1470. //eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
  1471. // if(src->m != bl->m)
  1472. // return 0;
  1473. //Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
  1474. //eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
  1475. // if(src != dsrc && status_isdead(src))
  1476. // return 0;
  1477. if (dsrc->type == BL_PC)
  1478. sd = (struct map_session_data *)dsrc;
  1479. if (bl->type == BL_PC)
  1480. tsd = (struct map_session_data *)bl;
  1481. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1482. 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
  1483. return 0;
  1484. if(sd && sd->chatID) //術者がPCでチャット中なら何もしない
  1485. return 0;
  1486. //何もしない判定ここまで
  1487. sc= status_get_sc(bl);
  1488. if (sc && !sc->count)
  1489. sc = NULL; //Don't need it.
  1490. if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1 && src == dsrc
  1491. && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
  1492. ) { //Bounce back the skill.
  1493. if (--sc->data[SC_KAITE].val2 <= 0)
  1494. status_change_end(bl, SC_KAITE, -1);
  1495. bl = src; //Just make the skill attack yourself @.@
  1496. sc = status_get_sc(bl);
  1497. tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
  1498. if (sc && !sc->count)
  1499. sc = NULL; //Don't need it.
  1500. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1501. return 0; //Spirit of Wizard blocks bounced back spells.
  1502. }
  1503. type=-1;
  1504. lv=(flag>>20)&0xf;
  1505. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダ�??ジ計算
  1506. //Skotlex: Adjusted to the new system
  1507. if(src->type==BL_PET && (struct pet_data *)src)
  1508. { // [Valaris]
  1509. struct pet_data *pd = (struct pet_data *)src;
  1510. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1511. {
  1512. int element = skill_get_pl(skillid);
  1513. if (skillid == -1)
  1514. element = status_get_attack_element(src);
  1515. dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
  1516. dmg.damage2=0;
  1517. dmg.div_= pd->a_skill->div_;
  1518. }
  1519. }
  1520. //マジックロッド?理ここから
  1521. 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
  1522. dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
  1523. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1524. if(tsd) {
  1525. int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
  1526. sp = sp * sc->data[SC_MAGICROD].val2 / 100; //吸?率計算
  1527. if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
  1528. sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
  1529. if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
  1530. else if(sp < 1) sp = 1; //1以下の場合は1
  1531. 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
  1532. sp = tsd->status.max_sp - tsd->status.sp; //SPをMSP-現在SPにする
  1533. tsd->status.sp = tsd->status.max_sp; //現在のSPにMSPを代入
  1534. }
  1535. else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
  1536. tsd->status.sp += sp;
  1537. clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
  1538. tsd->canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1, 0);
  1539. }
  1540. 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
  1541. }
  1542. //マジックロッド?理ここまで
  1543. damage = dmg.damage + dmg.damage2;
  1544. if(lv==15)
  1545. lv=-1;
  1546. if( flag&0xff00 )
  1547. type=(flag&0xff00)>>8;
  1548. if((damage <= 0 || damage < dmg.div_)
  1549. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1550. dmg.blewcount = 0;
  1551. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
  1552. if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
  1553. if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
  1554. }
  1555. //使用者がPCの?�?№フ?�?ここから
  1556. if(sd) {
  1557. //Sorry for removing the Japanese comments, but they were actually distracting
  1558. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1559. if (skillid && sd->sc.data[SC_COMBO].timer != -1)
  1560. status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
  1561. switch(skillid)
  1562. {
  1563. case MO_TRIPLEATTACK:
  1564. {
  1565. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1566. if (damage < status_get_hp(bl) &&
  1567. pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1568. delay += 300 * battle_config.combo_delay_rate / 100;
  1569. status_change_start(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
  1570. sd->attackabletime = sd->canmove_tick = tick + delay;
  1571. clif_combo_delay(src, delay);
  1572. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1573. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1574. break;
  1575. }
  1576. case MO_CHAINCOMBO:
  1577. {
  1578. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1579. if(damage < status_get_hp(bl) &&
  1580. (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
  1581. delay += 300 * battle_config.combo_delay_rate /100;
  1582. status_change_start(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay,0);
  1583. sd->attackabletime = sd->canmove_tick = tick + delay;
  1584. clif_combo_delay(src,delay);
  1585. break;
  1586. }
  1587. case MO_COMBOFINISH:
  1588. {
  1589. int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1590. if(damage < status_get_hp(bl) &&
  1591. (
  1592. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1593. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1594. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1595. ))
  1596. delay += 300 * battle_config.combo_delay_rate /100;
  1597. status_change_start(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay,0);
  1598. sd->attackabletime = sd->canmove_tick = tick + delay;
  1599. clif_combo_delay(src,delay);
  1600. break;
  1601. }
  1602. case CH_TIGERFIST:
  1603. { //Tigerfist is now a combo-only skill. [Skotlex]
  1604. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1605. if(damage < status_get_hp(bl) &&
  1606. (
  1607. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1608. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1609. ))
  1610. delay += 300 * battle_config.combo_delay_rate /100;
  1611. status_change_start(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay,0);
  1612. sd->attackabletime = sd->canmove_tick = tick + delay;
  1613. clif_combo_delay(src,delay);
  1614. break;
  1615. }
  1616. case CH_CHAINCRUSH:
  1617. {
  1618. int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
  1619. if(damage < status_get_hp(bl))
  1620. delay += 300 * battle_config.combo_delay_rate /100;
  1621. status_change_start(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay,0);
  1622. sd->attackabletime = sd->canmove_tick = tick + delay;
  1623. clif_combo_delay(src,delay);
  1624. break;
  1625. }
  1626. case AC_DOUBLE:
  1627. {
  1628. int race = status_get_race(bl);
  1629. if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
  1630. //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
  1631. status_change_start(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000,0);
  1632. clif_combo_delay(src,2000);
  1633. }
  1634. break;
  1635. }
  1636. case TK_COUNTER:
  1637. { //bonus from SG_FRIEND [Komurka]
  1638. int level;
  1639. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1640. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1641. }
  1642. case TK_STORMKICK:
  1643. case TK_DOWNKICK:
  1644. case TK_TURNKICK:
  1645. // Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
  1646. sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
  1647. break;
  1648. case SL_STIN:
  1649. case SL_STUN:
  1650. if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
  1651. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv),0);
  1652. break;
  1653. } //Switch End
  1654. }
  1655. if (damage > 0 && src != bl && src == dsrc)
  1656. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1657. //武器スキル?ここまで
  1658. switch(skillid){
  1659. case AS_SPLASHER:
  1660. case ASC_METEORASSAULT:
  1661. case SG_SUN_WARM:
  1662. case SG_MOON_WARM:
  1663. case SG_STAR_WARM:
  1664. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1665. break;
  1666. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1667. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1668. break;
  1669. case ASC_BREAKER: // [celest]
  1670. if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
  1671. tmpdmg = damage; // store the temporary weapon damage
  1672. } else { // only display damage for the 2nd attack
  1673. if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
  1674. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
  1675. damage += tmpdmg; // add weapon and magic damage
  1676. tmpdmg = 0; // clear the temporary weapon damage
  1677. if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
  1678. clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
  1679. }
  1680. break;
  1681. case NPC_SELFDESTRUCTION:
  1682. if(src->type==BL_PC)
  1683. dmg.blewcount = 10;
  1684. break;
  1685. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1686. case SN_SHARPSHOOTING:
  1687. case TF_DOUBLE:
  1688. clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1689. break;
  1690. default:
  1691. clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
  1692. }
  1693. map_freeblock_lock();
  1694. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1695. && pc_checkskill(tsd,RG_PLAGIARISM) && sc && sc->data[SC_PRESERVE].timer == -1
  1696. && damage < tsd->status.hp)
  1697. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1698. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1699. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1700. {
  1701. //?に?んでいるスキルがあれば該?スキルを消す
  1702. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1703. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1704. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1705. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1706. }
  1707. tsd->cloneskill_id = skillid;
  1708. tsd->status.skill[skillid].id = skillid;
  1709. tsd->status.skill[skillid].lv = skilllv;
  1710. if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1711. tsd->status.skill[skillid].lv = lv;
  1712. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1713. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1714. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1715. clif_skillinfoblock(tsd);
  1716. }
  1717. }
  1718. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1719. struct skill_unit* su = (struct skill_unit*)bl;
  1720. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1721. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1722. }
  1723. if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
  1724. battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1725. if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
  1726. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1727. }
  1728. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1729. if (dmg.blewcount > 0 && !status_isdead(bl))
  1730. skill_blown(dsrc,bl,dmg.blewcount);
  1731. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1732. if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
  1733. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
  1734. }
  1735. if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
  1736. int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
  1737. int rate = 50 + skilllv * 5;
  1738. rate = rate + (s_lv - t_lv);
  1739. if(rand()%100 < rate)
  1740. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1741. }
  1742. if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex]
  1743. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1744. /* ダ�??ジがあるなら追加?果判定 */
  1745. if(!status_isdead(bl) && bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
  1746. {
  1747. struct mob_data *md=(struct mob_data *)bl;
  1748. // 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]
  1749. if(battle_config.mob_changetarget_byskill && sd)
  1750. {
  1751. int target ;
  1752. target=md->target_id;
  1753. md->target_id=src->id;
  1754. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1755. md->target_id=target;
  1756. }
  1757. else
  1758. mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
  1759. }
  1760. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1761. int hp = 0,sp = 0;
  1762. 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) {
  1763. hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
  1764. if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1765. else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1766. }
  1767. 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) {
  1768. hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
  1769. if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
  1770. else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
  1771. }
  1772. 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) {
  1773. sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
  1774. if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1775. else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1776. }
  1777. 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) {
  1778. sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
  1779. if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
  1780. else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
  1781. }
  1782. if(hp || sp)
  1783. pc_heal(sd,hp,sp);
  1784. if (sd->sp_drain_type && bl->type == BL_PC)
  1785. battle_heal(NULL,bl,0,-sp,0);
  1786. }
  1787. if (/*(skillid || flag) &&*/ rdamage>0) { //Is the skillid/flag check really necessary? [Skotlex]
  1788. if (attack_type&BF_WEAPON)
  1789. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1790. else
  1791. battle_damage(bl,src,rdamage,0);
  1792. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1793. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1794. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1795. }
  1796. if (!(flag & 1) &&
  1797. (
  1798. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1799. ) &&
  1800. (sc = status_get_sc(src)) &&
  1801. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1802. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1803. {
  1804. skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1805. }
  1806. map_freeblock_unlock();
  1807. return damage; /* ?ダ�?を返す */
  1808. }
  1809. /*==========================================
  1810. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1811. * flagについて?F16?i?を確認
  1812. * MSB <- 00fTffff ->LSB
  1813. * T =タ?ゲット選?用(BCT_*)
  1814. * ffff=自由に使用可能
  1815. * 0 =予約?B0に固定
  1816. *------------------------------------------
  1817. */
  1818. static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
  1819. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1820. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1821. typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
  1822. int skill_area_sub( struct block_list *bl,va_list ap )
  1823. {
  1824. struct block_list *src;
  1825. int skill_id,skill_lv,flag;
  1826. unsigned int tick;
  1827. SkillFunc func;
  1828. nullpo_retr(0, bl);
  1829. nullpo_retr(0, ap);
  1830. if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
  1831. return 0;
  1832. 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
  1833. skill_id=va_arg(ap,int);
  1834. skill_lv=va_arg(ap,int);
  1835. tick=va_arg(ap,unsigned int);
  1836. flag=va_arg(ap,int);
  1837. func=va_arg(ap,SkillFunc);
  1838. if(battle_check_target(src,bl,flag) > 0)
  1839. func(src,bl,skill_id,skill_lv,tick,flag);
  1840. return 0;
  1841. }
  1842. static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
  1843. {
  1844. struct skill_unit *unit;
  1845. int *c;
  1846. int skillid,g_skillid;
  1847. nullpo_retr(0, bl);
  1848. nullpo_retr(0, ap);
  1849. nullpo_retr(0, unit = (struct skill_unit *)bl);
  1850. nullpo_retr(0, c = va_arg(ap,int *));
  1851. if(bl->prev == NULL || bl->type != BL_SKILL)
  1852. return 0;
  1853. if(!unit->alive)
  1854. return 0;
  1855. skillid = va_arg(ap,int);
  1856. g_skillid = unit->group->skill_id;
  1857. switch (skillid)
  1858. {
  1859. case MG_SAFETYWALL:
  1860. case AL_PNEUMA:
  1861. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1862. return 0;
  1863. break;
  1864. case AL_WARP:
  1865. case HT_SKIDTRAP:
  1866. case HT_LANDMINE:
  1867. case HT_ANKLESNARE:
  1868. case HT_SHOCKWAVE:
  1869. case HT_SANDMAN:
  1870. case HT_FLASHER:
  1871. case HT_FREEZINGTRAP:
  1872. case HT_BLASTMINE:
  1873. case HT_CLAYMORETRAP:
  1874. case HT_TALKIEBOX:
  1875. case HP_BASILICA:
  1876. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1877. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1878. return 0;
  1879. break;
  1880. default: //Avoid stacking with same kind of trap. [Skotlex]
  1881. if (g_skillid != skillid)
  1882. return 0;
  1883. break;
  1884. }
  1885. (*c)++;
  1886. return 1;
  1887. }
  1888. int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
  1889. {
  1890. int c = 0;
  1891. int range = skill_get_unit_range(skillid);
  1892. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1893. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1894. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1895. return 0;
  1896. }
  1897. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1898. range += layout_type;
  1899. map_foreachinarea(skill_check_unit_range_sub,m,
  1900. x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
  1901. return c;
  1902. }
  1903. static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
  1904. {
  1905. int *c;
  1906. int skillid;
  1907. nullpo_retr(0, bl);
  1908. nullpo_retr(0, ap);
  1909. nullpo_retr(0, c = va_arg(ap,int *));
  1910. if(bl->prev == NULL)
  1911. return 0;
  1912. if(status_isdead(bl))
  1913. return 0;
  1914. skillid = va_arg(ap,int);
  1915. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1916. return 0;
  1917. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
  1918. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1919. (*c)++;
  1920. return 1;
  1921. }
  1922. int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
  1923. {
  1924. int c = 0, range, type;
  1925. switch (skillid) { // to be expanded later
  1926. case WZ_ICEWALL:
  1927. range = 2;
  1928. break;
  1929. default:
  1930. {
  1931. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1932. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1933. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1934. return 0;
  1935. }
  1936. // とりあえず?ウ方形のユニットレイアウトのみ対応
  1937. range = skill_get_unit_range(skillid) + layout_type;
  1938. }
  1939. break;
  1940. }
  1941. // if the caster is a monster/NPC, only check for players
  1942. // otherwise just check characters
  1943. if (bl->type == BL_PC)
  1944. type = BL_CHAR;
  1945. else
  1946. type = BL_PC;
  1947. map_foreachinarea(skill_check_unit_range2_sub, m,
  1948. x - range, y - range, x + range, y + range,
  1949. type, &c, skillid);
  1950. return c;
  1951. }
  1952. int skill_guildaura_sub (struct block_list *bl,va_list ap)
  1953. {
  1954. struct map_session_data *sd;
  1955. int gid, id, *flag;
  1956. nullpo_retr(0, sd = (struct map_session_data *)bl);
  1957. nullpo_retr(0, ap);
  1958. id = va_arg(ap,int);
  1959. gid = va_arg(ap,int);
  1960. if (sd->status.guild_id != gid)
  1961. return 0;
  1962. nullpo_retr(0, flag = va_arg(ap,int *));
  1963. if (flag && *flag > 0) {
  1964. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  1965. if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
  1966. sd->sc.data[SC_GUILDAURA].val4 = *flag;
  1967. status_calc_pc (sd, 0);
  1968. }
  1969. return 0;
  1970. }
  1971. status_change_start(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0, 0);
  1972. }
  1973. return 0;
  1974. }
  1975. /*=========================================================================
  1976. * 範?スキル使用?�??ャ分けここから
  1977. */
  1978. /* ??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 */
  1979. int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
  1980. {
  1981. if(skill_area_temp[0] < 0xffff)
  1982. skill_area_temp[0]++;
  1983. return 1;
  1984. }
  1985. int skill_count_water(struct block_list *src,int range)
  1986. {
  1987. int i,x,y,cnt = 0,size = range*2+1;
  1988. struct skill_unit *unit;
  1989. for (i=0;i<size*size;i++) {
  1990. x = src->x+(i%size-range);
  1991. y = src->y+(i/size-range);
  1992. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  1993. cnt++;
  1994. continue;
  1995. }
  1996. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  1997. if (unit) {
  1998. cnt++;
  1999. skill_delunit(unit);
  2000. }
  2001. }
  2002. return cnt;
  2003. }
  2004. /*==========================================
  2005. *
  2006. *------------------------------------------
  2007. */
  2008. static int skill_timerskill(int tid, unsigned int tick, int id,int data )
  2009. {
  2010. struct map_session_data *sd = NULL;
  2011. struct mob_data *md = NULL;
  2012. struct pet_data *pd = NULL;
  2013. struct block_list *src = map_id2bl(id),*target;
  2014. struct skill_timerskill *skl = NULL;
  2015. int range;
  2016. nullpo_retr(0, src);
  2017. if(src->type == BL_PC) {
  2018. sd = (struct map_session_data *)src;
  2019. skl = &sd->skilltimerskill[data];
  2020. }
  2021. else if(src->type == BL_MOB) {
  2022. md = (struct mob_data *)src;
  2023. skl = &md->skilltimerskill[data];
  2024. }
  2025. else if(src->type == BL_PET) { // [Valaris]
  2026. pd = (struct pet_data *)src;
  2027. skl = &pd->skilltimerskill[data];
  2028. }
  2029. else
  2030. return 0;
  2031. nullpo_retr(0, skl);
  2032. skl->timer = -1;
  2033. if (sd) {
  2034. sd->timerskill_count--;
  2035. }
  2036. //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
  2037. if(src->prev == NULL)
  2038. return 0;
  2039. if(skl->target_id) {
  2040. struct block_list tbl;
  2041. target = map_id2bl(skl->target_id);
  2042. if(skl->skill_id == RG_INTIMIDATE) {
  2043. if(target == NULL) {
  2044. 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
  2045. target->type = BL_NUL;
  2046. target->m = src->m;
  2047. target->prev = target->next = NULL;
  2048. }
  2049. }
  2050. if(target == NULL)
  2051. return 0;
  2052. if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
  2053. return 0;
  2054. if(src->m != target->m)
  2055. return 0;
  2056. if(status_isdead(src))
  2057. return 0;
  2058. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
  2059. return 0;
  2060. switch(skl->skill_id) {
  2061. case RG_INTIMIDATE:
  2062. if(sd && !map[src->m].flag.noteleport) {
  2063. int x,y,i,j;
  2064. pc_randomwarp(sd,3);
  2065. for(i=0;i<16;i++) {
  2066. j = rand()%8;
  2067. x = sd->bl.x + dirx[j];
  2068. y = sd->bl.y + diry[j];
  2069. if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
  2070. break;
  2071. }
  2072. if(i >= 16) {
  2073. x = sd->bl.x;
  2074. y = sd->bl.y;
  2075. }
  2076. if(target->prev != NULL) {
  2077. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2078. pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
  2079. else if(target->type == BL_MOB)
  2080. mob_warp((struct mob_data *)target,-1,x,y,3);
  2081. }
  2082. }
  2083. else if(md && !map[src->m].flag.monster_noteleport) {
  2084. int x,y,i,j;
  2085. mob_warp(md,-1,-1,-1,3);
  2086. for(i=0;i<16;i++) {
  2087. j = rand()%8;
  2088. x = md->bl.x + dirx[j];
  2089. y = md->bl.y + diry[j];
  2090. if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
  2091. break;
  2092. }
  2093. if(i >= 16) {
  2094. x = md->bl.x;
  2095. y = md->bl.y;
  2096. }
  2097. if(target->prev != NULL) {
  2098. if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
  2099. pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
  2100. else if(target->type == BL_MOB)
  2101. mob_warp((struct mob_data *)target,-1,x,y,3);
  2102. }
  2103. }
  2104. break;
  2105. case BA_FROSTJOKE: /* 寒いジョ?ク */
  2106. case DC_SCREAM: /* スクリ?ム */
  2107. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2108. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2109. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2110. break;
  2111. case WZ_WATERBALL:
  2112. if (skl->type>1) {
  2113. skl->timer = 0; // skill_addtimerskillで使用されないように
  2114. skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2115. skl->timer = -1;
  2116. }
  2117. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2118. if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
  2119. // should put outside of the switch, but since this is the only
  2120. // mage targetted spell for now,
  2121. struct status_change *sc = status_get_sc(src);
  2122. if(sc && sc->data[SC_MAGICPOWER].timer != -1) //マジックパ�??の?果?I了
  2123. status_change_end(src,SC_MAGICPOWER,-1);
  2124. }
  2125. break;
  2126. default:
  2127. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2128. break;
  2129. }
  2130. }
  2131. else {
  2132. if(src->m != skl->map)
  2133. return 0;
  2134. switch(skl->skill_id) {
  2135. case WZ_METEOR:
  2136. if(skl->type >= 0) {
  2137. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2138. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2139. }
  2140. else
  2141. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2142. break;
  2143. }
  2144. }
  2145. return 0;
  2146. }
  2147. /*==========================================
  2148. *
  2149. *------------------------------------------
  2150. */
  2151. 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)
  2152. {
  2153. int i, max;
  2154. unsigned short *count=NULL;
  2155. struct skill_timerskill *sts = NULL;
  2156. nullpo_retr(1, src);
  2157. switch (src->type) {
  2158. case BL_PC:
  2159. sts = ((struct map_session_data *)src)->skilltimerskill;
  2160. max = MAX_SKILLTIMERSKILL;
  2161. count = &((struct map_session_data *)src)->timerskill_count;
  2162. break;
  2163. case BL_MOB:
  2164. sts = ((struct mob_data *)src)->skilltimerskill;
  2165. max = MAX_MOBSKILLTIMERSKILL;
  2166. break;
  2167. case BL_PET:
  2168. sts = ((struct pet_data *)src)->skilltimerskill;
  2169. max = MAX_MOBSKILLTIMERSKILL;
  2170. break;
  2171. default:
  2172. return 1;
  2173. }
  2174. for(i=0;i<max && sts[i].timer != -1;i++);
  2175. if (i>=max) return 1;
  2176. sts[i].timer = add_timer(tick, skill_timerskill, src->id, i);
  2177. sts[i].src_id = src->id;
  2178. sts[i].target_id = target;
  2179. sts[i].skill_id = skill_id;
  2180. sts[i].skill_lv = skill_lv;
  2181. sts[i].map = src->m;
  2182. sts[i].x = x;
  2183. sts[i].y = y;
  2184. sts[i].type = type;
  2185. sts[i].flag = flag;
  2186. if (count)
  2187. (*count)++;
  2188. return 0;
  2189. }
  2190. /*==========================================
  2191. *
  2192. *------------------------------------------
  2193. */
  2194. int skill_cleartimerskill(struct block_list *src)
  2195. {
  2196. int i, max;
  2197. unsigned short *count=NULL;
  2198. struct skill_timerskill *sts = NULL;
  2199. nullpo_retr(0, src);
  2200. switch (src->type) {
  2201. case BL_PC:
  2202. sts = ((struct map_session_data *)src)->skilltimerskill;
  2203. max = MAX_SKILLTIMERSKILL;
  2204. count = &((struct map_session_data *)src)->timerskill_count;
  2205. break;
  2206. case BL_MOB:
  2207. sts = ((struct mob_data *)src)->skilltimerskill;
  2208. max = MAX_MOBSKILLTIMERSKILL;
  2209. break;
  2210. case BL_PET:
  2211. sts = ((struct pet_data *)src)->skilltimerskill;
  2212. max = MAX_MOBSKILLTIMERSKILL;
  2213. break;
  2214. default:
  2215. return 0;
  2216. }
  2217. if (count) {
  2218. for(i=0;i<max && *count > 0;i++) {
  2219. if(sts[i].timer != -1) {
  2220. delete_timer(sts[i].timer, skill_timerskill);
  2221. sts[i].timer = -1;
  2222. (*count)--;
  2223. }
  2224. }
  2225. } else {
  2226. for(i=0;i<max;i++) {
  2227. if(sts[i].timer != -1) {
  2228. delete_timer(sts[i].timer, skill_timerskill);
  2229. sts[i].timer = -1;
  2230. }
  2231. }
  2232. }
  2233. return 0;
  2234. }
  2235. /*==========================================
  2236. * スキル使用?i詠?・完了?AID指定?U?系?j
  2237. * ?iスパゲッティに向けて1?前?i?I(ダ�?ポ)?j
  2238. *------------------------------------------
  2239. */
  2240. int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
  2241. {
  2242. struct map_session_data *sd = NULL, *tsd = NULL;
  2243. struct status_change *sc;
  2244. if(skillid < 0)
  2245. { // remove the debug print when this case is finished
  2246. ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2247. src, bl,skillid,skilllv,tick,flag);
  2248. return 0;
  2249. }
  2250. if (skillid > 0 && skilllv <= 0) return 0;
  2251. nullpo_retr(1, src);
  2252. nullpo_retr(1, bl);
  2253. if (src->m != bl->m)
  2254. return 1;
  2255. if (bl->prev == NULL)
  2256. return 1;
  2257. if (src->type == BL_PC)
  2258. sd = (struct map_session_data *)src;
  2259. if (bl->type == BL_PC)
  2260. tsd = (struct map_session_data *)bl;
  2261. if (status_isdead(src) || (src != bl && status_isdead(bl)))
  2262. return 1;
  2263. if (skillid && skill_get_type(skillid) == BF_MAGIC &&
  2264. !battle_config.gtb_pvp_only && status_isimmune(bl))
  2265. //GTB makes all targetted skills silently fail.
  2266. return 1;
  2267. sc = status_get_sc(src);
  2268. if (sc && !sc->count)
  2269. sc = NULL; //Unneeded
  2270. map_freeblock_lock();
  2271. switch(skillid)
  2272. {
  2273. /* �?器?U?系スキル */
  2274. case SM_BASH: /* バッシュ */
  2275. case MC_MAMMONITE: /* �?マ?ナイト */
  2276. case TF_DOUBLE:
  2277. case AC_DOUBLE: /* ダブルストレイフィング */
  2278. case AC_SHOWER: /* ア�??シャ�?? */
  2279. case AS_SONICBLOW: /* ソニックブ�?? */
  2280. case KN_PIERCE: /* ピア?ス */
  2281. case KN_SPEARBOOMERANG: /* スピアブ?�?ラン */
  2282. case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
  2283. case TF_POISON: /* インベナム */
  2284. case TF_SPRINKLESAND: /* ?サまき */
  2285. case AC_CHARGEARROW: /* チャ?ジア�?? */
  2286. case RG_RAID: /* サプライズアタック */
  2287. case RG_INTIMIDATE: /* インティミデイト */
  2288. case AM_ACIDTERROR: /* アシッドテラ? */
  2289. case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
  2290. case DC_THROWARROW: /* 矢?ち */
  2291. case BA_DISSONANCE: /* 不協和音 */
  2292. case CR_HOLYCROSS: /* ホ?リ?ク�?ス */
  2293. case NPC_DARKCROSS:
  2294. case CR_SHIELDCHARGE:
  2295. case CR_SHIELDBOOMERANG:
  2296. /* 以下MOB?用 */
  2297. /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
  2298. case NPC_PIERCINGATT:
  2299. case NPC_MENTALBREAKER:
  2300. case NPC_RANGEATTACK:
  2301. case NPC_CRITICALSLASH:
  2302. case NPC_COMBOATTACK:
  2303. /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
  2304. case NPC_GUIDEDATTACK:
  2305. case NPC_POISON:
  2306. case NPC_BLINDATTACK:
  2307. case NPC_SILENCEATTACK:
  2308. case NPC_STUNATTACK:
  2309. /* ?ホ化?U??A呪い?U??A?⊥ー?U??AランダムATK?U? */
  2310. case NPC_PETRIFYATTACK:
  2311. case NPC_CURSEATTACK:
  2312. case NPC_SLEEPATTACK:
  2313. case NPC_RANDOMATTACK:
  2314. /* ?�??ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
  2315. case NPC_WATERATTACK:
  2316. case NPC_GROUNDATTACK:
  2317. case NPC_FIREATTACK:
  2318. case NPC_WINDATTACK:
  2319. /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
  2320. case NPC_POISONATTACK:
  2321. case NPC_HOLYATTACK:
  2322. case NPC_DARKNESSATTACK:
  2323. case NPC_TELEKINESISATTACK:
  2324. case NPC_UNDEADATTACK:
  2325. case NPC_BREAKARMOR:
  2326. case NPC_BREAKWEAPON:
  2327. case NPC_BREAKHELM:
  2328. case NPC_BREAKSHIELD:
  2329. case LK_AURABLADE: /* オ?ラブレ?ド */
  2330. case LK_SPIRALPIERCE: /* スパイラルピア?ス */
  2331. case LK_HEADCRUSH: /* ヘッドクラッシュ */
  2332. case LK_JOINTBEAT: /* ジョイントビ?ト */
  2333. case CG_ARROWVULCAN: /* ア�??バルカン */
  2334. case HW_MAGICCRASHER: /* マジッククラッシャ? */
  2335. case ASC_METEORASSAULT: /* �?テオアサルト */
  2336. case ITM_TOMAHAWK:
  2337. case MO_TRIPLEATTACK:
  2338. case CH_CHAINCRUSH: /* 連柱崩? */
  2339. case CH_TIGERFIST: /* 伏虎�? */
  2340. case PA_SHIELDCHAIN: // Shield Chain
  2341. case PA_SACRIFICE: // Sacrifice, Aru's style.
  2342. case WS_CARTTERMINATION: // Cart Termination
  2343. case AS_VENOMKNIFE:
  2344. case HT_PHANTASMIC:
  2345. case HT_POWER:
  2346. case TK_DOWNKICK:
  2347. case TK_COUNTER:
  2348. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2349. break;
  2350. case MO_COMBOFINISH:
  2351. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2352. { //Becomes a splash attack when Soul Linked.
  2353. map_foreachinrange(skill_area_sub, bl,
  2354. skill_get_splash(skillid, skilllv),BL_CHAR,
  2355. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2356. skill_castend_damage_id);
  2357. } else
  2358. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2359. break;
  2360. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2361. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2362. map_foreachinrange(skill_attack_area, src,
  2363. skill_get_splash(skillid, skilllv), BL_CHAR,
  2364. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2365. break;
  2366. case TK_JUMPKICK:
  2367. if(sd) {
  2368. if (!pc_can_move(sd))
  2369. return 0;
  2370. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2371. pc_movepos(sd,bl->x,bl->y,0);
  2372. clif_slide(src,bl->x,bl->y);
  2373. }
  2374. break;
  2375. case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
  2376. // Separate weapon and magic attacks
  2377. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2378. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2379. break;
  2380. case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
  2381. // Does it stop if touch an obstacle? it shouldn't shoot trough walls
  2382. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2383. skill_get_splash(skillid, skilllv),BL_CHAR,
  2384. BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
  2385. break;
  2386. case MO_INVESTIGATE: /* ?勁 */
  2387. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2388. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2389. status_change_end(src,SC_BLADESTOP,-1);
  2390. break;
  2391. case RG_BACKSTAP: /* バックスタブ */
  2392. {
  2393. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
  2394. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2395. if (sc && sc->data[SC_HIDING].timer != -1)
  2396. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  2397. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2398. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2399. if (tsd)
  2400. tsd->dir = dir;
  2401. else if (bl->type == BL_MOB) {
  2402. struct mob_data *tmd = (struct mob_data *)bl;
  2403. if (tmd) tmd->dir = dir;
  2404. }
  2405. clif_changed_dir(bl);
  2406. }
  2407. else if (sd)
  2408. clif_skill_fail(sd,skillid,0,0);
  2409. }
  2410. break;
  2411. case MO_FINGEROFFENSIVE: /* 指? */
  2412. {
  2413. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2414. if (battle_config.finger_offensive_type && sd) {
  2415. int i;
  2416. for (i = 1; i < sd->spiritball_old; i++)
  2417. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2418. sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
  2419. }
  2420. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2421. status_change_end(src,SC_BLADESTOP,-1);
  2422. }
  2423. break;
  2424. case MO_CHAINCOMBO: /* 連打?カ */
  2425. {
  2426. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2427. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2428. status_change_end(src,SC_BLADESTOP,-1);
  2429. }
  2430. break;
  2431. case KN_CHARGEATK:
  2432. case MO_EXTREMITYFIST: /* 阿?C羅覇鳳�? */
  2433. {
  2434. if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
  2435. struct walkpath_data wpd;
  2436. int dx,dy,speed;
  2437. if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
  2438. clif_skill_fail(sd,skillid,0,0);
  2439. break;
  2440. }
  2441. dx = bl->x - sd->bl.x;
  2442. dy = bl->y - sd->bl.y;
  2443. if(dx > 0) dx++;
  2444. else if(dx < 0) dx--;
  2445. if (dy > 0) dy++;
  2446. else if(dy < 0) dy--;
  2447. if(dx == 0 && dy == 0) dx++;
  2448. if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2449. dx = bl->x - sd->bl.x;
  2450. dy = bl->y - sd->bl.y;
  2451. if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
  2452. clif_skill_fail(sd,skillid,0,0);
  2453. break;
  2454. }
  2455. }
  2456. sd->to_x = sd->bl.x + dx;
  2457. sd->to_y = sd->bl.y + dy;
  2458. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2459. flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
  2460. 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]
  2461. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2462. else
  2463. clif_skill_fail(sd,skillid,0,0);
  2464. speed = sd->speed;
  2465. sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
  2466. // clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
  2467. clif_walkok(sd);
  2468. clif_movechar(sd);
  2469. if(dx < 0) dx = -dx;
  2470. if(dy < 0) dy = -dy;
  2471. sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
  2472. if(sd->canact_tick < sd->canmove_tick)
  2473. sd->canact_tick = sd->canmove_tick;
  2474. sd->speed = speed;
  2475. // clif_updatestatus(sd, SP_SPEED);
  2476. pc_movepos(sd,sd->to_x,sd->to_y,1);
  2477. }
  2478. else //Assume minimum distance of 1 for Charge.
  2479. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
  2480. if (skillid == MO_EXTREMITYFIST && sc && sc->count)
  2481. {
  2482. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2483. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2484. if (sc->data[SC_BLADESTOP].timer != -1)
  2485. status_change_end(src,SC_BLADESTOP,-1);
  2486. if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
  2487. status_change_end(src,SC_COMBO,-1);
  2488. }
  2489. }
  2490. break;
  2491. /* �?器系範??U?スキル */
  2492. case AS_GRIMTOOTH: /* グリムトゥ?ス */
  2493. case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
  2494. case NPC_SPLASHATTACK: /* スプラッシュアタック */
  2495. if(flag&1){
  2496. /* 個別にダ�??ジを?える */
  2497. if(bl->id!=skill_area_temp[1]){
  2498. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
  2499. 0x0500);
  2500. }
  2501. } else {
  2502. skill_area_temp[1]=bl->id;
  2503. skill_area_temp[2]=bl->x;
  2504. skill_area_temp[3]=bl->y;
  2505. /* まずタ?ゲットに?U?を加える */
  2506. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2507. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2508. map_foreachinrange(skill_area_sub, bl,
  2509. skill_get_splash(skillid, skilllv), BL_CHAR,
  2510. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2511. skill_castend_damage_id);
  2512. }
  2513. break;
  2514. case AS_SPLASHER:
  2515. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2516. if (bl->id != skill_area_temp[1])
  2517. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2518. else
  2519. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
  2520. } else {
  2521. skill_area_temp[0] = 0;
  2522. skill_area_temp[1] = bl->id;
  2523. map_foreachinrange(skill_area_sub, bl,
  2524. skill_get_splash(skillid, skilllv), BL_CHAR,
  2525. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2526. skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
  2527. map_foreachinrange(skill_area_sub, bl,
  2528. skill_get_splash(skillid, skilllv), BL_CHAR,
  2529. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2530. skill_castend_damage_id);
  2531. }
  2532. break;
  2533. case SM_MAGNUM:
  2534. if(flag&1)
  2535. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2536. else {
  2537. //If we get here, someone changed magnum to be a enemy targetted skill,
  2538. //so treat it as such.
  2539. map_foreachinrange(skill_area_sub, bl,
  2540. skill_get_splash(skillid, skilllv),BL_CHAR,
  2541. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2542. skill_castend_damage_id);
  2543. //Initiate 10% of your damage becomes fire element.
  2544. clif_skill_nodamage (src,bl,skillid,skilllv,
  2545. status_change_start (src,SC_WATK_ELEMENT,100,
  2546. 3,20,0,0,skill_get_time2(skillid, skilllv),0));
  2547. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  2548. }
  2549. break;
  2550. case KN_BOWLINGBASH: /* ボウリングバッシュ */
  2551. if(flag&1){
  2552. /* 個別にダ�??ジを?える */
  2553. if(bl->id!=skill_area_temp[1])
  2554. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
  2555. } else {
  2556. 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?�?� */
  2557. /* まずタ?[ゲットに?U撃を加える */
  2558. c = skill_get_blewcount(skillid,skilllv);
  2559. if(map_flag_gvg(bl->m) || status_get_mexp(bl))
  2560. c = 0;
  2561. for(i=0;i<c;i++){
  2562. skill_blown(src,bl,0x20000|1);
  2563. skill_area_temp[0]=0;
  2564. map_foreachinrange(skill_area_sub,bl,
  2565. skill_get_splash(skillid, skilllv),BL_CHAR,
  2566. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2567. skill_area_sub_count);
  2568. if(skill_area_temp[0]>1) break;
  2569. }
  2570. clif_blown(bl); //Update target pos.
  2571. skill_area_temp[1]=bl->id;
  2572. /* その後タ?ゲット以外の範??の敵全?に?�?を?sう */
  2573. map_foreachinrange(skill_area_sub,bl,
  2574. skill_get_splash(skillid, skilllv),BL_CHAR,
  2575. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2576. skill_castend_damage_id);
  2577. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2578. }
  2579. break;
  2580. case KN_SPEARSTAB: /* スピアスタブ */
  2581. if(flag&1){
  2582. /* 個別にダ�??[ジを与える */
  2583. if (bl->id==skill_area_temp[1])
  2584. break;
  2585. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
  2586. skill_blown(src,bl,skill_area_temp[2]);
  2587. } else {
  2588. int x=bl->x,y=bl->y,i,dir;
  2589. /* まずタ?[ゲットに?U撃を加える */
  2590. dir = map_calc_dir(bl,src->x,src->y);
  2591. skill_area_temp[1] = bl->id;
  2592. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2593. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
  2594. skill_blown(src,bl,skill_area_temp[2]);
  2595. for (i=0;i<4;i++) {
  2596. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2597. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2598. skill_castend_damage_id);
  2599. x += dirx[dir];
  2600. y += diry[dir];
  2601. }
  2602. }
  2603. break;
  2604. case TK_TURNKICK:
  2605. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2606. {
  2607. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2608. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2609. map_foreachinrange(skill_area_sub,bl,
  2610. skill_get_splash(skillid, skilllv),BL_CHAR,
  2611. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2612. skill_castend_nodamage_id);
  2613. }
  2614. break;
  2615. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2616. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2617. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2618. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2619. break;
  2620. case ALL_RESURRECTION: /* リザレクション */
  2621. case PR_TURNUNDEAD: /* タ?ンアンデッド */
  2622. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
  2623. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2624. break;
  2625. /* 魔法系スキル */
  2626. case MG_SOULSTRIKE: /* ソウルストライク */
  2627. case NPC_DARKSTRIKE: /*闇ソウルストライク*/
  2628. case MG_COLDBOLT: /* コ?[ルドボルト */
  2629. case MG_FIREBOLT: /* ファイア?[ボルト */
  2630. case MG_LIGHTNINGBOLT: /* ライトニングボルト */
  2631. case WZ_EARTHSPIKE: /* ア?[ススパイク */
  2632. case AL_HEAL: /* ヒ?[ル */
  2633. case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
  2634. case WZ_JUPITEL: /* ユピテルサンダ?[ */
  2635. case NPC_DARKTHUNDER: /*闇ユピテル*/
  2636. case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
  2637. case PR_ASPERSIO: /* アスペルシオ */
  2638. case MG_FROSTDIVER: /* フ�?ストダイバ?[ */
  2639. case WZ_SIGHTBLASTER:
  2640. case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
  2641. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2642. break;
  2643. case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
  2644. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2645. if (skilllv>1) {
  2646. int range = skilllv/2;
  2647. //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
  2648. //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
  2649. int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
  2650. cnt--;
  2651. if (cnt > 0)
  2652. skill_addtimerskill(src,tick+150,bl->id,0,0,
  2653. skillid,skilllv,cnt,flag);
  2654. }
  2655. break;
  2656. case PR_BENEDICTIO: /* ?ケ??~福 */
  2657. { //Should attack undead and demons. [Skotlex]
  2658. int race = status_get_race(bl);
  2659. if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
  2660. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2661. }
  2662. break;
  2663. /* 魔法系範??U?スキル */
  2664. case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
  2665. case MG_FIREBALL: /* ファイヤ?ボ?ル */
  2666. if (flag & 1) {
  2667. /* 個別にダ�??ジを?える */
  2668. if (bl->id == skill_area_temp[1])
  2669. break;
  2670. if(skillid == MG_FIREBALL) //Store distance.
  2671. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
  2672. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
  2673. } else {
  2674. skill_area_temp[0]=0;
  2675. skill_area_temp[1]=bl->id;
  2676. switch (skillid) {
  2677. case MG_NAPALMBEAT:
  2678. /* ナパ?[ムビ?[トは分散ダ�??[ジなので敵の?狽�?狽ヲる */
  2679. map_foreachinrange(skill_area_sub, bl,
  2680. skill_get_splash(skillid, skilllv),BL_CHAR,
  2681. src,skillid,skilllv,tick,flag|BCT_ENEMY,
  2682. skill_area_sub_count);
  2683. break;
  2684. case MG_FIREBALL:
  2685. skill_area_temp[2]=bl->x;
  2686. skill_area_temp[3]=bl->y;
  2687. break;
  2688. }
  2689. /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
  2690. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
  2691. /* タ?[ゲット以外の範囲内の敵全体に?�?を?sう */
  2692. map_foreachinrange(skill_area_sub,bl,
  2693. skill_get_splash(skillid, skilllv),BL_CHAR,
  2694. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2695. skill_castend_damage_id);
  2696. }
  2697. break;
  2698. case HW_NAPALMVULCAN: // Fixed By SteelViruZ
  2699. if (flag & 1) {
  2700. if (bl->id != skill_area_temp[1])
  2701. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2702. } else {
  2703. skill_area_temp[0] = 0;
  2704. skill_area_temp[1] = bl->id;
  2705. map_foreachinrange(skill_area_sub, bl,
  2706. skill_get_splash(skillid, skilllv), BL_CHAR,
  2707. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  2708. skill_area_sub_count);
  2709. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2710. map_foreachinrange(skill_area_sub, bl,
  2711. skill_get_splash(skillid, skilllv), BL_CHAR,
  2712. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2713. skill_castend_damage_id);
  2714. }
  2715. break;
  2716. case SL_STIN:
  2717. case SL_STUN:
  2718. case SL_SMA:
  2719. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2720. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  2721. clif_skill_fail(sd,skillid,0,0);
  2722. break;
  2723. }
  2724. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2725. break;
  2726. /* その他 */
  2727. case HT_BLITZBEAT: /* ブリッツビ?ト */
  2728. if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2729. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
  2730. } else {
  2731. skill_area_temp[0] = 0;
  2732. skill_area_temp[1] = bl->id;
  2733. if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
  2734. map_foreachinrange(skill_area_sub, bl,
  2735. skill_get_splash(skillid, skilllv), BL_CHAR,
  2736. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2737. map_foreachinrange(skill_area_sub, bl,
  2738. skill_get_splash(skillid, skilllv), BL_CHAR,
  2739. src, skillid, skilllv, tick, BCT_ENEMY|1,
  2740. skill_castend_damage_id);
  2741. }
  2742. break;
  2743. case NPC_DARKBREATH:
  2744. clif_emotion(src,7);
  2745. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2746. break;
  2747. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2748. case PA_PRESSURE: /* プレッシャ? */
  2749. case CR_ACIDDEMONSTRATION: // Acid Demonstration
  2750. case TF_THROWSTONE: /* ?ホ投げ */
  2751. case NPC_SMOKING: /* スモ?キング */
  2752. case NPC_SELFDESTRUCTION: /* 自爆 */
  2753. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2754. break;
  2755. // Celest
  2756. case PF_SOULBURN:
  2757. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2758. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2759. if (skilllv == 5)
  2760. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
  2761. if (tsd) {
  2762. tsd->status.sp = 0;
  2763. clif_updatestatus(tsd,SP_SP);
  2764. }
  2765. } else {
  2766. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2767. if (skilllv == 5)
  2768. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
  2769. if (sd) {
  2770. sd->status.sp = 0;
  2771. clif_updatestatus(sd,SP_SP);
  2772. }
  2773. }
  2774. if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2775. break;
  2776. /* HP吸?/HP吸?魔法 */
  2777. case NPC_BLOODDRAIN:
  2778. case NPC_ENERGYDRAIN:
  2779. {
  2780. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2781. src, src, bl, skillid, skilllv, tick, flag);
  2782. if (heal > 0){
  2783. struct block_list tbl;
  2784. tbl.id = 0;
  2785. tbl.type = BL_NUL;
  2786. tbl.m = src->m;
  2787. tbl.x = src->x;
  2788. tbl.y = src->y;
  2789. clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
  2790. battle_heal(NULL, src, heal, 0, 0);
  2791. }
  2792. }
  2793. break;
  2794. case 0:
  2795. if(sd) {
  2796. if (flag & 3){
  2797. if (bl->id != skill_area_temp[1])
  2798. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
  2799. } else {
  2800. skill_area_temp[1] = bl->id;
  2801. map_foreachinrange(skill_area_sub, bl,
  2802. sd->splash_range, BL_CHAR,
  2803. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2804. skill_castend_damage_id);
  2805. }
  2806. }
  2807. break;
  2808. default:
  2809. ShowWarning("Unknown skill used:%d\n",skillid);
  2810. map_freeblock_unlock();
  2811. return 1;
  2812. }
  2813. map_freeblock_unlock();
  2814. return 0;
  2815. }
  2816. /*==========================================
  2817. * スキル使用?i詠?・完了?AID指定支援系?j
  2818. *------------------------------------------
  2819. */
  2820. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2821. {
  2822. struct map_session_data *sd = NULL;
  2823. struct map_session_data *dstsd = NULL;
  2824. struct status_change *tsc;
  2825. struct mob_data *md = NULL;
  2826. struct mob_data *dstmd = NULL;
  2827. int i,type=-1;
  2828. if(skillid < 0 || skillid > MAX_SKILL)
  2829. { // remove the debug print when this case is finished
  2830. ShowDebug("skill_castend_nodamage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  2831. src, bl,skillid,skilllv,tick,flag);
  2832. return 0;
  2833. }
  2834. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2835. nullpo_retr(1, src);
  2836. nullpo_retr(1, bl);
  2837. if (src->m != bl->m)
  2838. return 1;
  2839. if (src->type == BL_PC) {
  2840. sd = (struct map_session_data *)src;
  2841. } else if (src->type == BL_MOB) {
  2842. md = (struct mob_data *)src;
  2843. }
  2844. if (bl->type == BL_PC){
  2845. dstsd = (struct map_session_data *)bl;
  2846. } else if (bl->type == BL_MOB){
  2847. dstmd = (struct mob_data *)bl;
  2848. }
  2849. if(bl->prev == NULL)
  2850. return 1;
  2851. if(status_isdead(src) && skillid != NPC_REBIRTH)
  2852. return 1;
  2853. if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2854. return 1;
  2855. //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
  2856. //But only do this on the first call (flag&~1)
  2857. if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
  2858. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2859. if (skillid > 0 && skillid < MAX_SKILL)
  2860. type = SkillStatusChangeTable[skillid];
  2861. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2862. switch (skillid) {
  2863. case AL_HEAL:
  2864. case ALL_RESURRECTION:
  2865. case PR_ASPERSIO:
  2866. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
  2867. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2868. //Offensive heal does not works on non-enemies. [Skotlex]
  2869. if (sd) clif_skill_fail(sd,skillid,0,0);
  2870. return 0;
  2871. }
  2872. if(!sd) {
  2873. //Prevent non-players from casting offensive heal. [Skotlex]
  2874. clif_emotion(src, 4);
  2875. return 0;
  2876. }
  2877. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2878. }
  2879. break;
  2880. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2881. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2882. case CR_GRANDCROSS:
  2883. case NPC_GRANDDARKNESS:
  2884. //These two are actually ground placed.
  2885. if(sd)
  2886. sd->canmove_tick = tick + 900;
  2887. else if(md)
  2888. mob_changestate(md,MS_DELAY,900);
  2889. return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
  2890. }
  2891. tsc = status_get_sc(bl);
  2892. map_freeblock_lock();
  2893. switch(skillid)
  2894. {
  2895. case AL_HEAL: /* ヒ?ル */
  2896. {
  2897. int heal = skill_calc_heal(src, skilllv);
  2898. int heal_get_jobexp;
  2899. int skill;
  2900. if (skilllv > 10)
  2901. heal = 9999; //9999ヒ?[ル
  2902. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2903. heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
  2904. if (sd) {
  2905. if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?ディテイティオ
  2906. heal += heal * skill * 2 / 100;
  2907. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2908. (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
  2909. heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
  2910. }
  2911. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2912. && !(status_get_mode(src)&MD_BOSS)
  2913. ) { //Bounce back heal
  2914. if (--tsc->data[SC_KAITE].val2 <= 0)
  2915. status_change_end(bl, SC_KAITE, -1);
  2916. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2917. clif_skill_nodamage (src, src, skillid, heal, 1);
  2918. heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
  2919. } else {
  2920. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2921. heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
  2922. }
  2923. // JOB??値獲得
  2924. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2925. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2926. if (heal_get_jobexp <= 0)
  2927. heal_get_jobexp = 1;
  2928. if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
  2929. pc_gainexp (sd, 0, heal_get_jobexp);
  2930. }
  2931. }
  2932. break;
  2933. case PR_REDEMPTIO:
  2934. if (sd && !(flag&1)) {
  2935. if (sd->status.party_id == 0) {
  2936. clif_skill_fail(sd,skillid,0,0);
  2937. break;
  2938. }
  2939. skill_area_temp[0] = 0;
  2940. party_foreachsamemap(skill_area_sub,
  2941. sd,skill_get_splash(skillid, skilllv),
  2942. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2943. skill_castend_nodamage_id);
  2944. if (skill_area_temp[0] == 0) {
  2945. clif_skill_fail(sd,skillid,0,0);
  2946. break;
  2947. }
  2948. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2949. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  2950. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2951. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2952. clif_updatestatus(sd,SP_BASEEXP);
  2953. clif_updatestatus(sd,SP_JOBEXP);
  2954. }
  2955. pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
  2956. break;
  2957. } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
  2958. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2959. skilllv = 3; //Resurrection level 3 is used
  2960. } else //Invalid target, skip resurrection.
  2961. break;
  2962. case ALL_RESURRECTION: /* リザレクション */
  2963. if(sd && map_flag_gvg(bl->m))
  2964. { //No reviving in WoE grounds!
  2965. clif_skill_fail(sd,skillid,0,0);
  2966. break;
  2967. }
  2968. if(dstsd) {
  2969. int per = 0;
  2970. if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
  2971. break; /* PVPで復活不可能?態 */
  2972. if (pc_isdead(dstsd)) { /* 死亡判定 */
  2973. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2974. switch(skilllv){
  2975. case 1: per=10; break;
  2976. case 2: per=30; break;
  2977. case 3: per=50; break;
  2978. case 4: per=80; break;
  2979. }
  2980. dstsd->status.hp = dstsd->status.max_hp * per / 100;
  2981. if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
  2982. if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
  2983. dstsd->status.hp = dstsd->status.max_hp;
  2984. dstsd->status.sp = dstsd->status.max_sp;
  2985. }
  2986. pc_setstand(dstsd);
  2987. if(battle_config.pc_invincible_time > 0)
  2988. pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
  2989. clif_updatestatus(dstsd, SP_HP);
  2990. clif_resurrection(bl, 1);
  2991. if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
  2992. int exp = 0,jexp = 0;
  2993. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2994. if(lv > 0) {
  2995. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2996. if (exp < 1) exp = 1;
  2997. }
  2998. if(jlv > 0) {
  2999. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3000. if (jexp < 1) jexp = 1;
  3001. }
  3002. if(exp > 0 || jexp > 0)
  3003. pc_gainexp (sd, exp, jexp);
  3004. }
  3005. }
  3006. }
  3007. break;
  3008. case AL_DECAGI: /* 速度減?ュ */
  3009. clif_skill_nodamage (src, bl, skillid, skilllv,
  3010. status_change_start (bl, type,
  3011. (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
  3012. skilllv, 0, 0, 0, skill_get_time(skillid,skilllv),0));
  3013. break;
  3014. case AL_CRUCIS:
  3015. if (flag & 1) {
  3016. if (battle_check_target (src, bl, BCT_ENEMY))
  3017. status_change_start(bl,type,
  3018. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3019. skilllv,0,0,0,0,0);
  3020. } else {
  3021. map_foreachinrange(skill_area_sub, src,
  3022. skill_get_splash(skillid, skilllv), BL_CHAR,
  3023. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3024. skill_castend_nodamage_id);
  3025. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3026. }
  3027. break;
  3028. case PR_LEXDIVINA: /* レックスディビ?ナ */
  3029. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3030. status_change_end(bl,type, -1);
  3031. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3032. } else
  3033. clif_skill_nodamage (src, bl, skillid, skilllv,
  3034. status_change_start(bl,type,
  3035. 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3036. break;
  3037. case SA_ABRACADABRA:
  3038. {
  3039. int abra_skillid = 0, abra_skilllv;
  3040. if (sd)
  3041. { //Crash-fix [Skotlex]
  3042. //require 1 yellow gemstone even with mistress card or Into the Abyss
  3043. if ((i = pc_search_inventory(sd, 715)) < 0 )
  3044. { //bug fixed by Lupus (item pos can be 0, too!)
  3045. clif_skill_fail(sd,skillid,0,0);
  3046. break;
  3047. }
  3048. pc_delitem(sd, i, 1, 0);
  3049. }
  3050. do {
  3051. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3052. if (skill_abra_db[abra_skillid].req_lv > skilllv ||
  3053. rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
  3054. (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ�?
  3055. skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ�?
  3056. abra_skillid = 0; // reset to get a new id
  3057. } while (abra_skillid == 0);
  3058. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3059. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3060. if (sd)
  3061. { //Crash-protection against Abracadabra casting pets
  3062. sd->skillitem = abra_skillid;
  3063. sd->skillitemlv = abra_skilllv;
  3064. sd->state.abra_flag = 1;
  3065. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3066. } else if(src->type == BL_PET)
  3067. { // [Skotlex]
  3068. struct pet_data *pd = (struct pet_data *)src;
  3069. int inf = skill_get_inf(abra_skillid);
  3070. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3071. nullpo_retr(1,(struct map_session_data *)pd->msd);
  3072. petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick);
  3073. } else //Assume offensive skills
  3074. petskill_use(pd, bl, abra_skillid, abra_skilllv, tick);
  3075. }
  3076. }
  3077. break;
  3078. case SA_COMA:
  3079. clif_skill_nodamage(src,bl,skillid,skilllv,
  3080. status_change_start(bl,type,100,
  3081. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ));
  3082. break;
  3083. case SA_FULLRECOVERY:
  3084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3085. if (status_isimmune(bl))
  3086. break;
  3087. if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
  3088. else if (dstmd) dstmd->hp = status_get_max_hp(bl);
  3089. break;
  3090. case SA_SUMMONMONSTER:
  3091. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3092. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3093. break;
  3094. case SA_LEVELUP:
  3095. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3096. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
  3097. break;
  3098. case SA_INSTANTDEATH:
  3099. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3100. battle_damage(NULL,src,status_get_hp(src)-1,0);
  3101. break;
  3102. case SA_QUESTION:
  3103. case SA_GRAVITY:
  3104. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3105. break;
  3106. case SA_CLASSCHANGE:
  3107. {
  3108. //クラスチェンジ用ボスモンスタ?ID
  3109. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3110. ,1157,1159,1190,1272,1312,1373,1492};
  3111. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3112. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3113. if(dstmd) mob_class_change(dstmd,class_);
  3114. }
  3115. break;
  3116. case SA_MONOCELL:
  3117. {
  3118. static int poringclass[]={1002};
  3119. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3120. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3121. if(dstmd) mob_class_change(dstmd,class_);
  3122. }
  3123. break;
  3124. case SA_DEATH:
  3125. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3126. battle_damage(NULL,bl,status_get_max_hp(bl),1);
  3127. break;
  3128. case SA_REVERSEORCISH:
  3129. clif_skill_nodamage(src,bl,skillid,skilllv,
  3130. status_change_start(bl,type,100,
  3131. skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
  3132. break;
  3133. case SA_FORTUNE:
  3134. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3135. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3136. break;
  3137. case SA_TAMINGMONSTER:
  3138. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3139. if (sd && dstmd) {
  3140. for (i = 0; i < MAX_PET_DB; i++) {
  3141. if (dstmd->class_ == pet_db[i].class_) {
  3142. pet_catch_process1 (sd, dstmd->class_);
  3143. break;
  3144. }
  3145. }
  3146. }
  3147. break;
  3148. case AL_INCAGI: /* 速度?加 */
  3149. case AL_BLESSING: /* ブレッシング */
  3150. case PR_SLOWPOISON:
  3151. case PR_IMPOSITIO: /* イムポシティオマヌス */
  3152. case PR_LEXAETERNA: /* レックスエ?テルナ */
  3153. case PR_SUFFRAGIUM: /* サフラギウム */
  3154. case PR_BENEDICTIO: /* ?ケ??~福 */
  3155. clif_skill_nodamage(src,bl,skillid,skilllv,
  3156. status_change_start(bl,type,100,
  3157. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3158. break;
  3159. case CR_PROVIDENCE: /* プ�?ヴィデンス */
  3160. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3161. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3162. clif_skill_fail(sd,skillid,0,0);
  3163. map_freeblock_unlock();
  3164. return 1;
  3165. }
  3166. }
  3167. clif_skill_nodamage(src,bl,skillid,skilllv,
  3168. status_change_start(bl,type,
  3169. 100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3170. break;
  3171. case CG_MARIONETTE: /* マリオネットコント�??ル */
  3172. {
  3173. struct status_change *sc= status_get_sc(src);
  3174. int type2 = SC_MARIONETTE2;
  3175. if(sc && tsc){
  3176. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3177. status_change_start (src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
  3178. status_change_start (bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
  3179. clif_marionette(src, bl);
  3180. }
  3181. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3182. sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
  3183. status_change_end(src, type, -1);
  3184. status_change_end(bl, type2, -1);
  3185. clif_marionette(src, 0);
  3186. }
  3187. else {
  3188. if (sd) clif_skill_fail(sd,skillid,0,0);
  3189. map_freeblock_unlock();
  3190. return 1;
  3191. }
  3192. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3193. }
  3194. }
  3195. break;
  3196. case RG_CLOSECONFINE:
  3197. clif_skill_nodamage(src,bl,skillid,skilllv,
  3198. status_change_start (bl,type,100,
  3199. skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0));
  3200. break;
  3201. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3202. case SA_FROSTWEAPON:
  3203. case SA_LIGHTNINGLOADER:
  3204. case SA_SEISMICWEAPON:
  3205. if (dstsd) {
  3206. if(dstsd->status.weapon == 0 ||
  3207. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3208. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3209. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3210. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3211. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3212. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3213. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3214. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3215. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3216. ))
  3217. ) {
  3218. if (sd) clif_skill_fail(sd,skillid,0,0);
  3219. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3220. break;
  3221. }
  3222. }
  3223. if (sd) {
  3224. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3225. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3226. clif_skill_fail(sd,skillid,0,0);
  3227. break;
  3228. }
  3229. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3230. }
  3231. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3232. i = skilllv <4?(60+skilllv*10):100;
  3233. i = status_change_start(bl,type,100,
  3234. skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3235. if(!i) {
  3236. if (sd) clif_skill_fail(sd,skillid,0,0);
  3237. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
  3238. sd && sd != dstsd)
  3239. clif_displaymessage(sd->fd,"You broke target's weapon");
  3240. }
  3241. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3242. break;
  3243. case PR_ASPERSIO: /* アスペルシオ */
  3244. if (sd && dstmd) {
  3245. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3246. break;
  3247. }
  3248. clif_skill_nodamage(src,bl,skillid,skilllv,
  3249. status_change_start(bl,type,100,
  3250. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3251. break;
  3252. case TK_SEVENWIND:
  3253. switch(skilllv){
  3254. case 1:
  3255. type=SC_EARTHWEAPON;
  3256. break;
  3257. case 2:
  3258. type=SC_WINDWEAPON;
  3259. break;
  3260. case 3:
  3261. type=SC_WATERWEAPON;
  3262. break;
  3263. case 4:
  3264. type=SC_FIREWEAPON;
  3265. break;
  3266. case 5:
  3267. type=SC_GHOSTWEAPON;
  3268. break;
  3269. case 6:
  3270. type=SC_SHADOWWEAPON;
  3271. break;
  3272. case 7:
  3273. type=SC_ASPERSIO;
  3274. break;
  3275. }
  3276. clif_skill_nodamage(src,bl,skillid,skilllv,
  3277. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3278. break;
  3279. case PR_KYRIE: /* キリエエレイソン */
  3280. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3281. status_change_start(bl,type,100,
  3282. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3283. break;
  3284. //Passive Magnum, should had been casted on yourself.
  3285. case SM_MAGNUM:
  3286. map_foreachinrange(skill_area_sub, src,
  3287. skill_get_splash(skillid, skilllv),BL_CHAR,
  3288. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3289. skill_castend_damage_id);
  3290. //Initiate 10% of your damage becomes fire element.
  3291. clif_skill_nodamage (src,src,skillid,skilllv,
  3292. status_change_start (src,SC_WATK_ELEMENT,100,
  3293. 3,20,0,0,skill_get_time2(skillid, skilllv),0));
  3294. if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  3295. break;
  3296. case LK_BERSERK: /* バ?サ?ク */
  3297. case KN_AUTOCOUNTER: /* オ?トカウンタ? */
  3298. case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
  3299. case KN_ONEHAND:
  3300. case CR_SPEARQUICKEN: /* スピアクイッケン */
  3301. case CR_REFLECTSHIELD:
  3302. case AS_POISONREACT: /* ポイズンリアクト */
  3303. case MC_LOUD: /* ラウドボイス */
  3304. case MG_ENERGYCOAT: /* エナジ?コ?ト */
  3305. case MG_SIGHT: /* サイト */
  3306. case AL_RUWACH: /* ルアフ */
  3307. case MO_EXPLOSIONSPIRITS: // 爆裂波動
  3308. case MO_STEELBODY: // 金?�
  3309. case LK_AURABLADE: /* オ?ラブレ?ド */
  3310. case LK_PARRYING: /* パリイング */
  3311. case LK_CONCENTRATION: /* コンセントレ?ション */
  3312. case WS_CARTBOOST: /* カ?トブ?スト */
  3313. case SN_SIGHT: /* トゥル?サイト */
  3314. case WS_MELTDOWN: /* �?ルトダウン */
  3315. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3316. case ST_REJECTSWORD: /* リジェクトソ?ド */
  3317. case HW_MAGICPOWER: /* 魔法力?�? */
  3318. case PF_MEMORIZE: /* �?モライズ */
  3319. case PA_SACRIFICE:
  3320. case ASC_EDP: // [Celest]
  3321. case NPC_STOP:
  3322. case WZ_SIGHTBLASTER:
  3323. case SG_SUN_COMFORT:
  3324. case SG_MOON_COMFORT:
  3325. case SG_STAR_COMFORT:
  3326. clif_skill_nodamage(src,bl,skillid,skilllv,
  3327. status_change_start(bl,type,100,
  3328. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3329. break;
  3330. case SG_SUN_WARM:
  3331. case SG_MOON_WARM:
  3332. case SG_STAR_WARM:
  3333. clif_skill_nodamage(src,bl,skillid,skilllv,
  3334. status_change_start(bl,type,100,
  3335. skilllv,0,skillid,skill_get_splash(skillid,skilllv),skill_get_time(skillid,skilllv),0));
  3336. break;
  3337. case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
  3338. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3339. if (sd && battle_config.player_skill_partner_check) {
  3340. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3341. } else
  3342. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3343. break;
  3344. case HP_ASSUMPTIO:
  3345. if (flag&1)
  3346. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  3347. else
  3348. {
  3349. map_foreachinrange(skill_area_sub, bl,
  3350. skill_get_splash(skillid, skilllv), BL_PC,
  3351. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3352. skill_castend_nodamage_id);
  3353. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3354. }
  3355. break;
  3356. case SM_ENDURE: /* インデュア */
  3357. clif_skill_nodamage(src,bl,skillid,skilllv,
  3358. status_change_start(bl,type,100,
  3359. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3360. if (sd)
  3361. pc_blockskill_start (sd, skillid, 10000);
  3362. break;
  3363. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3364. if (sd && dstsd && dstsd->sc.count) {
  3365. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3366. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3367. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3368. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3369. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3370. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3371. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3372. ) {
  3373. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3374. clif_skill_fail(sd,skillid,0,0);
  3375. break;
  3376. }
  3377. }
  3378. clif_skill_nodamage(src,bl,skillid,skilllv,
  3379. status_change_start(bl,type,100,
  3380. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3381. break;
  3382. case LK_TENSIONRELAX: /* テンションリラックス */
  3383. if (sd) {
  3384. pc_setsit(sd);
  3385. clif_sitting(sd);
  3386. }
  3387. clif_skill_nodamage(src,bl,skillid,skilllv,
  3388. status_change_start(bl,type,100,
  3389. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3390. break;
  3391. case MC_CHANGECART:
  3392. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3393. break;
  3394. case TK_MISSION:
  3395. if (sd) {
  3396. int id;
  3397. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3398. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3399. clif_skill_fail(sd,skillid,0,0);
  3400. break;
  3401. }
  3402. id = mob_get_random_id(0,0, sd->status.base_level);
  3403. if (!id) {
  3404. clif_skill_fail(sd,skillid,0,0);
  3405. break;
  3406. }
  3407. sd->mission_mobid = id;
  3408. sd->mission_count = 0;
  3409. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3410. clif_mission_mob(sd, id, 0);
  3411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3412. }
  3413. break;
  3414. case AC_CONCENTRATION: /* ?W中力向?� */
  3415. {
  3416. clif_skill_nodamage(src,bl,skillid,skilllv,
  3417. status_change_start(bl,type,100,
  3418. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3419. map_foreachinrange( status_change_timer_sub, src,
  3420. skill_get_splash(skillid, skilllv), BL_CHAR,
  3421. src,status_get_sc(src),type,tick);
  3422. }
  3423. break;
  3424. case SM_PROVOKE: /* プ�?ボック */
  3425. /* MVPmobと不死には?かない */
  3426. 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
  3427. map_freeblock_unlock();
  3428. return 1;
  3429. }
  3430. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3431. clif_skill_nodamage(src,bl,skillid,skilllv,
  3432. (i=status_change_start(bl,type,
  3433. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3434. skilllv,0,0,0,skill_get_time(skillid,skilllv),0)));
  3435. if (!i)
  3436. {
  3437. if (sd)
  3438. clif_skill_fail(sd,skillid,0,0);
  3439. map_freeblock_unlock();
  3440. return 0;
  3441. }
  3442. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  3443. skill_castcancel(bl,0);
  3444. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  3445. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  3446. skill_castcancel(bl,0);
  3447. if(tsc && tsc->count){
  3448. if(tsc->data[SC_FREEZE].timer!=-1)
  3449. status_change_end(bl,SC_FREEZE,-1);
  3450. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3451. status_change_end(bl,SC_STONE,-1);
  3452. if(tsc->data[SC_SLEEP].timer!=-1)
  3453. status_change_end(bl,SC_SLEEP,-1);
  3454. }
  3455. if(dstmd) {
  3456. dstmd->state.provoke_flag = src->id;
  3457. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3458. }
  3459. break;
  3460. case CR_DEVOTION: /* ディボ?ション */
  3461. if(sd && dstsd)
  3462. {
  3463. //??カや養子の?�?№フ元の?E業を算?oする
  3464. int lv = sd->status.base_level - dstsd->status.base_level;
  3465. if (lv < 0) lv = -lv;
  3466. if (lv > battle_config.devotion_level_difference ||
  3467. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3468. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3469. clif_skill_fail(sd,skillid,0,0);
  3470. map_freeblock_unlock();
  3471. return 1;
  3472. }
  3473. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3474. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3475. if (i == skilllv)
  3476. {
  3477. clif_skill_fail(sd,skillid,0,0);
  3478. map_freeblock_unlock();
  3479. return 1;
  3480. }
  3481. sd->devotion[i] = bl->id;
  3482. clif_skill_nodamage(src,bl,skillid,skilllv,
  3483. status_change_start(bl,type,100,
  3484. src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000,0));
  3485. clif_devotion(sd);
  3486. }
  3487. else
  3488. if (sd)
  3489. clif_skill_fail(sd,skillid,0,0);
  3490. break;
  3491. case MO_CALLSPIRITS: // ?功
  3492. if(sd) {
  3493. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3494. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3495. }
  3496. break;
  3497. case CH_SOULCOLLECT: // 狂?功
  3498. if(sd) {
  3499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3500. for (i = 0; i < 5; i++)
  3501. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3502. }
  3503. break;
  3504. case MO_KITRANSLATION:
  3505. if(dstsd) {
  3506. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3507. }
  3508. break;
  3509. case TK_TURNKICK:
  3510. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3511. if (skill_area_temp[1] != bl->id) {
  3512. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3513. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3514. }
  3515. break;
  3516. case MO_BLADESTOP: // 白?n取り
  3517. clif_skill_nodamage(src,bl,skillid,skilllv,
  3518. status_change_start(src,type,100,
  3519. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3520. break;
  3521. case MO_ABSORBSPIRITS: // ?奪
  3522. i = 0;
  3523. if (dstsd && dstsd->spiritball > 0 &&
  3524. ((sd && sd == dstsd) || map_flag_vs(src->m)))
  3525. {
  3526. i = dstsd->spiritball * 7;
  3527. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3528. } else if (dstmd && //??ロがモンスタ?の?�?�
  3529. //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????!!
  3530. !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
  3531. {
  3532. i = 2 * dstmd->db->lv;
  3533. mob_target(dstmd,src,0);
  3534. }
  3535. if (sd){
  3536. if (i > 0x7FFF)
  3537. i = 0x7FFF;
  3538. if (sd->status.sp + i > sd->status.max_sp)
  3539. i = sd->status.max_sp - sd->status.sp;
  3540. if (i) {
  3541. sd->status.sp += i;
  3542. clif_heal(sd->fd,SP_SP,i);
  3543. }
  3544. }
  3545. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3546. break;
  3547. case AC_MAKINGARROW: /* 矢?�?ャ */
  3548. if(sd) {
  3549. clif_arrow_create_list(sd);
  3550. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3551. }
  3552. break;
  3553. case AM_PHARMACY: /* ポ?ション?�?ャ */
  3554. if(sd) {
  3555. clif_skill_produce_mix_list(sd,22);
  3556. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3557. }
  3558. break;
  3559. case SA_CREATECON:
  3560. if(sd) {
  3561. clif_skill_produce_mix_list(sd,23);
  3562. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3563. }
  3564. break;
  3565. case BS_HAMMERFALL: /* ハンマ?フォ?ル */
  3566. if(dstsd && dstsd->special_state.no_weapon_damage) {
  3567. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3568. break;
  3569. }
  3570. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKLANDPROTECTOR))
  3571. break; //Land Protector blocks Hammer Fall [Skotlex]
  3572. clif_skill_nodamage(src,bl,skillid,skilllv,
  3573. status_change_start(bl,SC_STUN,(20 + 10 * skilllv),
  3574. skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  3575. break;
  3576. case RG_RAID: /* サプライズアタック */
  3577. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3578. map_foreachinrange(skill_area_sub, bl,
  3579. skill_get_splash(skillid, skilllv), BL_CHAR,
  3580. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3581. skill_castend_damage_id);
  3582. status_change_end(src, SC_HIDING, -1); // ハイディング解?�
  3583. break;
  3584. case ASC_METEORASSAULT: /* �?テオアサルト */
  3585. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3586. map_foreachinrange(skill_area_sub, bl,
  3587. skill_get_splash(skillid, skilllv), BL_CHAR,
  3588. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3589. skill_castend_damage_id);
  3590. break;
  3591. case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
  3592. {
  3593. int c,n=4,ar;
  3594. int dir = map_calc_dir(src,bl->x,bl->y);
  3595. struct square tc;
  3596. int x=bl->x,y=bl->y;
  3597. ar=skilllv/3;
  3598. skill_brandishspear_first(&tc,dir,x,y);
  3599. skill_brandishspear_dir(&tc,dir,4);
  3600. /* 範?④ */
  3601. if(skilllv == 10){
  3602. for(c=1;c<4;c++){
  3603. map_foreachinarea(skill_area_sub,
  3604. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3605. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3606. skill_castend_damage_id);
  3607. }
  3608. }
  3609. /* 範?③② */
  3610. if(skilllv > 6){
  3611. skill_brandishspear_dir(&tc,dir,-1);
  3612. n--;
  3613. }else{
  3614. skill_brandishspear_dir(&tc,dir,-2);
  3615. n-=2;
  3616. }
  3617. if(skilllv > 3){
  3618. for(c=0;c<5;c++){
  3619. map_foreachinarea(skill_area_sub,
  3620. bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
  3621. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3622. skill_castend_damage_id);
  3623. if(skilllv > 6 && n==3 && c==4){
  3624. skill_brandishspear_dir(&tc,dir,-1);
  3625. n--;c=-1;
  3626. }
  3627. }
  3628. }
  3629. /* 範?① */
  3630. for(c=0;c<10;c++){
  3631. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3632. map_foreachinarea(skill_area_sub,
  3633. bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3634. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3635. skill_castend_damage_id);
  3636. }
  3637. }
  3638. break;
  3639. case WZ_SIGHTRASHER:
  3640. //Passive side of the attack.
  3641. status_change_end(src,SC_SIGHT,-1);
  3642. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3643. map_foreachinrange(skill_area_sub,src,
  3644. skill_get_splash(skillid, skilllv),BL_CHAR,
  3645. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3646. skill_castend_damage_id);
  3647. break;
  3648. case WZ_FROSTNOVA:
  3649. map_foreachinrange(skill_attack_area, src,
  3650. skill_get_splash(skillid, skilllv), BL_CHAR,
  3651. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3652. break;
  3653. case NPC_SELFDESTRUCTION:
  3654. clif_skill_nodamage(src, src, skillid, -1, 1);
  3655. map_foreachinrange(skill_area_sub, bl,
  3656. skill_get_splash(skillid, skilllv), BL_CHAR,
  3657. src, skillid, skilllv, tick, flag|BCT_ENEMY,
  3658. skill_castend_damage_id);
  3659. battle_damage(src, src, skill_area_temp[2], 0);
  3660. break;
  3661. /* パ?ティスキル */
  3662. case AL_ANGELUS: /* エンジェラス */
  3663. case PR_MAGNIFICAT: /* マグニフィカ?ト */
  3664. case PR_GLORIA: /* グ�?リア */
  3665. case SN_WINDWALK: /* ウインドウォ?ク */
  3666. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3667. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3668. status_change_start(bl,type,100,
  3669. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3670. } else if (sd) {
  3671. /* パ?ティ全?への?�? */
  3672. party_foreachsamemap (skill_area_sub,
  3673. sd,skill_get_splash(skillid, skilllv),
  3674. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3675. skill_castend_nodamage_id);
  3676. }
  3677. break;
  3678. case BS_ADRENALINE: /* アドレナリンラッシュ */
  3679. case BS_ADRENALINE2:
  3680. case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
  3681. case BS_OVERTHRUST: /* オ?バ?トラスト */
  3682. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3683. /* 個別の?�? */
  3684. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3685. status_change_start(bl,type,100,
  3686. skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0));
  3687. } else if (sd) {
  3688. /* パ?ティ全?への?�? */
  3689. party_foreachsamemap(skill_area_sub,
  3690. sd,skill_get_splash(skillid, skilllv),
  3691. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3692. skill_castend_nodamage_id);
  3693. }
  3694. break;
  3695. case BS_MAXIMIZE:
  3696. case NV_TRICKDEAD:
  3697. case CR_DEFENDER:
  3698. case CR_AUTOGUARD:
  3699. case TK_READYSTORM:
  3700. case TK_READYDOWN:
  3701. case TK_READYTURN:
  3702. case TK_READYCOUNTER:
  3703. case TK_DODGE:
  3704. case CR_SHRINK:
  3705. case ST_PRESERVE:
  3706. case SG_FUSION:
  3707. if (tsc && tsc->data[type].timer != -1)
  3708. i = status_change_end(bl, type, -1);
  3709. else
  3710. i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3711. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3712. break;
  3713. case SL_KAITE:
  3714. case SL_KAAHI:
  3715. case SL_KAIZEL:
  3716. case SL_KAUPE:
  3717. if (sd) {
  3718. if (!dstsd || !(
  3719. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3720. dstsd->char_id == sd->char_id ||
  3721. dstsd->char_id == sd->status.partner_id ||
  3722. dstsd->char_id == sd->status.child
  3723. )) {
  3724. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  3725. clif_skill_fail(sd,skillid,0,0);
  3726. break;
  3727. }
  3728. }
  3729. clif_skill_nodamage(src,bl,skillid,skilllv,
  3730. status_change_start(bl,type,100,
  3731. skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
  3732. break;
  3733. case SM_AUTOBERSERK: // Celest
  3734. if (tsc && tsc->data[type].timer != -1)
  3735. i = status_change_end(bl, type, -1);
  3736. else
  3737. i = status_change_start(bl,type,100,skilllv,0,0,0,0,0);
  3738. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3739. break;
  3740. case TF_HIDING: /* ハイディング */
  3741. case ST_CHASEWALK: /* ハイディング */
  3742. if (tsc && tsc->data[type].timer != -1)
  3743. i = status_change_end(bl, type, -1);
  3744. else
  3745. i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3746. clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
  3747. break;
  3748. case TK_RUN:
  3749. if (tsc && tsc->data[type].timer != -1)
  3750. i = status_change_end(bl, type, -1);
  3751. else
  3752. i = status_change_start(bl,type,100,skilllv,status_get_dir(bl),0,0,0,0);
  3753. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3754. break;
  3755. case AS_CLOAKING: /* ク�??キング */
  3756. if(tsc && tsc->data[type].timer!=-1 )
  3757. /* 解?怩キる */
  3758. i = status_change_end(bl, type, -1);
  3759. else
  3760. i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
  3761. clif_skill_nodamage(src,bl,skillid,-1,i);
  3762. if (!i && sd)
  3763. clif_skill_fail(sd,skillid,0,0);
  3764. break;
  3765. /* ?地スキル */
  3766. case BD_LULLABY: /* 子守唄 */
  3767. case BD_RICHMANKIM: /* ニヨルドの宴 */
  3768. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  3769. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  3770. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  3771. case BD_ROKISWEIL: /* �?キの叫び */
  3772. case BD_INTOABYSS: /* ?[淵の中に */
  3773. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  3774. case BA_DISSONANCE: /* 不協和音 */
  3775. case BA_POEMBRAGI: /* ブラギの�? */
  3776. case BA_WHISTLE: /* 口笛 */
  3777. case BA_ASSASSINCROSS: /* 夕陽のアサシンク�?ス */
  3778. case BA_APPLEIDUN: /* イドゥンの林檎 */
  3779. case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
  3780. case DC_HUMMING: /* ハミング */
  3781. case DC_DONTFORGETME: /* 私を忘れないで?c */
  3782. case DC_FORTUNEKISS: /* ?K運のキス */
  3783. case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
  3784. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3785. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3786. break;
  3787. case HP_BASILICA: /* バジリカ */
  3788. case CG_HERMODE: // Wand of Hermod
  3789. {
  3790. struct skill_unit_group *sg;
  3791. battle_stopwalking(src,1);
  3792. skill_clear_unitgroup(src);
  3793. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3794. if(skillid == CG_HERMODE)
  3795. i = status_change_start(src,SC_DANCING,100,
  3796. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv),0);
  3797. else
  3798. i = status_change_start(src,type,100,
  3799. skilllv,0,BCT_SELF,sg->group_id,
  3800. skill_get_time(skillid,skilllv),0);
  3801. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3802. }
  3803. break;
  3804. case PA_GOSPEL: /* ゴスペル */
  3805. if (!tsc) break;
  3806. if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
  3807. i = status_change_end(bl,SC_GOSPEL,-1);
  3808. } else {
  3809. struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  3810. if (tsc->data[type].timer != -1)
  3811. status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
  3812. i = status_change_start(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
  3813. }
  3814. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3815. break;
  3816. case BD_ADAPTATION: /* アドリブ */
  3817. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3818. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3819. skill_stop_dancing(bl);
  3820. }
  3821. break;
  3822. case BA_FROSTJOKE: /* 寒いジョ?ク */
  3823. case DC_SCREAM: /* スクリ?ム */
  3824. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3825. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3826. if (md) { // Mobは�?れないから?Aスキル名を叫ばせてみる
  3827. char temp[128];
  3828. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3829. break; //Message won't fit on buffer. [Skotlex]
  3830. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3831. clif_GlobalMessage(&md->bl,temp);
  3832. }
  3833. break;
  3834. case BA_PANGVOICE://パンボイス
  3835. clif_skill_nodamage(src,bl,skillid,skilllv,
  3836. status_change_start(bl,SC_CONFUSION,50,
  3837. 7,0,0,0,skill_get_time(skillid,skilllv),0));
  3838. break;
  3839. case DC_WINKCHARM://魅惑のウィンク
  3840. if(dstsd){
  3841. clif_skill_nodamage(src,bl,skillid,skilllv,
  3842. status_change_start(bl,SC_CONFUSION,30,
  3843. 7,0,0,0,skill_get_time2(skillid,skilllv),0));
  3844. }else if(dstmd)
  3845. {
  3846. int race = status_get_race(bl);
  3847. if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
  3848. clif_skill_nodamage(src,bl,skillid,skilllv,
  3849. status_change_start(bl,type,70,
  3850. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  3851. } else{
  3852. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3853. if(sd)
  3854. clif_skill_fail(sd,skillid,0,0);
  3855. }
  3856. }
  3857. break;
  3858. case TF_STEAL: // スティ?ル
  3859. if(sd) {
  3860. if(pc_steal_item(sd,bl))
  3861. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3862. else
  3863. clif_skill_fail(sd,skillid,0x0a,0);
  3864. }
  3865. break;
  3866. case RG_STEALCOIN: // スティ?ルコイン
  3867. if(sd) {
  3868. if(pc_steal_coin(sd,bl)) {
  3869. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3870. mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
  3871. }
  3872. else
  3873. clif_skill_fail(sd,skillid,0,0);
  3874. }
  3875. break;
  3876. case MG_STONECURSE: /* スト?ンカ?ス */
  3877. {
  3878. if (status_get_mode(bl)&MD_BOSS) {
  3879. if (sd) clif_skill_fail(sd,skillid,0,0);
  3880. break;
  3881. }
  3882. if(status_isimmune(bl) || !tsc)
  3883. break;
  3884. if (dstmd)
  3885. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3886. if (tsc->data[SC_STONE].timer != -1) {
  3887. status_change_end(bl,SC_STONE,-1);
  3888. if (sd) clif_skill_fail(sd,skillid,0,0);
  3889. break;
  3890. }
  3891. if (status_change_start(bl,SC_STONE,
  3892. (skilllv*4+20),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0))
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3894. else if(sd) {
  3895. clif_skill_fail(sd,skillid,0,0);
  3896. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3897. if (skilllv > 5) break;
  3898. }
  3899. if (sd) {
  3900. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3901. break; //Do not delete the gemstone.
  3902. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3903. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3904. }
  3905. }
  3906. break;
  3907. case NV_FIRSTAID: /* ?急手? */
  3908. clif_skill_nodamage(src,bl,skillid,5,1);
  3909. battle_heal(NULL,bl,5,0,0);
  3910. break;
  3911. case AL_CURE: /* キュア? */
  3912. if(status_isimmune(bl)) {
  3913. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3914. break;
  3915. }
  3916. status_change_end(bl, SC_SILENCE , -1 );
  3917. status_change_end(bl, SC_BLIND , -1 );
  3918. status_change_end(bl, SC_CONFUSION, -1 );
  3919. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3920. status_change_start(bl, SC_CONFUSION,100,1,0,0,0,6000,0);
  3921. }
  3922. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3923. break;
  3924. case TF_DETOXIFY: /* 解毒 */
  3925. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3926. status_change_end(bl, SC_POISON , -1 );
  3927. status_change_end(bl, SC_DPOISON , -1 );
  3928. break;
  3929. case PR_STRECOVERY: /* リカバリ? */
  3930. if(status_isimmune(bl)) {
  3931. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3932. break;
  3933. }
  3934. status_change_end(bl, SC_FREEZE , -1 );
  3935. status_change_end(bl, SC_STONE , -1 );
  3936. status_change_end(bl, SC_SLEEP , -1 );
  3937. status_change_end(bl, SC_STUN , -1 );
  3938. //Is this equation really right? It looks so... special.
  3939. if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
  3940. status_change_start(bl, SC_BLIND,
  3941. (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
  3942. 1,0,0,0,
  3943. 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
  3944. }
  3945. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3946. if(dstmd){
  3947. dstmd->attacked_id=0;
  3948. dstmd->target_id=0;
  3949. dstmd->state.targettype = NONE_ATTACKABLE;
  3950. dstmd->state.skillstate=MSS_IDLE;
  3951. dstmd->next_walktime=tick+rand()%3000+3000;
  3952. }
  3953. break;
  3954. case WZ_ESTIMATION: /* モンスタ??﨣� */
  3955. if(sd) {
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3957. clif_skill_estimation((struct map_session_data *)src,bl);
  3958. }
  3959. break;
  3960. case BS_REPAIRWEAPON: /* �?器?C�? */
  3961. if(sd && dstsd)
  3962. clif_item_repair_list(sd,dstsd);
  3963. break;
  3964. case MC_IDENTIFY: /* アイテム鑑定 */
  3965. if(sd)
  3966. clif_item_identify_list(sd);
  3967. break;
  3968. // Weapon Refining [Celest]
  3969. case WS_WEAPONREFINE:
  3970. if(sd)
  3971. clif_item_refine_list(sd);
  3972. break;
  3973. case MC_VENDING: /* 露店開?ン */
  3974. if(sd)
  3975. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3976. if ( pc_can_give_items(pc_isGM(sd)) )
  3977. clif_skill_fail(sd,skillid,0,0);
  3978. else
  3979. clif_openvendingreq(sd,2+sd->skilllv);
  3980. }
  3981. break;
  3982. case AL_TELEPORT: /* テレポ?ト */
  3983. if(sd) {
  3984. if (map[bl->m].flag.noteleport) { /* テレポ禁止 */
  3985. clif_skill_teleportmessage(sd,0);
  3986. break;
  3987. }
  3988. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3989. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3990. break;
  3991. }
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3993. if(skilllv == 1) {
  3994. // possibility to skip menu [LuzZza]
  3995. if(!battle_config.skip_teleport_lv1_menu &&
  3996. sd->skillid == AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  3997. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  3998. else
  3999. pc_randomwarp(sd,3);
  4000. } else {
  4001. if (sd->skillid == AL_TELEPORT)
  4002. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4003. mapindex_id2name(sd->status.save_point.map),"","");
  4004. else //Autocasted Teleport level 2??
  4005. pc_setpos(sd,sd->status.save_point.map,
  4006. sd->status.save_point.x,sd->status.save_point.y,3);
  4007. }
  4008. } else if(dstmd && !map[bl->m].flag.monster_noteleport)
  4009. mob_warp(dstmd,-1,-1,-1,3);
  4010. break;
  4011. case AL_HOLYWATER: /* アクアベネディクタ */
  4012. if(sd) {
  4013. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4015. else
  4016. clif_skill_fail(sd,skillid,0,0);
  4017. }
  4018. break;
  4019. case TF_PICKSTONE:
  4020. if(sd) {
  4021. int eflag;
  4022. struct item item_tmp;
  4023. struct block_list tbl;
  4024. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4025. memset(&item_tmp,0,sizeof(item_tmp));
  4026. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4027. item_tmp.nameid = 7049;
  4028. item_tmp.identify = 1;
  4029. tbl.id = 0;
  4030. clif_takeitem(&sd->bl,&tbl);
  4031. eflag = pc_additem(sd,&item_tmp,1);
  4032. if(eflag) {
  4033. clif_additem(sd,0,0,eflag);
  4034. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4035. }
  4036. }
  4037. break;
  4038. case ASC_CDP:
  4039. if(sd) {
  4040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4041. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4042. }
  4043. break;
  4044. case RG_STRIPWEAPON: /* ストリップウェポン */
  4045. case RG_STRIPSHIELD: /* ストリップシ?[ルド */
  4046. case RG_STRIPARMOR: /* ストリップア?[マ?[ */
  4047. case RG_STRIPHELM: /* ストリップヘルム */
  4048. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4049. {
  4050. int strip_fix, equip = 0;
  4051. int sclist[4] = {0,0,0,0};
  4052. if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
  4053. equip |= EQP_WEAPON;
  4054. if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
  4055. equip |= EQP_SHIELD;
  4056. if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
  4057. equip |= EQP_ARMOR;
  4058. if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
  4059. equip |= EQP_HELM;
  4060. strip_fix = status_get_dex(src) - status_get_dex(bl);
  4061. if(strip_fix < 0)
  4062. strip_fix=0;
  4063. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4064. {
  4065. if (sd)
  4066. clif_skill_fail(sd,skillid,0,0);
  4067. break;
  4068. }
  4069. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4070. if (dstsd) {
  4071. for (i=0;i<11;i++) {
  4072. if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
  4073. 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)) {
  4074. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4075. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4076. } 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)) {
  4077. 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
  4078. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4079. } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
  4080. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4081. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4082. } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
  4083. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4084. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4085. }
  4086. }
  4087. }
  4088. } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
  4089. if (equip &EQP_WEAPON)
  4090. sclist[0] = SC_STRIPWEAPON;
  4091. if (equip &EQP_SHIELD)
  4092. sclist[1] = SC_STRIPSHIELD;
  4093. if (equip &EQP_ARMOR)
  4094. sclist[2] = SC_STRIPARMOR;
  4095. if (equip &EQP_HELM)
  4096. sclist[3] = SC_STRIPHELM;
  4097. }
  4098. for (i=0;i<4;i++) {
  4099. if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
  4100. status_change_start(bl,sclist[i],100,skilllv,0,0,0,skill_get_time(skillid,skilllv)+strip_fix/2,0);
  4101. }
  4102. break;
  4103. }
  4104. /* PotionPitcher */
  4105. case AM_BERSERKPITCHER:
  4106. case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
  4107. {
  4108. struct block_list tbl;
  4109. int i,x,hp = 0,sp = 0,bonus=100;
  4110. if(sd) {
  4111. x = skilllv%11 - 1;
  4112. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4113. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4114. clif_skill_fail(sd,skillid,0,0);
  4115. map_freeblock_unlock();
  4116. return 1;
  4117. }
  4118. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4119. clif_skill_fail(sd,skillid,0,0);
  4120. map_freeblock_unlock();
  4121. return 1;
  4122. }
  4123. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4124. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
  4125. clif_skill_fail(sd,skillid,0,0);
  4126. map_freeblock_unlock();
  4127. return 1;
  4128. }
  4129. }
  4130. potion_flag = 1;
  4131. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4132. potion_target = bl->id;
  4133. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4134. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4135. potion_flag = potion_target = 0;
  4136. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4137. bonus += sd->status.base_level;
  4138. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4139. hp = status_get_max_hp(bl) * potion_per_hp / 100;
  4140. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4141. if(dstsd) {
  4142. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4143. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4144. }
  4145. }
  4146. else {
  4147. if(potion_hp > 0) {
  4148. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4149. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4150. if(dstsd)
  4151. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4152. }
  4153. if(potion_sp > 0) {
  4154. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4155. sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
  4156. if(dstsd)
  4157. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4158. }
  4159. }
  4160. }
  4161. else {
  4162. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4163. hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
  4164. if(dstsd)
  4165. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4166. }
  4167. tbl.id = 0;
  4168. tbl.m = src->m;
  4169. tbl.x = src->x;
  4170. tbl.y = src->y;
  4171. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4172. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4173. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4174. if(sp > 0)
  4175. clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
  4176. battle_heal(src,bl,hp,sp,0);
  4177. }
  4178. break;
  4179. case AM_CP_WEAPON:
  4180. case AM_CP_SHIELD:
  4181. case AM_CP_ARMOR:
  4182. case AM_CP_HELM:
  4183. {
  4184. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4185. if(tsc && tsc->data[scid].timer != -1)
  4186. status_change_end(bl, scid, -1 );
  4187. clif_skill_nodamage(src,bl,skillid,skilllv,
  4188. status_change_start(bl,type,100,
  4189. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4190. }
  4191. break;
  4192. case AM_TWILIGHT1:
  4193. if (sd) {
  4194. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4195. //Prepare 200 White Potions.
  4196. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4197. clif_skill_fail(sd,skillid,0,0);
  4198. }
  4199. break;
  4200. case AM_TWILIGHT2:
  4201. if (sd) {
  4202. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4203. //Prepare 200 Slim White Potions.
  4204. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4205. clif_skill_fail(sd,skillid,0,0);
  4206. }
  4207. break;
  4208. case AM_TWILIGHT3:
  4209. if (sd) {
  4210. //check if you can produce all three, if not, then fail:
  4211. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4212. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4213. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4214. ) {
  4215. clif_skill_fail(sd,skillid,0,0);
  4216. break;
  4217. }
  4218. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4219. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4220. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4221. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4222. }
  4223. break;
  4224. case SA_DISPELL: /* ディスペル */
  4225. {
  4226. int i;
  4227. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4228. i = status_get_sc_def_mdef(bl);
  4229. if (i >= 10000 ||
  4230. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4231. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4232. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4233. {
  4234. if (sd)
  4235. clif_skill_fail(sd,skillid,0,0);
  4236. break;
  4237. }
  4238. if(status_isimmune(bl) || !tsc->count)
  4239. break;
  4240. for(i=0;i<SC_MAX;i++){
  4241. if (tsc->data[i].timer == -1)
  4242. continue;
  4243. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4244. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4245. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4246. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_STEELBODY || i==SC_EDP
  4247. || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4248. )
  4249. continue;
  4250. if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
  4251. status_change_end(bl,i,-1);
  4252. }
  4253. }
  4254. break;
  4255. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4256. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4257. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4258. break;
  4259. case TK_HIGHJUMP:
  4260. {
  4261. int x,y, dir = status_get_dir(src);
  4262. if (md && !mob_can_move(md))
  4263. return 0;
  4264. x = src->x + dirx[dir]*skilllv*2;
  4265. y = src->y + diry[dir]*skilllv*2;
  4266. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4267. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4268. if (sd) pc_movepos(sd,x,y,0);
  4269. if (md) mob_warp(md, src->m, x, y, 0);
  4270. clif_slide(src,x,y);
  4271. }
  4272. }
  4273. break;
  4274. case SA_CASTCANCEL:
  4275. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4276. skill_castcancel(src,1);
  4277. if(sd) {
  4278. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4279. sp = sp * (90 - (skilllv-1)*20) / 100;
  4280. if(sp < 0) sp = 0;
  4281. pc_heal(sd,0,-sp);
  4282. }
  4283. break;
  4284. case SA_SPELLBREAKER: // スペルブレイカ?
  4285. {
  4286. int sp;
  4287. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4288. if(dstsd) {
  4289. sp = skill_get_sp(skillid,skilllv);
  4290. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4291. if(sp > 0x7fff) sp = 0x7fff;
  4292. else if(sp < 1) sp = 1;
  4293. if(dstsd->status.sp + sp > dstsd->status.max_sp) {
  4294. sp = dstsd->status.max_sp - dstsd->status.sp;
  4295. dstsd->status.sp = dstsd->status.max_sp;
  4296. }
  4297. else
  4298. dstsd->status.sp += sp;
  4299. clif_heal(dstsd->fd,SP_SP,sp);
  4300. }
  4301. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4302. if(sd) {
  4303. sp = sd->status.max_sp/5;
  4304. if(sp < 1) sp = 1;
  4305. pc_heal(sd,0,-sp);
  4306. }
  4307. }
  4308. else {
  4309. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4310. if(bl->type == BL_PC) {
  4311. if(dstsd && dstsd->skilltimer != -1) {
  4312. bl_skillid = dstsd->skillid;
  4313. bl_skilllv = dstsd->skilllv;
  4314. if (map_flag_vs(bl->m))
  4315. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4316. }
  4317. }
  4318. else if(bl->type == BL_MOB) {
  4319. if(dstmd && dstmd->skilltimer != -1) {
  4320. if (status_get_mode(bl) & MD_BOSS)
  4321. { //Only 10% success chance against bosses. [Skotlex]
  4322. if (rand()%100 < 90)
  4323. {
  4324. if (sd) clif_skill_fail(sd,skillid,0,0);
  4325. break;
  4326. }
  4327. } else
  4328. hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
  4329. bl_skillid = dstmd->skillid;
  4330. bl_skilllv = dstmd->skilllv;
  4331. }
  4332. }
  4333. 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]
  4334. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4335. skill_castcancel(bl,0);
  4336. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4337. if(dstsd)
  4338. pc_heal(dstsd,-hp,-sp);
  4339. if(sd) {
  4340. sp = sp*(25*(skilllv-1))/100;
  4341. if(skilllv > 1 && sp < 1) sp = 1;
  4342. if(sp > 0x7fff) sp = 0x7fff;
  4343. else if(sp < 1) sp = 1;
  4344. if(sd->status.sp + sp > sd->status.max_sp) {
  4345. sp = sd->status.max_sp - sd->status.sp;
  4346. sd->status.sp = sd->status.max_sp;
  4347. }
  4348. else
  4349. sd->status.sp += sp;
  4350. if (hp && skilllv > 5)
  4351. { //Recover half damaged HP at levels 6-10 [Skotlex]
  4352. hp /=2;
  4353. if(sd->status.hp + hp > sd->status.max_hp) {
  4354. hp = sd->status.max_hp - sd->status.hp;
  4355. sd->status.hp = sd->status.max_hp;
  4356. }
  4357. else
  4358. sd->status.hp += hp;
  4359. clif_heal(sd->fd,SP_HP,hp);
  4360. }
  4361. clif_heal(sd->fd,SP_SP,sp);
  4362. }
  4363. }
  4364. else if(sd)
  4365. clif_skill_fail(sd,skillid,0,0);
  4366. }
  4367. }
  4368. break;
  4369. case SA_MAGICROD:
  4370. status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4371. break;
  4372. case SA_AUTOSPELL: /* オ?トスペル */
  4373. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4374. if(sd)
  4375. clif_autospell(sd,skilllv);
  4376. else {
  4377. int maxlv=1,spellid=0;
  4378. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4379. if(skilllv >= 10) {
  4380. spellid = MG_FROSTDIVER;
  4381. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4382. // maxlv = 10;
  4383. // else
  4384. maxlv = skilllv - 9;
  4385. }
  4386. else if(skilllv >=8) {
  4387. spellid = MG_FIREBALL;
  4388. maxlv = skilllv - 7;
  4389. }
  4390. else if(skilllv >=5) {
  4391. spellid = MG_SOULSTRIKE;
  4392. maxlv = skilllv - 4;
  4393. }
  4394. else if(skilllv >=2) {
  4395. int i = rand()%3;
  4396. spellid = spellarray[i];
  4397. maxlv = skilllv - 1;
  4398. }
  4399. else if(skilllv > 0) {
  4400. spellid = MG_NAPALMBEAT;
  4401. maxlv = 3;
  4402. }
  4403. if(spellid > 0)
  4404. status_change_start(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4405. skill_get_time(SA_AUTOSPELL,skilllv),0);
  4406. }
  4407. break;
  4408. case BS_GREED:
  4409. if(sd){
  4410. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4411. map_foreachinrange(skill_greed,bl,
  4412. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4413. }
  4414. break;
  4415. case SA_ELEMENTWATER:
  4416. case SA_ELEMENTFIRE:
  4417. case SA_ELEMENTGROUND:
  4418. case SA_ELEMENTWIND:
  4419. if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
  4420. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4421. dstmd->def_ele = skill_get_pl(skillid);
  4422. dstmd->def_ele += (1+rand()%4)*20;
  4423. }
  4424. break;
  4425. /* ランダム??ォ?化?A?�??ォ?化?A地?A火?A風 */
  4426. case NPC_ATTRICHANGE:
  4427. case NPC_CHANGEWATER:
  4428. case NPC_CHANGEGROUND:
  4429. case NPC_CHANGEFIRE:
  4430. case NPC_CHANGEWIND:
  4431. /* 毒?A?ケ?A念?A闇 */
  4432. case NPC_CHANGEPOISON:
  4433. case NPC_CHANGEHOLY:
  4434. case NPC_CHANGEDARKNESS:
  4435. case NPC_CHANGETELEKINESIS:
  4436. case NPC_CHANGEUNDEAD:
  4437. if(md){
  4438. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4439. md->def_ele = skill_get_pl(skillid);
  4440. if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
  4441. md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
  4442. md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
  4443. }
  4444. break;
  4445. case NPC_PROVOCATION:
  4446. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4447. if(md)
  4448. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4449. break;
  4450. case NPC_HALLUCINATION:
  4451. clif_skill_nodamage(src,bl,skillid,skilllv,
  4452. status_change_start(bl,type,100,
  4453. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4454. break;
  4455. case NPC_KEEPING:
  4456. case NPC_BARRIER:
  4457. {
  4458. int skill_time = skill_get_time(skillid,skilllv);
  4459. clif_skill_nodamage(src,bl,skillid,skilllv,
  4460. status_change_start(bl,type,100,
  4461. skilllv,0,0,0,skill_time,0));
  4462. if (md)
  4463. mob_changestate(md,MS_DELAY,skill_time);
  4464. else if (sd)
  4465. sd->attackabletime = sd->canmove_tick = tick + skill_time;
  4466. }
  4467. break;
  4468. case NPC_REBIRTH:
  4469. //New rebirth System uses Kaizel lv1. [Skotlex]
  4470. status_change_start(bl,type,100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
  4471. break;
  4472. case NPC_DARKBLESSING:
  4473. clif_skill_nodamage(src,bl,skillid,skilllv,
  4474. status_change_start(bl,type,
  4475. (50+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  4476. break;
  4477. case NPC_LICK:
  4478. if (dstsd) {
  4479. if (dstsd->special_state.no_weapon_damage ) {
  4480. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4481. break;
  4482. }
  4483. pc_heal(dstsd,0,-100);
  4484. }
  4485. clif_skill_nodamage(src,bl,skillid,skilllv,
  4486. status_change_start(bl,type,
  4487. (skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
  4488. break;
  4489. case NPC_SUICIDE: /* 自決 */
  4490. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4491. battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
  4492. break;
  4493. case NPC_SUMMONSLAVE: /* 手下?「喚 */
  4494. case NPC_SUMMONMONSTER: /* MOB?「喚 */
  4495. if(md)
  4496. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4497. break;
  4498. case NPC_CALLSLAVE: //取り巻き呼び戻し
  4499. mob_warpslave(src,AREA_SIZE/2);
  4500. break;
  4501. case NPC_RANDOMMOVE:
  4502. if (md) {
  4503. md->next_walktime = tick - 1;
  4504. mob_randomwalk(md,tick);
  4505. }
  4506. break;
  4507. case NPC_SPEEDUP:
  4508. {
  4509. // or does it increase casting rate? just a guess xD
  4510. int i = SC_ASPDPOTION0 + skilllv - 1;
  4511. if (i > SC_ASPDPOTION3)
  4512. i = SC_ASPDPOTION3;
  4513. clif_skill_nodamage(src,bl,skillid,skilllv,
  4514. status_change_start(bl,i,100,skilllv,0,0,0,skilllv * 60000,0));
  4515. }
  4516. break;
  4517. case NPC_REVENGE:
  4518. // not really needed... but adding here anyway ^^
  4519. if (md && md->master_id > 0) {
  4520. struct block_list *mbl, *tbl;
  4521. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4522. (tbl = battle_gettargeted(mbl)) == NULL)
  4523. break;
  4524. md->state.provoke_flag = tbl->id;
  4525. mob_target(md, tbl, md->db->range);
  4526. }
  4527. break;
  4528. case NPC_RUN: //後退
  4529. if(md) {
  4530. int dist = skilllv; //Run skillv tiles.
  4531. int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4532. int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4533. md->attacked_id = 0;
  4534. md->attacked_count = 0;
  4535. md->target_id = 0;
  4536. md->state.targettype = NONE_ATTACKABLE;
  4537. md->state.skillstate = MSS_IDLE;
  4538. mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
  4539. }
  4540. break;
  4541. case NPC_TRANSFORMATION:
  4542. case NPC_METAMORPHOSIS:
  4543. if(md) {
  4544. if (skilllv > 1)
  4545. { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
  4546. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4547. mob_delete(md);
  4548. }
  4549. else
  4550. { //Transform into another class.
  4551. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4552. if (class_) mob_class_change(md, class_);
  4553. }
  4554. }
  4555. break;
  4556. case NPC_EMOTION_ON:
  4557. case NPC_EMOTION:
  4558. if(md)
  4559. {
  4560. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4561. if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4562. { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4563. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4564. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4565. int mode, mode2;
  4566. mode = status_get_mode(src);
  4567. mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
  4568. if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
  4569. if (skillid == NPC_EMOTION_ON) //Add a mode
  4570. mode2|= md->db->skill[md->skillidx].val[2];
  4571. else //Remove a mode
  4572. mode2&= ~(md->db->skill[md->skillidx].val[2]);
  4573. }
  4574. if (mode == mode2)
  4575. break; //No change
  4576. md->mode = mode2;
  4577. if (md->mode == md->db->mode)
  4578. md->mode = 0; //Fallback to the db's mode.
  4579. //Since mode changed, reset their state.
  4580. mob_stopattack(md);
  4581. mob_stop_walking(md,0);
  4582. }
  4583. }
  4584. break;
  4585. case NPC_DEFENDER:
  4586. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4587. break;
  4588. case NPC_POWERUP:
  4589. // +20% attack per skill level? It's a guess... [Skotlex]
  4590. status_change_start(bl,SC_INCATKRATE,100,40*skilllv,0,0,0,skilllv * 60000,0);
  4591. // another random guess xP
  4592. clif_skill_nodamage(src,bl,skillid,skilllv,
  4593. status_change_start(bl,SC_INCALLSTATUS,100,
  4594. skilllv * 5,0,0,0,skilllv * 60000,0));
  4595. break;
  4596. case NPC_AGIUP:
  4597. clif_skill_nodamage(src,bl,skillid,skilllv,
  4598. status_change_start(bl,SC_INCAGI,100,
  4599. skilllv * 10,0,0,0,skilllv * 60000,0));
  4600. break;
  4601. case NPC_SIEGEMODE:
  4602. case NPC_INVISIBLE:
  4603. // not sure what it does
  4604. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4605. break;
  4606. case WE_MALE: /* 君だけは護るよ */
  4607. if(sd && dstsd){
  4608. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4609. 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]
  4610. gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
  4611. clif_skill_nodamage(src,bl,skillid,gain_hp,1);
  4612. }
  4613. break;
  4614. case WE_FEMALE: /* あなたの?に??オになります */
  4615. if(sd && dstsd){
  4616. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4617. 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]
  4618. gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
  4619. clif_skill_nodamage(src,bl,skillid,gain_sp,1);
  4620. }
  4621. break;
  4622. case WE_CALLPARTNER: /* あなたに?いたい */
  4623. if(sd){
  4624. if((dstsd = pc_get_partner(sd)) == NULL){
  4625. clif_skill_fail(sd,skillid,0,0);
  4626. map_freeblock_unlock();
  4627. return 0;
  4628. }
  4629. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4630. clif_skill_teleportmessage(sd,1);
  4631. map_freeblock_unlock();
  4632. return 0;
  4633. }
  4634. skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
  4635. pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
  4636. }
  4637. break;
  4638. // parent-baby skills
  4639. case WE_BABY:
  4640. if(sd){
  4641. struct map_session_data *f_sd = pc_get_father(sd);
  4642. struct map_session_data *m_sd = pc_get_mother(sd);
  4643. // if neither was found
  4644. if(!f_sd && !m_sd){
  4645. clif_skill_fail(sd,skillid,0,0);
  4646. map_freeblock_unlock();
  4647. return 0;
  4648. }
  4649. status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4650. if (f_sd) status_change_start(&f_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4651. if (m_sd) status_change_start(&m_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
  4652. }
  4653. break;
  4654. case WE_CALLPARENT:
  4655. if(sd){
  4656. struct map_session_data *f_sd = pc_get_father(sd);
  4657. struct map_session_data *m_sd = pc_get_mother(sd);
  4658. // if neither was found
  4659. if(!f_sd && !m_sd){
  4660. clif_skill_fail(sd,skillid,0,0);
  4661. map_freeblock_unlock();
  4662. return 0;
  4663. }
  4664. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto)
  4665. {
  4666. clif_skill_teleportmessage(sd,1);
  4667. map_freeblock_unlock();
  4668. return 0;
  4669. }
  4670. if((!f_sd && m_sd && map[m_sd->bl.m].flag.nowarp) ||
  4671. (!m_sd && f_sd && map[f_sd->bl.m].flag.nowarp))
  4672. { //Case where neither one can be warped.
  4673. clif_skill_teleportmessage(sd,1);
  4674. map_freeblock_unlock();
  4675. return 0;
  4676. }
  4677. //Warp those that can be warped.
  4678. if (f_sd && !map[f_sd->bl.m].flag.nowarp)
  4679. pc_setpos(f_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4680. if (m_sd && !map[m_sd->bl.m].flag.nowarp)
  4681. pc_setpos(m_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4682. }
  4683. break;
  4684. case WE_CALLBABY:
  4685. if(sd && dstsd)
  4686. {
  4687. if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
  4688. clif_skill_teleportmessage(sd,1);
  4689. map_freeblock_unlock();
  4690. return 0;
  4691. }
  4692. pc_setpos(dstsd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
  4693. }
  4694. break;
  4695. case PF_HPCONVERSION: /* ライフ置き換え */
  4696. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4697. if (sd) {
  4698. int hp, sp;
  4699. hp = sd->status.max_hp / 10; //基本はHPの10%
  4700. sp = hp * 10 * skilllv / 100;
  4701. if (sd->status.sp + sp > sd->status.max_sp)
  4702. sp = sd->status.max_sp - sd->status.sp;
  4703. // we need to check with the sp that was taken away when casting too
  4704. if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
  4705. hp = sp = 0;
  4706. pc_heal(sd, -hp, sp);
  4707. clif_heal(sd->fd, SP_SP, sp);
  4708. clif_updatestatus(sd, SP_SP);
  4709. }
  4710. break;
  4711. case HT_REMOVETRAP: /* リム?ブトラップ */
  4712. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4713. {
  4714. struct skill_unit *su=NULL;
  4715. struct item item_tmp;
  4716. int flag;
  4717. if((bl->type==BL_SKILL) &&
  4718. (su=(struct skill_unit *)bl) &&
  4719. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4720. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4721. {
  4722. if(sd && su->group->val3 != BD_INTOABYSS)
  4723. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4724. if(battle_config.skill_removetrap_type){
  4725. for(i=0;i<10;i++) {
  4726. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4727. memset(&item_tmp,0,sizeof(item_tmp));
  4728. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4729. item_tmp.identify = 1;
  4730. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4731. clif_additem(sd,0,0,flag);
  4732. 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);
  4733. }
  4734. }
  4735. }
  4736. }else{
  4737. memset(&item_tmp,0,sizeof(item_tmp));
  4738. item_tmp.nameid = 1065;
  4739. item_tmp.identify = 1;
  4740. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4741. clif_additem(sd,0,0,flag);
  4742. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4743. }
  4744. }
  4745. }
  4746. if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
  4747. struct block_list *target=map_id2bl(su->group->val2);
  4748. if(target && (target->type == BL_PC || target->type == BL_MOB))
  4749. status_change_end(target,SC_ANKLE,-1);
  4750. }
  4751. skill_delunit(su);
  4752. }
  4753. }
  4754. break;
  4755. case HT_SPRINGTRAP: /* スプリングトラップ */
  4756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4757. {
  4758. struct skill_unit *su=NULL;
  4759. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4760. switch(su->group->unit_id){
  4761. case UNT_ANKLESNARE: // ankle snare
  4762. if (su->group->val2 != 0)
  4763. // if it is already trapping something don't spring it,
  4764. // remove trap should be used instead
  4765. break;
  4766. // otherwise fallthrough to below
  4767. case UNT_BLASTMINE:
  4768. case UNT_SKIDTRAP:
  4769. case UNT_LANDMINE:
  4770. case UNT_SHOCKWAVE:
  4771. case UNT_SANDMAN:
  4772. case UNT_FLASHER:
  4773. case UNT_FREEZINGTRAP:
  4774. case UNT_CLAYMORETRAP:
  4775. case UNT_TALKIEBOX:
  4776. su->group->unit_id = UNT_USED_TRAPS;
  4777. clif_changelook(bl,LOOK_BASE,su->group->unit_id);
  4778. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4779. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4780. }
  4781. }
  4782. }
  4783. break;
  4784. case BD_ENCORE: /* アンコ?ル */
  4785. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4786. if(sd)
  4787. skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
  4788. break;
  4789. case AS_SPLASHER: /* ベナムスプラッシャ? */
  4790. if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HPが2/3以?�?っていたら失敗
  4791. map_freeblock_unlock();
  4792. return 1;
  4793. }
  4794. clif_skill_nodamage(src,bl,skillid,skilllv,
  4795. status_change_start(bl,type,100,
  4796. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0));
  4797. break;
  4798. case PF_MINDBREAKER: /* プ�?ボック */
  4799. {
  4800. /* MVPmobと不死には?かない */
  4801. 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
  4802. {
  4803. map_freeblock_unlock();
  4804. return 1;
  4805. }
  4806. //Has a 55% + skilllv*5% success chance.
  4807. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4808. status_change_start(bl,type,55 +5*skilllv,
  4809. skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
  4810. {
  4811. if (sd) clif_skill_fail(sd,skillid,0,0);
  4812. map_freeblock_unlock();
  4813. return 0;
  4814. }
  4815. if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
  4816. skill_castcancel(bl,0);
  4817. if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
  4818. && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
  4819. skill_castcancel(bl,0);
  4820. if(tsc && tsc->count){
  4821. if(tsc->data[SC_FREEZE].timer!=-1)
  4822. status_change_end(bl,SC_FREEZE,-1);
  4823. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4824. status_change_end(bl,SC_STONE,-1);
  4825. if(tsc->data[SC_SLEEP].timer!=-1)
  4826. status_change_end(bl,SC_SLEEP,-1);
  4827. }
  4828. if(dstmd)
  4829. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4830. }
  4831. break;
  4832. case PF_SOULCHANGE:
  4833. {
  4834. int sp1 = 0, sp2 = 0;
  4835. if (sd) {
  4836. if (dstsd) {
  4837. sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
  4838. sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
  4839. sd->status.sp = sp2;
  4840. dstsd->status.sp = sp1;
  4841. clif_heal(sd->fd,SP_SP,sp2);
  4842. clif_updatestatus(sd,SP_SP);
  4843. clif_heal(dstsd->fd,SP_SP,sp1);
  4844. clif_updatestatus(dstsd,SP_SP);
  4845. } else if (dstmd) {
  4846. if (dstmd->state.soul_change_flag) {
  4847. clif_skill_fail(sd,skillid,0,0);
  4848. map_freeblock_unlock();
  4849. return 0;
  4850. }
  4851. sp2 = sd->status.max_sp * 3 /100;
  4852. if (sd->status.sp + sp2 > sd->status.max_sp)
  4853. sp2 = sd->status.max_sp - sd->status.sp;
  4854. sd->status.sp += sp2;
  4855. clif_heal(sd->fd,SP_SP,sp2);
  4856. clif_updatestatus(sd,SP_SP);
  4857. dstmd->state.soul_change_flag = 1;
  4858. }
  4859. }
  4860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4861. }
  4862. break;
  4863. // Slim Pitcher
  4864. case CR_SLIMPITCHER:
  4865. {
  4866. if (sd && flag&1) {
  4867. struct block_list tbl;
  4868. int hp = potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
  4869. hp = hp * (100 + (status_get_vit(bl)<<1))/100;
  4870. if (dstsd) {
  4871. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4872. }
  4873. tbl.id = 0;
  4874. tbl.m = src->m;
  4875. tbl.x = src->x;
  4876. tbl.y = src->y;
  4877. clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
  4878. battle_heal(NULL,bl,hp,0,0);
  4879. }
  4880. }
  4881. break;
  4882. // Full Chemical Protection
  4883. case CR_FULLPROTECTION:
  4884. {
  4885. int i, skilltime;
  4886. skilltime = skill_get_time(skillid,skilllv);
  4887. if (!tsc) {
  4888. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4889. break;
  4890. }
  4891. for (i=0; i<4; i++) {
  4892. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4893. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4894. status_change_start(bl,SC_CP_WEAPON + i,100,skilllv,0,0,0,skilltime,0 );
  4895. }
  4896. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4897. }
  4898. break;
  4899. case RG_CLEANER: //AppleGirl
  4900. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4901. break;
  4902. case PF_DOUBLECASTING:
  4903. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4904. status_change_start(bl,type,
  4905. 30+ 10*skilllv,skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
  4906. if (sd) clif_skill_fail(sd,skillid,0,0);
  4907. break;
  4908. case CG_LONGINGFREEDOM:
  4909. {
  4910. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4911. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4912. {
  4913. clif_skill_nodamage(src,bl,skillid,skilllv,
  4914. status_change_start(bl,type,100,
  4915. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  4916. }
  4917. }
  4918. break;
  4919. case CG_TAROTCARD:
  4920. {
  4921. int eff, count = -1;
  4922. if (rand() % 100 > skilllv * 8) {
  4923. if (sd) clif_skill_fail(sd,skillid,0,0);
  4924. map_freeblock_unlock();
  4925. return 0;
  4926. }
  4927. do {
  4928. eff = rand() % 14;
  4929. clif_specialeffect(bl, 523 + eff, 0);
  4930. switch (eff)
  4931. {
  4932. case 0: // heals SP to 0
  4933. if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
  4934. break;
  4935. case 1: // matk halved
  4936. status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
  4937. break;
  4938. case 2: // all buffs removed
  4939. status_change_clear_buffs(bl);
  4940. break;
  4941. case 3: // 1000 damage, random armor destroyed
  4942. {
  4943. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4944. battle_damage(src, bl, 1000, 0);
  4945. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4946. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4947. }
  4948. break;
  4949. case 4: // atk halved
  4950. status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
  4951. break;
  4952. case 5: // 2000HP heal, random teleported
  4953. battle_heal(src, src, 2000, 0, 0);
  4954. if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
  4955. else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
  4956. break;
  4957. case 6: // random 2 other effects
  4958. if (count == -1)
  4959. count = 3;
  4960. else
  4961. count++; //Should not retrigger this one.
  4962. break;
  4963. case 7: // stop freeze or stoned
  4964. {
  4965. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4966. status_change_start(bl,sc[rand()%3],100,skilllv,0,0,0,30000,0);
  4967. }
  4968. break;
  4969. case 8: // curse coma and poison
  4970. status_change_start(bl,SC_COMA,100,skilllv,0,0,0,30000,0);
  4971. status_change_start(bl,SC_CURSE,100,skilllv,0,0,0,30000,0);
  4972. status_change_start(bl,SC_POISON,100,skilllv,0,0,0,30000,0);
  4973. break;
  4974. case 9: // chaos
  4975. status_change_start(bl,SC_CONFUSION,100,skilllv,0,0,0,30000,0);
  4976. break;
  4977. case 10: // 6666 damage, atk matk halved, cursed
  4978. battle_damage(src, bl, 6666, 0);
  4979. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4980. status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
  4981. status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
  4982. status_change_start(bl,SC_CURSE,skilllv,100,0,0,0,30000,0);
  4983. break;
  4984. case 11: // 4444 damage
  4985. battle_damage(src, bl, 4444, 0);
  4986. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4987. break;
  4988. case 12: // stun
  4989. status_change_start(bl,SC_STUN,100,skilllv,0,0,0,5000,0);
  4990. break;
  4991. case 13: // atk,matk,hit,flee,def reduced
  4992. status_change_start(bl,SC_INCATKRATE,100,-20,0,0,0,30000,0);
  4993. status_change_start(bl,SC_INCMATKRATE,100,-20,0,0,0,30000,0);
  4994. status_change_start(bl,SC_INCHITRATE,100,-20,0,0,0,30000,0);
  4995. status_change_start(bl,SC_INCFLEERATE,100,-20,0,0,0,30000,0);
  4996. status_change_start(bl,SC_INCDEFRATE,100,-20,0,0,0,30000,0);
  4997. break;
  4998. default:
  4999. break;
  5000. }
  5001. } while ((--count) > 0);
  5002. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5003. }
  5004. break;
  5005. case SL_ALCHEMIST:
  5006. case SL_ASSASIN:
  5007. case SL_BARDDANCER:
  5008. case SL_BLACKSMITH:
  5009. case SL_CRUSADER:
  5010. case SL_HUNTER:
  5011. case SL_KNIGHT:
  5012. case SL_MONK:
  5013. case SL_PRIEST:
  5014. case SL_ROGUE:
  5015. case SL_SAGE:
  5016. case SL_SOULLINKER:
  5017. case SL_STAR:
  5018. case SL_SUPERNOVICE:
  5019. case SL_WIZARD:
  5020. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5021. clif_skill_fail(sd,skillid,0,0);
  5022. break;
  5023. }
  5024. clif_skill_nodamage(src,bl,skillid,skilllv,
  5025. status_change_start(bl,SC_SPIRIT,100,
  5026. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  5027. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  5028. break;
  5029. case SL_HIGH:
  5030. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5031. clif_skill_fail(sd,skillid,0,0);
  5032. break;
  5033. }
  5034. clif_skill_nodamage(src,bl,skillid,skilllv,
  5035. status_change_start(bl,type,100,
  5036. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  5037. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  5038. break;
  5039. case SL_SKA: // [marquis007]
  5040. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5041. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  5042. clif_skill_fail(sd,skillid,0,0);
  5043. break;
  5044. }
  5045. if (sd && status_get_mode(bl)&MD_BOSS)
  5046. clif_skill_fail(sd,skillid,0,0);
  5047. else
  5048. {
  5049. clif_skill_nodamage(src,bl,skillid,skilllv,
  5050. status_change_start(bl,type,100,
  5051. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  5052. }
  5053. break;
  5054. case SL_SWOO:
  5055. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5056. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  5057. clif_skill_fail(sd,skillid,0,0);
  5058. break;
  5059. }
  5060. clif_skill_nodamage(src,bl,skillid,skilllv,
  5061. status_change_start(bl,type,100,
  5062. skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
  5063. break;
  5064. case SL_SKE:
  5065. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5066. status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
  5067. clif_skill_fail(sd,skillid,0,0);
  5068. break;
  5069. }
  5070. clif_skill_nodamage(src,bl,skillid,skilllv,
  5071. status_change_start(bl,type,100,
  5072. skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
  5073. status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
  5074. break;
  5075. // New guild skills [Celest]
  5076. case GD_BATTLEORDER:
  5077. {
  5078. struct guild *g = NULL;
  5079. // Only usable during WoE
  5080. if (!agit_flag) {
  5081. clif_skill_fail(sd,skillid,0,0);
  5082. map_freeblock_unlock();
  5083. return 0;
  5084. }
  5085. if(flag&1) {
  5086. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5087. status_change_start(&dstsd->bl,SC_BATTLEORDERS,100,skilllv,0,0,0,0,0 );
  5088. }
  5089. }
  5090. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5091. strcmp(sd->status.name,g->master)==0) {
  5092. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5093. map_foreachinrange(skill_area_sub, src,
  5094. skill_get_splash(skillid, skilllv), BL_CHAR,
  5095. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5096. skill_castend_nodamage_id);
  5097. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5098. }
  5099. }
  5100. break;
  5101. case GD_REGENERATION:
  5102. {
  5103. struct guild *g = NULL;
  5104. // Only usable during WoE
  5105. if (!agit_flag) {
  5106. clif_skill_fail(sd,skillid,0,0);
  5107. map_freeblock_unlock();
  5108. return 0;
  5109. }
  5110. if(flag&1) {
  5111. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5112. status_change_start(&dstsd->bl,SC_REGENERATION,100,skilllv,0,0,0,0,0 );
  5113. }
  5114. }
  5115. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5116. strcmp(sd->status.name,g->master)==0) {
  5117. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5118. map_foreachinrange(skill_area_sub, src,
  5119. skill_get_splash(skillid, skilllv), BL_CHAR,
  5120. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5121. skill_castend_nodamage_id);
  5122. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5123. }
  5124. }
  5125. break;
  5126. case GD_RESTORE:
  5127. {
  5128. struct guild *g = NULL;
  5129. // Only usable during WoE
  5130. if (!agit_flag) {
  5131. clif_skill_fail(sd,skillid,0,0);
  5132. map_freeblock_unlock();
  5133. return 0;
  5134. }
  5135. if(flag&1) {
  5136. if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
  5137. int hp, sp;
  5138. hp = dstsd->status.max_hp*9/10;
  5139. sp = dstsd->status.max_sp*9/10;
  5140. sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
  5141. clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
  5142. battle_heal(NULL,bl,hp,sp,0);
  5143. }
  5144. }
  5145. else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
  5146. strcmp(sd->status.name,g->master)==0) {
  5147. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5148. map_foreachinrange(skill_area_sub, src,
  5149. skill_get_splash(skillid, skilllv), BL_CHAR,
  5150. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5151. skill_castend_nodamage_id);
  5152. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5153. }
  5154. }
  5155. break;
  5156. case GD_EMERGENCYCALL:
  5157. {
  5158. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5159. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5160. int j = 0;
  5161. struct guild *g = NULL;
  5162. if (!sd || !sd->state.gmaster_flag)
  5163. break;
  5164. //Reports say this particular skill is usable anywhere! o.o [Skotlex]
  5165. //And now people say that's not true... MEH. Will they EVER make up their mind?
  5166. if (/*map[sd->bl.m].flag.nowarpto &&*/ !map_flag_gvg(sd->bl.m))
  5167. { //if not allowed to warp to the map (castles are always allowed)
  5168. clif_skill_fail(sd,skillid,0,0);
  5169. map_freeblock_unlock();
  5170. return 0;
  5171. }
  5172. // i don't know if it actually summons in a circle, but oh well. ;P
  5173. g = sd->state.gmaster_flag;
  5174. for(i = 0; i < g->max_member; i++, j++) {
  5175. if (j>8) j=0;
  5176. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5177. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5178. continue;
  5179. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5180. if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
  5181. dx[j] = dy[j] = 0;
  5182. pc_setpos(dstsd, sd->mapindex, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
  5183. }
  5184. }
  5185. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5186. }
  5187. break;
  5188. case SG_FEEL:
  5189. if (sd) {
  5190. if(!sd->feel_map[skilllv-1].index) {
  5191. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5192. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5193. }
  5194. else
  5195. clif_feel_info(sd, skilllv-1);
  5196. }
  5197. break;
  5198. case SG_HATE:
  5199. if (sd) {
  5200. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5201. if(dstsd) //PC
  5202. {
  5203. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5204. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5205. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5206. }
  5207. else if(dstmd) // mob
  5208. {
  5209. switch(skilllv)
  5210. {
  5211. case 1:
  5212. if (status_get_size(bl)==0)
  5213. {
  5214. sd->hate_mob[0] = dstmd->class_;
  5215. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5216. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5217. } else clif_skill_fail(sd,skillid,0,0);
  5218. break;
  5219. case 2:
  5220. if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
  5221. {
  5222. sd->hate_mob[1] = dstmd->class_;
  5223. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5224. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5225. } else clif_skill_fail(sd,skillid,0,0);
  5226. break;
  5227. case 3:
  5228. if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
  5229. {
  5230. sd->hate_mob[2] = dstmd->class_;
  5231. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5232. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5233. } else clif_skill_fail(sd,skillid,0,0);
  5234. break;
  5235. default:
  5236. clif_skill_fail(sd,skillid,0,0);
  5237. break;
  5238. }
  5239. }
  5240. }
  5241. break;
  5242. default:
  5243. ShowWarning("Unknown skill used:%d\n",skillid);
  5244. map_freeblock_unlock();
  5245. return 1;
  5246. }
  5247. map_freeblock_unlock();
  5248. return 0;
  5249. }
  5250. /*==========================================
  5251. * スキル使用?i詠?・完了?AID指定?j
  5252. *------------------------------------------
  5253. */
  5254. int skill_castend_id( int tid, unsigned int tick, int id,int data )
  5255. {
  5256. struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
  5257. struct block_list *bl;
  5258. int delay,inf2;
  5259. nullpo_retr(0, sd);
  5260. //Code cleanup.
  5261. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; sd->skilltarget = 0; }
  5262. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
  5263. { /* タイマIDの確認 */
  5264. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
  5265. sd->skilltimer = -1;
  5266. return 0;
  5267. }
  5268. if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
  5269. { //Finished casting between maps, or the skill has failed after starting casting{
  5270. sd->skilltimer = -1;
  5271. skill_failed(sd);
  5272. return 0;
  5273. }
  5274. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
  5275. status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
  5276. if(sd->skillid != SA_CASTCANCEL)
  5277. sd->skilltimer=-1;
  5278. if((bl=map_id2bl(sd->skilltarget))==NULL ||
  5279. bl->prev==NULL || sd->bl.m != bl->m) {
  5280. skill_failed(sd);
  5281. return 0;
  5282. }
  5283. if(sd->skillid == RG_BACKSTAP) {
  5284. int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
  5285. if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
  5286. clif_skill_fail(sd,sd->skillid,0,0);
  5287. skill_failed(sd);
  5288. return 0;
  5289. }
  5290. }
  5291. if (sd->skillid == PR_LEXDIVINA)
  5292. {
  5293. struct status_change *sc = status_get_sc(bl);
  5294. if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
  5295. (!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]
  5296. {
  5297. clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
  5298. skill_failed(sd);
  5299. return 0;
  5300. }
  5301. } else {
  5302. inf2 = skill_get_inf(sd->skillid);
  5303. if((inf2&INF_ATTACK_SKILL ||
  5304. (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)
  5305. && battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
  5306. ) {
  5307. skill_failed(sd);
  5308. return 0;
  5309. }
  5310. }
  5311. if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
  5312. { //Avoid doing double checks for instant-cast skills.
  5313. if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  5314. clif_skill_fail(sd,sd->skillid,0,0);
  5315. skill_failed(sd);
  5316. return 0;
  5317. }
  5318. inf2 = skill_get_inf2(sd->skillid);
  5319. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
  5320. int fail_flag = 1;
  5321. if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
  5322. fail_flag = 0;
  5323. else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
  5324. fail_flag = 0;
  5325. if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
  5326. //Soul Change overrides this restriction during pvp/gvg [Skotlex]
  5327. fail_flag = 0;
  5328. if(fail_flag) {
  5329. clif_skill_fail(sd,sd->skillid,0,0);
  5330. skill_failed(sd);
  5331. return 0;
  5332. }
  5333. }
  5334. if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
  5335. {
  5336. clif_skill_fail(sd,sd->skillid,0,0);
  5337. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5338. skill_check_condition(sd,1);
  5339. skill_failed(sd);
  5340. return 0;
  5341. }
  5342. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5343. skill_failed(sd);
  5344. return 0;
  5345. }
  5346. if(battle_config.pc_skill_log)
  5347. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5348. pc_stop_walking(sd,0);
  5349. if (sd->skillid == SA_MAGICROD)
  5350. delay = 0;
  5351. else
  5352. delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5353. sd->canact_tick = tick + delay;
  5354. if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
  5355. sd->canmove_tick = tick + delay;
  5356. if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
  5357. skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5358. else
  5359. skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
  5360. if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
  5361. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5362. //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5363. if (sd->skilltimer == -1) {
  5364. sd->skillid = sd->skilllv = -1;
  5365. sd->skilltarget = 0;
  5366. }
  5367. return 0;
  5368. #undef skill_failed
  5369. }
  5370. /*---------------------------------------------------------------------------- */
  5371. /*==========================================
  5372. * スキル使用?i詠?・完了?A?�?且w定?j
  5373. *------------------------------------------
  5374. */
  5375. int skill_castend_pos( int tid, unsigned int tick, int id,int data )
  5376. {
  5377. struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
  5378. int delay,maxcount;
  5379. nullpo_retr(0, sd);
  5380. //Code cleanup.
  5381. #define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
  5382. if( sd->skilltimer != tid )
  5383. { /* タイマIDの確認 */
  5384. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
  5385. sd->skilltimer = -1;
  5386. return 0;
  5387. }
  5388. if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
  5389. status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
  5390. sd->skilltimer=-1;
  5391. if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
  5392. { // skill has failed after starting casting
  5393. return 0;
  5394. }
  5395. if (!battle_config.pc_skill_reiteration &&
  5396. skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
  5397. skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5398. clif_skill_fail(sd,sd->skillid,0,0);
  5399. skill_failed(sd);
  5400. return 0;
  5401. }
  5402. if (battle_config.pc_skill_nofootset &&
  5403. skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
  5404. skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
  5405. clif_skill_fail(sd,sd->skillid,0,0);
  5406. skill_failed(sd);
  5407. return 0;
  5408. }
  5409. if(battle_config.pc_land_skill_limit) {
  5410. maxcount = skill_get_maxcount(sd->skillid);
  5411. if(maxcount > 0) {
  5412. int i,c;
  5413. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5414. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
  5415. c++;
  5416. }
  5417. if(c >= maxcount) {
  5418. clif_skill_fail(sd,sd->skillid,0,0);
  5419. skill_failed(sd);
  5420. return 0;
  5421. }
  5422. }
  5423. }
  5424. if(tid != -1)
  5425. { //Avoid double checks on instant cast skills. [Skotlex]
  5426. if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
  5427. {
  5428. skill_failed(sd);
  5429. return 0;
  5430. }
  5431. 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)) {
  5432. clif_skill_fail(sd,sd->skillid,0,0);
  5433. if(battle_config.skill_out_range_consume) //Consume items anyway.
  5434. skill_check_condition(sd,1);
  5435. skill_failed(sd);
  5436. return 0;
  5437. }
  5438. }
  5439. if(!skill_check_condition(sd,1)) { /* 使用?�?チェック */
  5440. skill_failed(sd);
  5441. return 0;
  5442. }
  5443. if(battle_config.pc_skill_log)
  5444. ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
  5445. pc_stop_walking(sd,0);
  5446. delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
  5447. sd->canact_tick = tick + delay;
  5448. if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
  5449. sd->canmove_tick = tick + delay;
  5450. skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
  5451. //Clean this up for future references to battle_getcurrentskill. [Skotlex]
  5452. if (sd->skilltimer == -1) {
  5453. sd->skillid = sd->skilllv = -1;
  5454. }
  5455. return 0;
  5456. #undef skill_failed
  5457. }
  5458. /*==========================================
  5459. * スキル使用?i詠?・完了?A?�?且w定の??ロの?�??j
  5460. *------------------------------------------
  5461. */
  5462. int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
  5463. {
  5464. struct map_session_data *sd=NULL;
  5465. struct status_change *sc;
  5466. int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
  5467. //if(skilllv <= 0) return 0;
  5468. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5469. nullpo_retr(0, src);
  5470. if(src->type==BL_PC)
  5471. sd=(struct map_session_data *)src;
  5472. sc = status_get_sc(src); //Needed for Magic Power checks.
  5473. if (sc && !sc->count)
  5474. sc = NULL; //Unneeded.
  5475. if(skillid != WZ_METEOR &&
  5476. skillid != AM_CANNIBALIZE &&
  5477. skillid != AM_SPHEREMINE &&
  5478. skillid != CR_CULTIVATION &&
  5479. skillid != AC_SHOWER)
  5480. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5481. switch(skillid)
  5482. {
  5483. case PR_BENEDICTIO: /* ?ケ??~福 */
  5484. skill_area_temp[1] = src->id;
  5485. i = skill_get_splash(skillid, skilllv);
  5486. map_foreachinarea(skill_area_sub,
  5487. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5488. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5489. skill_castend_nodamage_id);
  5490. map_foreachinarea(skill_area_sub,
  5491. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5492. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5493. skill_castend_damage_id);
  5494. break;
  5495. case AC_SHOWER:
  5496. { //One of the few skills that can attack traps.
  5497. i = skill_get_splash(skillid, skilllv);
  5498. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5499. map_foreachinarea (skill_area_sub,
  5500. src->m, x-i, y-i, x+i, y+i, BL_CHAR|BL_SKILL,
  5501. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5502. skill_castend_damage_id);
  5503. }
  5504. break;
  5505. case BS_HAMMERFALL:
  5506. i = skill_get_splash(skillid, skilllv);
  5507. map_foreachinarea (skill_area_sub,
  5508. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5509. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5510. skill_castend_nodamage_id);
  5511. break;
  5512. case HT_DETECTING: /* ディテクティング */
  5513. i = skill_get_splash(skillid, skilllv);
  5514. map_foreachinarea( status_change_timer_sub,
  5515. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5516. src,status_get_sc(src),SC_SIGHT,tick);
  5517. break;
  5518. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5519. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5520. case MG_THUNDERSTORM: /* サンダ?スト?ム */
  5521. case AL_PNEUMA: /* ニュ?マ */
  5522. case WZ_ICEWALL: /* アイスウォ?ル */
  5523. case WZ_FIREPILLAR: /* ファイアピラ? */
  5524. case WZ_QUAGMIRE: /* クァグマイア */
  5525. case WZ_VERMILION: /* �??ドオブヴァ?ミリオン */
  5526. case WZ_STORMGUST: /* スト?ムガスト */
  5527. case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
  5528. case PR_SANCTUARY: /* サンクチュアリ */
  5529. case PR_MAGNUS: /* マグヌスエクソシズム */
  5530. case CR_GRANDCROSS: /* グランドク�?ス */
  5531. case NPC_GRANDDARKNESS: /*闇グランドク�?ス*/
  5532. case HT_SKIDTRAP: /* スキッドトラップ */
  5533. case HT_LANDMINE: /* ランドマイン */
  5534. case HT_ANKLESNARE: /* アンクルスネア */
  5535. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5536. case HT_SANDMAN: /* サンドマン */
  5537. case HT_FLASHER: /* フラッシャ? */
  5538. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5539. case HT_BLASTMINE: /* ブラストマイン */
  5540. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5541. case AS_VENOMDUST: /* ベノムダスト */
  5542. case AM_DEMONSTRATION: /* デモンストレ?ション */
  5543. case PF_FOGWALL: /* フォグウォ?ル */
  5544. case PF_SPIDERWEB: /* スパイダ?ウェッブ */
  5545. case HT_TALKIEBOX: /* ト?キ?ボックス */
  5546. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5547. break;
  5548. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5549. skill_clear_unitgroup(src);
  5550. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5551. break;
  5552. case RG_CLEANER: // [Valaris]
  5553. i = skill_get_splash(skillid, skilllv);
  5554. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5555. break;
  5556. case SA_VOLCANO: /* ボルケ?ノ */
  5557. case SA_DELUGE: /* デリュ?ジ */
  5558. case SA_VIOLENTGALE: /* バイオレントゲイル */
  5559. case SA_LANDPROTECTOR: /* ランドプ�?テクタ? */
  5560. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5561. break;
  5562. case WZ_METEOR: //�?テオスト?ム
  5563. {
  5564. int flag=0, area = skill_get_splash(skillid, skilllv);
  5565. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5566. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5567. for(i=0;i<2+(skilllv>>1);i++) {
  5568. int j=0;
  5569. do {
  5570. tmpx = x + (rand()%area - area/2);
  5571. tmpy = y + (rand()%area - area/2);
  5572. if(tmpx < 0)
  5573. tmpx = 0;
  5574. else if(tmpx >= map[src->m].xs)
  5575. tmpx = map[src->m].xs - 1;
  5576. if(tmpy < 0)
  5577. tmpy = 0;
  5578. else if(tmpy >= map[src->m].ys)
  5579. tmpy = map[src->m].ys - 1;
  5580. j++;
  5581. } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
  5582. if(j >= 100)
  5583. continue;
  5584. if(!(flag&1)){
  5585. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5586. flag=flag|1;
  5587. }
  5588. if(i > 0)
  5589. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5590. x1 = tmpx;
  5591. y1 = tmpy;
  5592. }
  5593. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5594. }
  5595. break;
  5596. case AL_WARP: /* �??プポ?タル */
  5597. if(sd) {
  5598. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5599. (sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5600. (sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5601. (sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5602. }
  5603. break;
  5604. case MO_BODYRELOCATION:
  5605. if (sd) {
  5606. pc_movepos(sd, x, y, 1);
  5607. pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
  5608. } else if (src->type == BL_MOB) {
  5609. struct mob_data *md = (struct mob_data *)src;
  5610. mob_warp(md, -1, x, y, 0);
  5611. clif_spawnmob(md);
  5612. }
  5613. break;
  5614. case AM_CANNIBALIZE: // バイオプラント
  5615. if(sd) {
  5616. int id;
  5617. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5618. struct mob_data *md;
  5619. // Correct info, don't change any of this! [celest]
  5620. id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
  5621. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5622. md->master_id = sd->bl.id;
  5623. // different levels of HP according to skill level
  5624. md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
  5625. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5626. md->special_state.ai = 1;
  5627. //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]
  5628. md->mode = MD_CANATTACK|MD_AGGRESSIVE;
  5629. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5630. }
  5631. // 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
  5632. // (attach name of player?)
  5633. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5634. }
  5635. break;
  5636. case AM_SPHEREMINE: // スフィア?マイン
  5637. if(sd){
  5638. int id;
  5639. struct mob_data *md;
  5640. id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
  5641. if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
  5642. md->master_id = sd->bl.id;
  5643. md->hp = 2000 + skilllv * 400;
  5644. md->max_hp = md->hp; //Update the max, too! [Skotlex]
  5645. md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
  5646. md->special_state.ai = 2;
  5647. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
  5648. }
  5649. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5650. }
  5651. break;
  5652. // Slim Pitcher [Celest]
  5653. case CR_SLIMPITCHER:
  5654. {
  5655. if (sd) {
  5656. int i = skilllv%11 - 1;
  5657. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5658. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5659. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5660. clif_skill_fail(sd,skillid,0,0);
  5661. return 1;
  5662. }
  5663. potion_flag = 1;
  5664. potion_hp = 0;
  5665. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5666. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5667. potion_flag = 0;
  5668. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5669. if(potion_hp > 0) {
  5670. i = skill_get_splash(skillid, skilllv);
  5671. map_foreachinarea(skill_area_sub,
  5672. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5673. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5674. skill_castend_nodamage_id);
  5675. }
  5676. }
  5677. }
  5678. break;
  5679. case HW_GANBANTEIN:
  5680. if (rand()%100 < 80) {
  5681. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5682. i = skill_get_splash(skillid, skilllv);
  5683. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5684. } else {
  5685. clif_skill_fail(sd,skillid,0,0);
  5686. return 1;
  5687. }
  5688. break;
  5689. case HW_GRAVITATION:
  5690. {
  5691. struct skill_unit_group *sg;
  5692. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5693. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5694. status_change_start(src,SkillStatusChangeTable[skillid],100,
  5695. skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv),0);
  5696. }
  5697. break;
  5698. // Plant Cultivation [Celest]
  5699. case CR_CULTIVATION:
  5700. {
  5701. if (sd) {
  5702. int i = skilllv - 1;
  5703. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5704. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5705. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5706. clif_skill_fail(sd,skillid,0,0);
  5707. return 1;
  5708. }
  5709. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5710. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5711. if (rand()%100 < 50)
  5712. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5713. else
  5714. clif_skill_fail(sd,skillid,0,0);
  5715. }
  5716. }
  5717. break;
  5718. }
  5719. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5720. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5721. return 0;
  5722. }
  5723. /*==========================================
  5724. * スキル使用?i詠?・完了?Amap指定?j
  5725. *------------------------------------------
  5726. */
  5727. int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
  5728. {
  5729. int x=0,y=0;
  5730. nullpo_retr(0, sd);
  5731. //Simplify skill_failed code.
  5732. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5733. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5734. return 0;
  5735. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5736. skill_failed(sd);
  5737. return 0;
  5738. }
  5739. //スキルが使えない?態異?峵�
  5740. if(sd->sc.count && (
  5741. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5742. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5743. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5744. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5745. sd->sc.data[SC_DANCING].timer!=-1 ||
  5746. sd->sc.data[SC_BERSERK].timer != -1 ||
  5747. sd->sc.data[SC_MARIONETTE].timer != -1
  5748. ))
  5749. return 0;
  5750. if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */
  5751. return 0;
  5752. if (strlen(map) > MAP_NAME_LENGTH-1)
  5753. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5754. if (battle_config.error_log)
  5755. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5756. skill_failed(sd);
  5757. return 0;
  5758. }
  5759. pc_stopattack(sd);
  5760. if(battle_config.pc_skill_log)
  5761. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5762. pc_stop_walking(sd,0);
  5763. if(strcmp(map,"cancel")==0) {
  5764. skill_failed(sd);
  5765. return 0;
  5766. }
  5767. switch(skill_num){
  5768. case AL_TELEPORT: /* テレポ?ト */
  5769. if(strcmp(map,"Random")==0)
  5770. pc_randomwarp(sd,3);
  5771. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5772. pc_setpos(sd,sd->status.save_point.map,
  5773. sd->status.save_point.x,sd->status.save_point.y,3);
  5774. break;
  5775. case AL_WARP: /* �??プポ?タル */
  5776. {
  5777. const struct point *p[4];
  5778. struct skill_unit_group *group;
  5779. int i, lv;
  5780. int maxcount=0;
  5781. unsigned short mapindex;
  5782. mapindex = mapindex_name2id((char*)map);
  5783. if(!mapindex) { //Given map not found?
  5784. clif_skill_fail(sd,skill_num,0,0);
  5785. skill_failed(sd);
  5786. return 0;
  5787. }
  5788. p[0] = &sd->status.save_point;
  5789. p[1] = &sd->status.memo_point[0];
  5790. p[2] = &sd->status.memo_point[1];
  5791. p[3] = &sd->status.memo_point[2];
  5792. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5793. int c;
  5794. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  5795. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
  5796. c++;
  5797. }
  5798. if(c >= maxcount) {
  5799. clif_skill_fail(sd,skill_num,0,0);
  5800. skill_failed(sd);
  5801. return 0;
  5802. }
  5803. }
  5804. lv = sd->menuskill_lv;
  5805. if(lv <= 0) return 0;
  5806. for(i=0;i<lv;i++){
  5807. if(mapindex == p[i]->map){
  5808. x=p[i]->x;
  5809. y=p[i]->y;
  5810. break;
  5811. }
  5812. }
  5813. if(x==0 || y==0) { /* 不?ウパケット?H */
  5814. skill_failed(sd);
  5815. return 0;
  5816. }
  5817. //FIXME: What about when you use another ground skill? skillx
  5818. //and skilly are messed up already... [Skotlex]
  5819. i = sd->skillid;
  5820. lv = sd->skilllv;
  5821. sd->skillid = sd->menuskill_id;
  5822. sd->skilllv = sd->menuskill_lv;
  5823. if(!skill_check_condition(sd,3)) //This checks versus skillid/skilllv...
  5824. {
  5825. sd->skillid = i;
  5826. sd->skilllv = lv;
  5827. skill_failed(sd);
  5828. return 0;
  5829. }
  5830. sd->skillid = i;
  5831. sd->skilllv = lv;
  5832. lv = sd->menuskill_lv;
  5833. if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,lv) > 0) {
  5834. clif_skill_fail(sd,0,0,0);
  5835. skill_failed(sd);
  5836. return 0;
  5837. }
  5838. if((group=skill_unitsetting(&sd->bl,skill_num,lv,sd->skillx,sd->skilly,0))==NULL) {
  5839. skill_failed(sd);
  5840. return 0;
  5841. }
  5842. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5843. group->val3 = mapindex;
  5844. // group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
  5845. // memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
  5846. group->val2=(x<<16)|y;
  5847. }
  5848. break;
  5849. }
  5850. sd->menuskill_id = sd->menuskill_lv = 0;
  5851. return 0;
  5852. #undef skill_failed
  5853. }
  5854. /*==========================================
  5855. * Initializes and sets a ground skill.
  5856. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5857. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5858. *------------------------------------------
  5859. */
  5860. struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
  5861. {
  5862. struct skill_unit_group *group;
  5863. int i,limit,val1=0,val2=0,val3=0;
  5864. int count=0;
  5865. int target,interval,range,unit_flag;
  5866. struct skill_unit_layout *layout;
  5867. struct status_change *sc;
  5868. int active_flag=1;
  5869. nullpo_retr(0, src);
  5870. limit = skill_get_time(skillid,skilllv);
  5871. range = skill_get_unit_range(skillid);
  5872. interval = skill_get_unit_interval(skillid);
  5873. target = skill_get_unit_target(skillid);
  5874. unit_flag = skill_get_unit_flag(skillid);
  5875. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5876. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5877. if (sc && !sc->count)
  5878. sc = NULL;
  5879. switch(skillid){ /* ?ン定 */
  5880. case MG_SAFETYWALL: /* セイフティウォ?ル */
  5881. val2=skilllv+1;
  5882. break;
  5883. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  5884. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5885. limit = limit*3/2;
  5886. val2=4+skilllv;
  5887. break;
  5888. case AL_WARP: /* �??プポ?タル */
  5889. val1=skilllv+6;
  5890. if(!(flag&1))
  5891. limit=2000;
  5892. active_flag=0;
  5893. break;
  5894. case PR_SANCTUARY: /* サンクチュアリ */
  5895. val1=(skilllv+3)*2;
  5896. val2=(skilllv>6)?777:skilllv*100;
  5897. break;
  5898. case WZ_FIREPILLAR: /* ファイア?ピラ? */
  5899. if((flag&1)!=0)
  5900. limit=1000;
  5901. val1=skilllv+2;
  5902. break;
  5903. case WZ_METEOR:
  5904. if (skilllv > skill_get_max(skillid)) //?L範囲�?テオ
  5905. range = 10;
  5906. break;
  5907. case WZ_VERMILION:
  5908. if (skilllv > skill_get_max(skillid)) //?L範囲LOV
  5909. range = 25;
  5910. break;
  5911. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5912. case AM_DEMONSTRATION:
  5913. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall)
  5914. target = BCT_ALL;
  5915. break;
  5916. case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
  5917. val1=skilllv*15+10;
  5918. case HT_SANDMAN: /* サンドマン */
  5919. case HT_CLAYMORETRAP: /* クレイモア?トラップ */
  5920. case HT_SKIDTRAP: /* スキッドトラップ */
  5921. case HT_LANDMINE: /* ランドマイン */
  5922. case HT_ANKLESNARE: /* アンクルスネア */
  5923. case HT_FLASHER: /* フラッシャ? */
  5924. case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
  5925. case HT_BLASTMINE: /* ブラストマイン */
  5926. if (sc && sc->data[SC_INTOABYSS].timer != -1)
  5927. val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  5928. if (map_flag_gvg(src->m))
  5929. limit *= 4; // longer trap times in WOE [celest]
  5930. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  5931. && src->type != BL_MOB)
  5932. //Change target to all with the exception of mob traps [Skotlex]
  5933. target = BCT_ALL;
  5934. break;
  5935. case SA_LANDPROTECTOR: /* グランドク�?ス */
  5936. {
  5937. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  5938. val1=skilllv*15+10;
  5939. aoe_diameter=skilllv+skilllv%2+5;
  5940. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  5941. }
  5942. //No break because we also have to check if we use gemstones. [Skotlex]
  5943. case SA_VOLCANO:
  5944. case SA_DELUGE:
  5945. case SA_VIOLENTGALE:
  5946. {
  5947. struct skill_unit_group *old_sg;
  5948. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5949. {
  5950. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  5951. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5952. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5953. if (limit < 0) //This can happen...
  5954. limit = skill_get_time(skillid,skilllv);
  5955. }
  5956. skill_clear_element_field(src);
  5957. }
  5958. break;
  5959. }
  5960. case BA_DISSONANCE:
  5961. case DC_UGLYDANCE:
  5962. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5963. break;
  5964. case BA_WHISTLE:
  5965. val1 = skilllv+(status_get_agi(src)/10); // Flee increase
  5966. val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
  5967. if(src->type == BL_PC){
  5968. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5969. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5970. }
  5971. break;
  5972. case DC_HUMMING:
  5973. val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
  5974. if(src->type == BL_PC)
  5975. val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5976. break;
  5977. case BA_POEMBRAGI:
  5978. val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
  5979. val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
  5980. if(src->type == BL_PC){
  5981. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5982. val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5983. }
  5984. break;
  5985. case DC_DONTFORGETME:
  5986. val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
  5987. val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
  5988. if(src->type == BL_PC){
  5989. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5990. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  5991. }
  5992. break;
  5993. case BA_APPLEIDUN:
  5994. val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
  5995. val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
  5996. if(src->type == BL_PC){
  5997. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5998. val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  5999. }
  6000. break;
  6001. case DC_SERVICEFORYOU:
  6002. val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
  6003. val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
  6004. if(src->type == BL_PC){
  6005. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6006. val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6007. }
  6008. break;
  6009. case BA_ASSASSINCROSS:
  6010. val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
  6011. if(src->type == BL_PC)
  6012. val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
  6013. break;
  6014. case DC_FORTUNEKISS:
  6015. val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
  6016. if(src->type == BL_PC)
  6017. val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
  6018. break;
  6019. case BD_LULLABY:
  6020. val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6021. break;
  6022. case BD_DRUMBATTLEFIELD:
  6023. val1 = (skilllv+1)*25; //Watk increase
  6024. val2 = (skilllv+1)*2; //Def increase
  6025. break;
  6026. case BD_RINGNIBELUNGEN:
  6027. val1 = (skilllv+2)*25; //Watk increase
  6028. break;
  6029. case BD_SIEGFRIED:
  6030. val1 = 55 + skilllv*5; //Elemental Resistance
  6031. val2 = skilllv*10; //Status ailment resistance
  6032. break;
  6033. case BD_ETERNALCHAOS:
  6034. break;
  6035. case PF_FOGWALL: /* フォグウォ?ル */
  6036. if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
  6037. break;
  6038. case RG_GRAFFITI: /* Graffiti */
  6039. count=1; // Leave this at 1 [Valaris]
  6040. break;
  6041. }
  6042. if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
  6043. val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
  6044. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6045. skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
  6046. group->limit=limit;
  6047. group->val1=val1;
  6048. group->val2=val2;
  6049. group->val3=val3;
  6050. group->target_flag=target;
  6051. group->bl_flag= skill_get_unit_bl_target(skillid);
  6052. group->interval=interval;
  6053. if(skillid==HT_TALKIEBOX ||
  6054. skillid==RG_GRAFFITI){
  6055. group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
  6056. if(group->valstr==NULL){
  6057. ShowFatalError("skill_castend_map: out of memory !\n");
  6058. exit(1);
  6059. }
  6060. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6061. }
  6062. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6063. val1=skilllv;
  6064. val2=0;
  6065. limit=group->limit;
  6066. for(i=0;i<layout->count;i++){
  6067. struct skill_unit *unit;
  6068. int ux,uy,alive=1;
  6069. ux = x + layout->dx[i];
  6070. uy = y + layout->dy[i];
  6071. switch (skillid) {
  6072. case MG_FIREWALL: /* ファイヤ?ウォ?ル */
  6073. val2=group->val2;
  6074. break;
  6075. case WZ_ICEWALL: /* アイスウォ?ル */
  6076. if(skilllv <= 1)
  6077. val1 = 500;
  6078. else
  6079. val1 = 200 + 200*skilllv;
  6080. break;
  6081. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6082. ux+=(i%5-2);
  6083. uy+=(i/5-2);
  6084. break;
  6085. }
  6086. //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
  6087. if(range<=0)
  6088. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6089. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6090. alive = 0;
  6091. if (alive && battle_config.skill_wall_check) {
  6092. //Check if there's a path between cell and center of casting.
  6093. struct walkpath_data wpd;
  6094. if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
  6095. alive = 0;
  6096. }
  6097. if(alive && skillid == WZ_ICEWALL) {
  6098. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6099. alive=0;
  6100. else {
  6101. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6102. if(val2==5 || val2==1)
  6103. alive=0;
  6104. else
  6105. clif_changemapcell(src->m,ux,uy,5,0);
  6106. }
  6107. }
  6108. if(alive){
  6109. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
  6110. unit->val1=val1;
  6111. unit->val2=val2;
  6112. unit->limit=limit;
  6113. unit->range=range;
  6114. if (range==0 && active_flag)
  6115. map_foreachincell(skill_unit_effect,unit->bl.m,
  6116. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6117. }
  6118. }
  6119. return group;
  6120. }
  6121. /*==========================================
  6122. * スキルユニットの?動イベント
  6123. *------------------------------------------
  6124. */
  6125. int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6126. {
  6127. struct skill_unit_group *sg;
  6128. struct block_list *ss;
  6129. struct status_change *sc;
  6130. int type;
  6131. nullpo_retr(0, src);
  6132. nullpo_retr(0, bl);
  6133. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6134. return 0;
  6135. nullpo_retr(0, sg=src->group);
  6136. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6137. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6138. return 0; //AoE skills are ineffective. [Skotlex]
  6139. if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
  6140. return 0;
  6141. sc = status_get_sc(bl);
  6142. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6143. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6144. type = SkillStatusChangeTable[sg->skill_id];
  6145. switch (sg->unit_id) {
  6146. case UNT_SAFETYWALL:
  6147. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6148. if (sc && sc->data[type].timer == -1)
  6149. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit,0);
  6150. break;
  6151. case UNT_PNEUMA:
  6152. if (sc && sc->data[type].timer == -1)
  6153. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
  6154. break;
  6155. case UNT_WARP_WAITING:
  6156. if(bl->type==BL_PC){
  6157. struct map_session_data *sd = (struct map_session_data *)bl;
  6158. if((!sd->chatID || battle_config.chat_warpportal)
  6159. && sd->to_x == src->bl.x && sd->to_y == src->bl.y) {
  6160. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6161. if (--sg->val1<=0 || sg->src_id == bl->id)
  6162. skill_delunitgroup(sg);
  6163. }
  6164. }
  6165. } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
  6166. int m = map_mapindex2mapid(sg->val3);
  6167. mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6168. }
  6169. break;
  6170. case UNT_QUAGMIRE:
  6171. if(sc && sc->data[type].timer==-1)
  6172. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
  6173. break;
  6174. case UNT_VOLCANO:
  6175. case UNT_DELUGE:
  6176. case UNT_VIOLENTGALE:
  6177. if(sc && sc->data[type].timer==-1)
  6178. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,
  6179. skill_get_time2(sg->skill_id,sg->skill_lv),0);
  6180. break;
  6181. case UNT_RICHMANKIM:
  6182. case UNT_ETERNALCHAOS:
  6183. case UNT_DRUMBATTLEFIELD:
  6184. case UNT_RINGNIBELUNGEN:
  6185. case UNT_ROKISWEIL:
  6186. case UNT_INTOABYSS:
  6187. case UNT_SIEGFRIED:
  6188. //Needed to check when a dancer/bard leaves their ensemble area.
  6189. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6190. return sg->skill_id;
  6191. if (sc && sc->data[type].timer==-1)
  6192. status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
  6193. break;
  6194. case UNT_WHISTLE:
  6195. case UNT_ASSASSINCROSS:
  6196. case UNT_POEMBRAGI:
  6197. case UNT_APPLEIDUN:
  6198. case UNT_HUMMING:
  6199. case UNT_DONTFORGETME:
  6200. case UNT_FORTUNEKISS:
  6201. case UNT_SERVICEFORYOU:
  6202. case UNT_HERMODE:
  6203. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6204. return 0;
  6205. if (sc && sc->data[type].timer==-1)
  6206. status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
  6207. break;
  6208. case UNT_BASILICA:
  6209. if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6210. skill_blown(&src->bl,bl,1);
  6211. break;
  6212. case UNT_FOGWALL:
  6213. if (sc && sc->data[type].timer==-1)
  6214. {
  6215. status_change_start (bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit, 0);
  6216. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6217. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6218. }
  6219. break;
  6220. case UNT_GRAVITATION:
  6221. if (sc && sc->data[type].timer==-1)
  6222. status_change_start(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit,0);
  6223. break;
  6224. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6225. src->val1 = 0;
  6226. if(src->limit + sg->tick > tick + 700)
  6227. src->limit = DIFF_TICK(tick+700,sg->tick);
  6228. break;
  6229. case UNT_GOSPEL:
  6230. if (sg->src_id != bl->id && sc && sc->data[type].timer==-1
  6231. && battle_check_target(ss,bl,BCT_PARTY)>0)
  6232. //Start Gospel Effect to prevent item usage affects party only. [Skotlex]
  6233. status_change_start(bl,type,100,sg->skill_lv,0,0,BCT_ALL,sg->limit,0);
  6234. break;
  6235. }
  6236. return sg->skill_id;
  6237. }
  6238. /*==========================================
  6239. * スキルユニットの発動イベント(タイマ?[発動)
  6240. *------------------------------------------
  6241. */
  6242. int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6243. {
  6244. struct skill_unit_group *sg;
  6245. struct block_list *ss;
  6246. struct map_session_data *sd = NULL;
  6247. int splash_count=0;
  6248. struct status_change *tsc, *sc;
  6249. struct skill_unit_group_tickset *ts;
  6250. int type;
  6251. int diff=0;
  6252. nullpo_retr(0, src);
  6253. nullpo_retr(0, bl);
  6254. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6255. return 0;
  6256. nullpo_retr(0, sg=src->group);
  6257. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6258. if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
  6259. sc = status_get_sc(ss); //For magic power.
  6260. tsc = status_get_sc(bl);
  6261. type = SkillStatusChangeTable[sg->skill_id];
  6262. if (sg->interval == -1 && (sg->unit_id == UNT_ANKLESNARE || sg->unit_id == UNT_SPIDERWEB || sg->unit_id == UNT_FIREPILLAR_ACTIVE))
  6263. //Ok, this case only happens with Ankle Snare/Spider Web (only skills that sets its interval to -1),
  6264. //and only happens when more than one target is stepping on the trap at the moment it was triggered
  6265. //(yet only the first mob standing on the trap will be captured) [Skotlex]
  6266. return 0;
  6267. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6268. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6269. diff = DIFF_TICK(tick,ts->tick);
  6270. if (diff < 0)
  6271. return 0;
  6272. ts->tick = tick+sg->interval;
  6273. // GXは?dなっていたら3HITしない
  6274. if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6275. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
  6276. }
  6277. //Temporarily set magic power to have it take effect. [Skotlex]
  6278. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
  6279. {
  6280. if (sd)
  6281. { //This is needed since we are not going to recall status_calc_pc...
  6282. sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6283. sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
  6284. } else
  6285. sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
  6286. }
  6287. switch (sg->unit_id) {
  6288. case UNT_FIREWALL:
  6289. {
  6290. int count=0, t_ele = status_get_elem_type(bl);
  6291. if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
  6292. //This is the best Aegis approximation we can do without
  6293. //changing the minimum skill unit interval. [Skotlex]
  6294. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6295. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6296. } else {
  6297. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6298. src->val2--;
  6299. }
  6300. if (src->val2<=0)
  6301. skill_delunit(src);
  6302. break;
  6303. }
  6304. case UNT_SANCTUARY:
  6305. {
  6306. int race = status_get_race(bl);
  6307. if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
  6308. if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
  6309. // reduce healing count if this was meant for damaging [hekate]
  6310. sg->val1 -= 2;
  6311. }
  6312. } else {
  6313. int heal = sg->val2;
  6314. if (status_get_hp(bl) >= status_get_max_hp(bl))
  6315. break;
  6316. if (status_isimmune(bl))
  6317. heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
  6318. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6319. battle_heal(NULL, bl, heal, 0, 0);
  6320. if (diff >= 500)
  6321. sg->val1--; // ?V規に入ったユニットだけカウント
  6322. }
  6323. if (sg->val1 <= 0)
  6324. skill_delunitgroup(sg);
  6325. break;
  6326. }
  6327. case UNT_MAGNUS:
  6328. {
  6329. int race = status_get_race(bl);
  6330. if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
  6331. break;
  6332. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6333. src->val2++;
  6334. break;
  6335. }
  6336. case UNT_MAGIC_SKILLS:
  6337. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6338. break;
  6339. case UNT_FIREPILLAR_WAITING:
  6340. skill_delunit(src);
  6341. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6342. break;
  6343. case UNT_FIREPILLAR_ACTIVE:
  6344. map_foreachinrange(skill_attack_area,bl,
  6345. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6346. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6347. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6348. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6349. break;
  6350. case UNT_SKIDTRAP:
  6351. {
  6352. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6353. sg->unit_id = UNT_USED_TRAPS;
  6354. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6355. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6356. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6357. }
  6358. break;
  6359. case UNT_SPIDERWEB:
  6360. case UNT_ANKLESNARE:
  6361. if(sg->val2==0 && (!tsc || tsc->data[type].timer==-1 )){
  6362. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6363. if (status_change_start(bl,type,100,sg->skill_lv,0,0,0,sec,0))
  6364. {
  6365. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6366. clif_fixpos(bl);
  6367. sg->val2=bl->id;
  6368. }
  6369. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6370. // 01AC: long ID
  6371. // Indicates that an object is trapped, but ID is not a
  6372. // valid monster or player ID.
  6373. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6374. sg->interval = -1;
  6375. src->range = 0;
  6376. }
  6377. break;
  6378. case UNT_VENOMDUST:
  6379. if(tsc && tsc->data[type].timer==-1 )
  6380. status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6381. break;
  6382. case UNT_LANDMINE:
  6383. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6384. sg->unit_id = UNT_USED_TRAPS;
  6385. clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
  6386. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6387. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6388. break;
  6389. case UNT_BLASTMINE:
  6390. case UNT_SHOCKWAVE:
  6391. case UNT_SANDMAN:
  6392. case UNT_FLASHER:
  6393. case UNT_FREEZINGTRAP:
  6394. case UNT_CLAYMORETRAP:
  6395. map_foreachinrange(skill_count_target,&src->bl,
  6396. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6397. &src->bl,&splash_count);
  6398. map_foreachinrange(skill_trap_splash,&src->bl,
  6399. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6400. &src->bl,tick,splash_count);
  6401. sg->unit_id = UNT_USED_TRAPS;
  6402. clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
  6403. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6404. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6405. break;
  6406. case UNT_TALKIEBOX:
  6407. if (sg->src_id == bl->id) //自分が踏んでも発動しない
  6408. break;
  6409. if (sg->val2 == 0){
  6410. clif_talkiebox(&src->bl, sg->valstr);
  6411. sg->unit_id = UNT_USED_TRAPS;
  6412. clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
  6413. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6414. sg->val2 = -1; //踏んだ
  6415. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6416. }
  6417. break;
  6418. case UNT_LULLABY:
  6419. if (ss->id == bl->id)
  6420. break;
  6421. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6422. break;
  6423. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6424. if (ss->id == bl->id)
  6425. break;
  6426. if (bl->type == BL_PC)
  6427. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6428. break;
  6429. case UNT_DISSONANCE:
  6430. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6431. break;
  6432. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6433. {
  6434. int heal;
  6435. if (sg->src_id == bl->id)
  6436. break;
  6437. heal = sg->val2;
  6438. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6439. battle_heal(NULL, bl, heal, 0, 0);
  6440. break;
  6441. }
  6442. case UNT_DEMONSTRATION:
  6443. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6444. break;
  6445. case UNT_GOSPEL:
  6446. if (rand()%100 > sg->skill_lv*10)
  6447. break;
  6448. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6449. int i = rand()%13; // Positive buff count
  6450. switch (i)
  6451. {
  6452. case 0: // Heal 1~9999 HP
  6453. {
  6454. int heal = rand() %9999+1;
  6455. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6456. battle_heal(NULL,bl,heal,0,0);
  6457. }
  6458. break;
  6459. case 1: // End all negative status
  6460. status_change_clear_debuffs (bl);
  6461. break;
  6462. case 2: // Level 10 Blessing
  6463. status_change_start(bl,SC_BLESSING,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6464. break;
  6465. case 3: // Level 10 Increase AGI
  6466. status_change_start(bl,SC_INCREASEAGI,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6467. break;
  6468. case 4: // Enchant weapon with Holy element
  6469. status_change_start(bl,SC_ASPERSIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6470. break;
  6471. case 5: // Enchant armor with Holy element
  6472. status_change_start(bl,SC_BENEDICTIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6473. break;
  6474. case 6: // MaxHP +100%
  6475. status_change_start(bl,SC_INCMHPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6476. break;
  6477. case 7: // MaxSP +100%
  6478. status_change_start(bl,SC_INCMSPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6479. break;
  6480. case 8: // All stats +20
  6481. status_change_start(bl,SC_INCALLSTATUS,100,20,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6482. break;
  6483. case 9: // DEF +25%
  6484. status_change_start(bl,SC_INCDEFRATE,100,25,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6485. break;
  6486. case 10: // ATK +100%
  6487. status_change_start(bl,SC_INCATKRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6488. break;
  6489. case 11: // HIT/Flee +50
  6490. status_change_start(bl,SC_INCHIT,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6491. status_change_start(bl,SC_INCFLEE,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6492. break;
  6493. case 12: // Immunity to all status
  6494. status_change_start(bl,SC_SCRESIST,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6495. break;
  6496. }
  6497. }
  6498. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6499. int i = rand()%9; // Negative buff count
  6500. switch (i)
  6501. {
  6502. case 0: // Deal 1~9999 damage
  6503. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6504. break;
  6505. case 1: // Curse
  6506. status_change_start(bl,SC_CURSE,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6507. break;
  6508. case 2: // Blind
  6509. status_change_start(bl,SC_BLIND,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6510. break;
  6511. case 3: // Poison
  6512. status_change_start(bl,SC_POISON,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6513. break;
  6514. case 4: // Level 10 Provoke
  6515. status_change_start(bl,SC_PROVOKE,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6516. break;
  6517. case 5: // DEF -100%
  6518. status_change_start(bl,SC_INCDEFRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6519. break;
  6520. case 6: // ATK -100%
  6521. status_change_start(bl,SC_INCATKRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6522. break;
  6523. case 7: // Flee -100%
  6524. status_change_start(bl,SC_INCFLEERATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6525. break;
  6526. case 8: // Speed/ASPD -25%
  6527. status_change_start(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv),0);
  6528. break;
  6529. }
  6530. }
  6531. break;
  6532. case UNT_GRAVITATION:
  6533. if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
  6534. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
  6535. break;
  6536. }
  6537. if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
  6538. { //Unset Magic Power.
  6539. if (sd)
  6540. {
  6541. sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6542. sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
  6543. } else
  6544. sc->data[SC_MAGICPOWER].timer = -1;
  6545. }
  6546. if (bl->type == BL_MOB && ss != bl) { /* スキル使用?�?のMOBスキル */
  6547. struct mob_data *md = (struct mob_data *)bl;
  6548. if (!md) return 0;
  6549. if (battle_config.mob_changetarget_byskill == 1) {
  6550. int target = md->target_id;
  6551. if (ss->type == BL_PC)
  6552. md->target_id = ss->id;
  6553. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6554. md->target_id = target;
  6555. } else
  6556. mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
  6557. }
  6558. return sg->skill_id;
  6559. }
  6560. /*==========================================
  6561. * スキルユニットから離?する(もしくはしている)?�?�
  6562. *------------------------------------------
  6563. */
  6564. int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
  6565. {
  6566. struct skill_unit_group *sg;
  6567. struct status_change *sc;
  6568. int type;
  6569. nullpo_retr(0, src);
  6570. nullpo_retr(0, bl);
  6571. nullpo_retr(0, sg=src->group);
  6572. sc = status_get_sc(bl);
  6573. if (sc && !sc->count)
  6574. sc = NULL;
  6575. type = SkillStatusChangeTable[sg->skill_id];
  6576. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6577. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6578. return 0;
  6579. switch(sg->unit_id){
  6580. case UNT_SAFETYWALL:
  6581. if (sc && sc->data[type].timer!=-1)
  6582. status_change_end(bl,type,-1);
  6583. break;
  6584. case UNT_ANKLESNARE:
  6585. {
  6586. struct block_list *target = map_id2bl(sg->val2);
  6587. if(target && target == bl){
  6588. status_change_end(bl,SC_ANKLE,-1);
  6589. sg->limit=DIFF_TICK(tick,sg->tick)+1000;
  6590. sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6591. }
  6592. else
  6593. return 0;
  6594. break;
  6595. }
  6596. case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
  6597. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6598. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6599. status_change_end(bl,type,-1);
  6600. break;
  6601. case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
  6602. {
  6603. struct block_list *target = map_id2bl(sg->val2);
  6604. if (target && target==bl)
  6605. {
  6606. status_change_end(bl,SC_SPIDERWEB,-1);
  6607. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6608. }
  6609. break;
  6610. }
  6611. }
  6612. return sg->skill_id;
  6613. }
  6614. /*==========================================
  6615. * Triggered when a char steps out of a skill group [Skotlex]
  6616. *------------------------------------------
  6617. */
  6618. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
  6619. {
  6620. struct status_change *sc;
  6621. int type;
  6622. sc = status_get_sc(bl);
  6623. if (sc && !sc->count)
  6624. sc = NULL;
  6625. type = SkillStatusChangeTable[skill_id];
  6626. switch (skill_id)
  6627. {
  6628. case WZ_QUAGMIRE:
  6629. if (bl->type==BL_MOB)
  6630. break;
  6631. if (sc && sc->data[type].timer != -1)
  6632. status_change_end(bl, type, -1);
  6633. break;
  6634. case BD_RICHMANKIM:
  6635. case BD_ETERNALCHAOS:
  6636. case BD_DRUMBATTLEFIELD:
  6637. case BD_RINGNIBELUNGEN:
  6638. case BD_ROKISWEIL:
  6639. case BD_INTOABYSS:
  6640. case BD_SIEGFRIED:
  6641. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6642. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6643. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6644. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6645. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6646. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6647. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6648. skill_stop_dancing(bl);
  6649. }
  6650. case MG_SAFETYWALL:
  6651. case AL_PNEUMA:
  6652. case SA_VOLCANO:
  6653. case SA_DELUGE:
  6654. case SA_VIOLENTGALE:
  6655. case CG_HERMODE:
  6656. case HW_GRAVITATION:
  6657. if (sc && sc->data[type].timer != -1)
  6658. status_change_end(bl, type, -1);
  6659. break;
  6660. case BA_POEMBRAGI:
  6661. case BA_WHISTLE:
  6662. case BA_ASSASSINCROSS:
  6663. case BA_APPLEIDUN:
  6664. case DC_HUMMING:
  6665. case DC_DONTFORGETME:
  6666. case DC_FORTUNEKISS:
  6667. case DC_SERVICEFORYOU:
  6668. if (sc && sc->data[type].timer != -1)
  6669. {
  6670. delete_timer(sc->data[type].timer, status_change_timer);
  6671. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6672. //not possible on our current implementation.
  6673. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6674. }
  6675. break;
  6676. case PF_FOGWALL:
  6677. if (sc && sc->data[type].timer != -1)
  6678. {
  6679. status_change_end(bl,type,-1);
  6680. if (sc->data[SC_BLIND].timer!=-1)
  6681. {
  6682. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6683. status_change_end(bl, SC_BLIND, -1);
  6684. else {
  6685. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6686. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6687. }
  6688. }
  6689. }
  6690. break;
  6691. case UNT_GOSPEL:
  6692. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6693. status_change_end(bl, type, -1);
  6694. break;
  6695. }
  6696. return skill_id;
  6697. }
  6698. /*==========================================
  6699. * Invoked when a unit cell has been placed/removed/deleted.
  6700. * flag values:
  6701. * flag&1: Invoke onplace function (otherwise invoke onout)
  6702. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6703. *------------------------------------------
  6704. */
  6705. int skill_unit_effect(struct block_list *bl,va_list ap)
  6706. {
  6707. struct skill_unit *unit;
  6708. struct skill_unit_group *group;
  6709. int flag;
  6710. unsigned int tick;
  6711. nullpo_retr(0, bl);
  6712. nullpo_retr(0, ap);
  6713. nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
  6714. tick = va_arg(ap,unsigned int);
  6715. flag = va_arg(ap,unsigned int);
  6716. if (!unit->alive || bl->prev==NULL)
  6717. return 0;
  6718. nullpo_retr(0, group=unit->group);
  6719. if (flag&1)
  6720. skill_unit_onplace(unit,bl,tick);
  6721. else
  6722. skill_unit_onout(unit,bl,tick);
  6723. if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
  6724. return 0;
  6725. }
  6726. /*==========================================
  6727. * スキルユニットの限界イベント
  6728. *------------------------------------------
  6729. */
  6730. int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
  6731. {
  6732. struct skill_unit_group *sg;
  6733. nullpo_retr(0, src);
  6734. nullpo_retr(0, sg=src->group);
  6735. switch(sg->unit_id){
  6736. case UNT_WARP_ACTIVE: /* �??プポ?タル(?動前) */
  6737. {
  6738. struct skill_unit_group *group=
  6739. skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
  6740. src->bl.x,src->bl.y,1);
  6741. if(group == NULL)
  6742. return 0;
  6743. group->val2=sg->val2; //Copy the (x,y) position you warp to
  6744. group->val3=sg->val3; //as well as the mapindex to warp to.
  6745. }
  6746. break;
  6747. case UNT_ICEWALL: /* アイスウォ?ル */
  6748. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6749. break;
  6750. case UNT_CALLPARTNER: /* あなたに?いたい */
  6751. {
  6752. struct map_session_data *sd = NULL;
  6753. if((sd = map_id2sd(sg->src_id)) == NULL)
  6754. return 0;
  6755. if((sd = pc_get_partner(sd)) == NULL)
  6756. return 0;
  6757. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6758. }
  6759. break;
  6760. }
  6761. return 0;
  6762. }
  6763. /*==========================================
  6764. * スキルユニットのダ�??ジイベント
  6765. *------------------------------------------
  6766. */
  6767. int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
  6768. int damage,unsigned int tick)
  6769. {
  6770. struct skill_unit_group *sg;
  6771. nullpo_retr(0, src);
  6772. nullpo_retr(0, sg=src->group);
  6773. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6774. skill_delunitgroup(sg);
  6775. else
  6776. switch(sg->unit_id){
  6777. case UNT_ICEWALL:
  6778. src->val1-=damage;
  6779. break;
  6780. default:
  6781. damage = 0;
  6782. break;
  6783. }
  6784. return damage;
  6785. }
  6786. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6787. struct block_list *src = va_arg(ap, struct block_list*);
  6788. struct block_list *partner = va_arg(ap, struct block_list*);
  6789. int blowcount = va_arg(ap, int);
  6790. if (bl == src || bl == partner)
  6791. return 0;
  6792. skill_blown(src, bl, blowcount);
  6793. return 1;
  6794. }
  6795. /*==========================================
  6796. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6797. * partner may be null, but src cannot be.
  6798. *------------------------------------------
  6799. */
  6800. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
  6801. {
  6802. int range = skill_get_range2(src, CG_MOONLIT, skilllv);
  6803. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6804. map_foreachinrange(skill_moonlit_sub,src,
  6805. skill_get_splash(CG_MOONLIT, skilllv),
  6806. BL_CHAR,src,partner,blowcount);
  6807. if(partner)
  6808. map_foreachinrange(skill_moonlit_sub,partner,
  6809. skill_get_splash(CG_MOONLIT, skilllv),
  6810. BL_CHAR,src,partner,blowcount);
  6811. status_change_start(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000,0);
  6812. status_change_start(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
  6813. if (partner) {
  6814. status_change_start(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000,0);
  6815. status_change_start(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
  6816. }
  6817. }
  6818. /*==========================================
  6819. * 範??キャラ存?ン確認判定?�?(foreachinarea)
  6820. *------------------------------------------
  6821. */
  6822. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6823. {
  6824. int *c, skillid;
  6825. struct block_list *src;
  6826. struct map_session_data *sd;
  6827. struct map_session_data *tsd;
  6828. int *p_sd; //Contains the list of characters found.
  6829. unsigned int tick = gettick();
  6830. nullpo_retr(0, bl);
  6831. nullpo_retr(0, ap);
  6832. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6833. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6834. nullpo_retr(0, sd=(struct map_session_data*)src);
  6835. c=va_arg(ap,int *);
  6836. p_sd = va_arg(ap, int *);
  6837. skillid = va_arg(ap,int);
  6838. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6839. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6840. if (bl == src)
  6841. return 0;
  6842. if(pc_isdead(tsd))
  6843. return 0;
  6844. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
  6845. return 0;
  6846. switch(skillid)
  6847. {
  6848. case PR_BENEDICTIO: /* ?ケ??~福 */
  6849. {
  6850. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6851. dir = (status_get_dir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6852. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6853. && sd->status.sp >= 10)
  6854. p_sd[(*c)++]=tsd->bl.id;
  6855. return 1;
  6856. }
  6857. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6858. {
  6859. int skilllv;
  6860. if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
  6861. return 0;
  6862. if (sd->status.sex != tsd->status.sex &&
  6863. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6864. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6865. (tsd->weapontype1==13 || tsd->weapontype1==14) &&
  6866. sd->status.party_id && tsd->status.party_id &&
  6867. sd->status.party_id == tsd->status.party_id &&
  6868. tsd->sc.data[SC_DANCING].timer == -1)
  6869. {
  6870. p_sd[(*c)++]=tsd->bl.id;
  6871. return skilllv;
  6872. } else {
  6873. return 0;
  6874. }
  6875. }
  6876. break;
  6877. }
  6878. return 0;
  6879. }
  6880. /*==========================================
  6881. * Checks and stores partners for ensemble skills [Skotlex]
  6882. *------------------------------------------
  6883. */
  6884. static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  6885. {
  6886. static int c=0;
  6887. static int p_sd[2] = { 0, 0 };
  6888. int i;
  6889. if (cast_flag)
  6890. { //Execute the skill on the partners.
  6891. struct map_session_data* tsd;
  6892. switch (skill_id)
  6893. {
  6894. case PR_BENEDICTIO:
  6895. for (i = 0; i < c; i++)
  6896. {
  6897. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6898. pc_damage_sp(tsd, 10, 0);
  6899. }
  6900. return c;
  6901. case CG_MOONLIT:
  6902. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6903. {
  6904. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6905. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  6906. tsd->skillid_dance = tsd->skillid = skill_id;
  6907. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6908. }
  6909. return c;
  6910. default: //Warning: Assuming Ensemble skills here (for speed)
  6911. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6912. {
  6913. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6914. 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);
  6915. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6916. tsd->skillid_dance = tsd->skillid = skill_id;
  6917. tsd->skilllv_dance = tsd->skilllv = *skill_lv;
  6918. }
  6919. return c;
  6920. }
  6921. }
  6922. //Else: new search for partners.
  6923. c = 0;
  6924. memset (p_sd, 0, sizeof(p_sd));
  6925. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  6926. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6927. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6928. *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.
  6929. return c;
  6930. }
  6931. /*==========================================
  6932. * 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)
  6933. *------------------------------------------
  6934. */
  6935. static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
  6936. {
  6937. int *c,src_id=0,mob_class=0;
  6938. struct mob_data *md;
  6939. nullpo_retr(0, bl);
  6940. nullpo_retr(0, ap);
  6941. nullpo_retr(0, md=(struct mob_data*)bl);
  6942. nullpo_retr(0, src_id=va_arg(ap,int));
  6943. nullpo_retr(0, mob_class=va_arg(ap,int));
  6944. nullpo_retr(0, c=va_arg(ap,int *));
  6945. if(md->class_==mob_class && md->master_id==src_id)
  6946. (*c)++;
  6947. return 0;
  6948. }
  6949. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  6950. {
  6951. struct npc_data *nd;
  6952. nd=(struct npc_data*)bl;
  6953. if (nd->bl.subtype == WARP)
  6954. return 1;
  6955. return 0;
  6956. }
  6957. /*==========================================
  6958. * スキル使用?�??i?で使用失敗?j
  6959. *------------------------------------------
  6960. */
  6961. int skill_check_condition(struct map_session_data *sd,int type)
  6962. {
  6963. int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
  6964. int index[10],itemid[10],amount[10];
  6965. int arrow_flag = 0;
  6966. int force_gem_flag = 0;
  6967. int delitem_flag = 1, checkitem_flag = 1;
  6968. nullpo_retr(0, sd);
  6969. if( battle_config.gm_skilluncond>0 &&
  6970. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6971. sd->skillitem != sd->skillid)
  6972. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6973. sd->skillitem = sd->skillitemlv = -1;
  6974. return 1;
  6975. }
  6976. if( sd->sc.opt1 ) {
  6977. clif_skill_fail(sd,sd->skillid,0,0);
  6978. sd->skillitem = sd->skillitemlv = -1;
  6979. return 0;
  6980. }
  6981. if(pc_is90overweight(sd)) {
  6982. clif_skill_fail(sd,sd->skillid,9,0);
  6983. sd->skillitem = sd->skillitemlv = -1;
  6984. return 0;
  6985. }
  6986. if (sd->state.abra_flag)
  6987. {
  6988. sd->skillitem = sd->skillitemlv = -1;
  6989. if(type&1) sd->state.abra_flag = 0;
  6990. return 1;
  6991. }
  6992. if (sd->menuskill_id == AM_PHARMACY &&
  6993. (sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
  6994. sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2 || sd->skillid == AM_TWILIGHT3
  6995. )) {
  6996. sd->skillitem = sd->skillitemlv = -1;
  6997. return 0;
  6998. }
  6999. if(sd->skillitem == sd->skillid) { /* アイテムの?�?⊥ウ?�??ャ功 */
  7000. if(!type) //When a target was selected
  7001. { //Consume items that were skipped in pc_use_item [Skotlex]
  7002. if((i = sd->itemindex) == -1 ||
  7003. sd->status.inventory[i].nameid != sd->itemid ||
  7004. sd->inventory_data[i] == NULL ||
  7005. !sd->inventory_data[i]->flag.delay_consume ||
  7006. sd->status.inventory[i].amount < 1
  7007. )
  7008. { //Something went wrong, item exploit?
  7009. sd->itemid = sd->itemindex = -1;
  7010. return 0;
  7011. }
  7012. //Consume
  7013. sd->itemid = sd->itemindex = -1;
  7014. if(sd->skillid == WZ_EARTHSPIKE
  7015. && sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
  7016. ; //Do not consume item.
  7017. else
  7018. pc_delitem(sd,i,1,0);
  7019. }
  7020. if (type&1) //Casting finished
  7021. sd->skillitem = sd->skillitemlv = -1;
  7022. return 1;
  7023. }
  7024. if( sd->sc.opt1 ){
  7025. clif_skill_fail(sd,sd->skillid,0,0);
  7026. return 0;
  7027. }
  7028. if(sd->sc.count){
  7029. if( sd->sc.data[SC_SILENCE].timer!=-1 ||
  7030. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  7031. (sd->sc.data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
  7032. sd->sc.data[SC_STEELBODY].timer != -1 ||
  7033. sd->sc.data[SC_BERSERK].timer != -1 ||
  7034. (sd->sc.data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
  7035. clif_skill_fail(sd,sd->skillid,0,0);
  7036. return 0; /* ?態異?墲竰セ?など */
  7037. }
  7038. }
  7039. skill = sd->skillid;
  7040. lv = sd->skilllv;
  7041. if (lv <= 0) return 0;
  7042. // for the guild skills [celest]
  7043. if (skill >= 10000 && skill < 10015) skill-= 9500;
  7044. hp = skill_get_hp(skill, lv); /* ?チ費HP */
  7045. sp = skill_get_sp(skill, lv); /* ?チ費SP */
  7046. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7047. sp=sp/2; //アンコ?ル時はSP?チ費が半分
  7048. hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
  7049. sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
  7050. zeny = skill_get_zeny(skill,lv);
  7051. weapon = skill_db[skill].weapon;
  7052. state = skill_db[skill].state;
  7053. spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
  7054. mhp = skill_get_mhp(skill, lv); /* ?チ費HP */
  7055. for(i = 0; i < 10; i++) {
  7056. itemid[i] = skill_db[skill].itemid[i];
  7057. amount[i] = skill_db[skill].amount[i];
  7058. }
  7059. if(mhp > 0)
  7060. hp += (sd->status.max_hp * mhp)/100;
  7061. if(hp_rate > 0)
  7062. hp += (sd->status.hp * hp_rate)/100;
  7063. else
  7064. hp += (sd->status.max_hp * abs(hp_rate))/100;
  7065. if(sp_rate > 0)
  7066. sp += (sd->status.sp * sp_rate)/100;
  7067. else
  7068. sp += (sd->status.max_sp * abs(sp_rate))/100;
  7069. switch(skill) { // Check for cost reductions due to skills & SCs
  7070. case MC_MAMMONITE:
  7071. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7072. zeny -= zeny*10/100;
  7073. break;
  7074. case AL_HOLYLIGHT:
  7075. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  7076. sp *= 5;
  7077. break;
  7078. case SL_SMA:
  7079. case SL_STUN:
  7080. case SL_STIN:
  7081. {
  7082. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7083. if(kaina_lv==0 || sd->status.base_level<70)
  7084. break;
  7085. if(sd->status.base_level>=90)
  7086. sp -= sp*7*kaina_lv/100;
  7087. else if(sd->status.base_level>=80)
  7088. sp -= sp*5*kaina_lv/100;
  7089. else if(sd->status.base_level>=70)
  7090. sp -= sp*3*kaina_lv/100;
  7091. }
  7092. break;
  7093. case MO_TRIPLEATTACK:
  7094. case MO_CHAINCOMBO:
  7095. case MO_COMBOFINISH:
  7096. case CH_TIGERFIST:
  7097. case CH_CHAINCRUSH:
  7098. if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
  7099. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7100. break;
  7101. }
  7102. if(sd->dsprate!=100)
  7103. sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
  7104. switch(skill) {
  7105. case SA_CASTCANCEL:
  7106. if(sd->skilltimer == -1) {
  7107. clif_skill_fail(sd,skill,0,0);
  7108. return 0;
  7109. }
  7110. break;
  7111. case BS_MAXIMIZE: /* マキシマイズパ�?? */
  7112. case NV_TRICKDEAD: /* 死んだふり */
  7113. case TF_HIDING: /* ハイディング */
  7114. case AS_CLOAKING: /* ク�??キング */
  7115. case CR_AUTOGUARD: /* オ?トガ?ド */
  7116. case CR_DEFENDER: /* ディフェンダ? */
  7117. case ST_CHASEWALK:
  7118. case PA_GOSPEL:
  7119. case CR_SHRINK:
  7120. case TK_RUN:
  7121. if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
  7122. return 1; /* 解?怩キる?�?№ヘSP?チ費しない */
  7123. break;
  7124. case AL_WARP:
  7125. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7126. delitem_flag = 0;
  7127. if(map[sd->bl.m].flag.nowarp) {
  7128. clif_skill_teleportmessage(sd,0);
  7129. return 0;
  7130. }
  7131. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7132. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7133. return 0;
  7134. }
  7135. break;
  7136. case AL_TELEPORT:
  7137. if(map[sd->bl.m].flag.noteleport) {
  7138. clif_skill_teleportmessage(sd,0);
  7139. return 0;
  7140. }
  7141. break;
  7142. case MO_CALLSPIRITS: /* ?功 */
  7143. if(sd->spiritball >= lv) {
  7144. clif_skill_fail(sd,skill,0,0);
  7145. return 0;
  7146. }
  7147. break;
  7148. case CH_SOULCOLLECT: /* 狂?功 */
  7149. if(sd->spiritball >= 5) {
  7150. clif_skill_fail(sd,skill,0,0);
  7151. return 0;
  7152. }
  7153. break;
  7154. case MO_FINGEROFFENSIVE: //指?
  7155. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7156. spiritball = sd->spiritball;
  7157. sd->spiritball_old = sd->spiritball;
  7158. }
  7159. else sd->spiritball_old = lv;
  7160. break;
  7161. case MO_BODYRELOCATION:
  7162. if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7163. spiritball = 0;
  7164. break;
  7165. case MO_CHAINCOMBO: //連打?カ
  7166. if(sd->sc.data[SC_BLADESTOP].timer==-1){
  7167. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
  7168. return 0;
  7169. }
  7170. break;
  7171. case MO_COMBOFINISH: //猛龍�?
  7172. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7173. return 0;
  7174. break;
  7175. case CH_TIGERFIST: //伏虎�?
  7176. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
  7177. return 0;
  7178. break;
  7179. case CH_CHAINCRUSH: //連柱崩?
  7180. if(sd->sc.data[SC_COMBO].timer == -1)
  7181. return 0;
  7182. if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
  7183. return 0;
  7184. break;
  7185. case MO_EXTREMITYFIST: // 阿?C羅覇鳳�?
  7186. // if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7187. // return 0;
  7188. if(sd->sc.data[SC_BLADESTOP].timer!=-1)
  7189. spiritball--;
  7190. else if (sd->sc.data[SC_COMBO].timer != -1) {
  7191. if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
  7192. spiritball = 4;
  7193. else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
  7194. spiritball = 3;
  7195. else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
  7196. spiritball = sd->spiritball?sd->spiritball:1;
  7197. //It should consume whatever is left as long as it's at least 1.
  7198. }
  7199. break;
  7200. case TK_MISSION: //Does not works on Non-Taekwon
  7201. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7202. clif_skill_fail(sd,skill,0,0);
  7203. return 0;
  7204. }
  7205. break;
  7206. case TK_READYCOUNTER:
  7207. case TK_READYDOWN:
  7208. case TK_READYSTORM:
  7209. case TK_READYTURN:
  7210. case TK_JUMPKICK:
  7211. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7212. //They do not work on Soul Linkers.
  7213. clif_skill_fail(sd,skill,0,0);
  7214. return 0;
  7215. }
  7216. break;
  7217. case TK_TURNKICK:
  7218. case TK_STORMKICK:
  7219. case TK_DOWNKICK:
  7220. case TK_COUNTER:
  7221. if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
  7222. break; //Combo ready.
  7223. if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
  7224. break; //Unlimited Combo
  7225. return 0;
  7226. case BD_ADAPTATION: /* アドリブ */
  7227. {
  7228. struct skill_unit_group *group=NULL;
  7229. if(sd->sc.data[SC_DANCING].timer==-1 ||
  7230. ((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
  7231. clif_skill_fail(sd,skill,0,0);
  7232. return 0;
  7233. }
  7234. }
  7235. break;
  7236. case PR_BENEDICTIO: /* ?ケ??~福 */
  7237. {
  7238. if (!battle_config.player_skill_partner_check)
  7239. break; //No need to do any partner checking [Skotlex]
  7240. if (!(type&1))
  7241. { //Started casting.
  7242. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7243. {
  7244. clif_skill_fail(sd,skill,0,0);
  7245. return 0;
  7246. }
  7247. }
  7248. else
  7249. { //Done casting
  7250. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7251. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7252. }
  7253. }
  7254. break;
  7255. case WE_CALLPARTNER: /* あなたに逢いたい */
  7256. if(!sd->status.partner_id){
  7257. clif_skill_fail(sd,skill,0,0);
  7258. return 0;
  7259. }
  7260. break;
  7261. case AM_CANNIBALIZE: /* バイオプラント */
  7262. case AM_SPHEREMINE: /* スフィア?マイン */
  7263. if(type&1){
  7264. int c=0;
  7265. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7266. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7267. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7268. if(battle_config.pc_land_skill_limit && maxcount>0) {
  7269. map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
  7270. if(c >= maxcount){
  7271. clif_skill_fail(sd,skill,0,0);
  7272. return 0;
  7273. }
  7274. }
  7275. }
  7276. break;
  7277. case MG_FIREWALL: /* ファイア?ウォ?ル */
  7278. case WZ_QUAGMIRE:
  7279. case PF_FOGWALL:
  7280. /* ??ァ限 */
  7281. if(battle_config.pc_land_skill_limit) {
  7282. int maxcount = skill_get_maxcount(skill);
  7283. if(maxcount > 0) {
  7284. int i,c;
  7285. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7286. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7287. c++;
  7288. }
  7289. if(c >= maxcount) {
  7290. clif_skill_fail(sd,skill,0,0);
  7291. return 0;
  7292. }
  7293. }
  7294. }
  7295. break;
  7296. case WZ_FIREPILLAR: // celest
  7297. if (lv <= 5) // no gems required at level 1-5
  7298. itemid[0] = 0;
  7299. if(battle_config.pc_land_skill_limit) {
  7300. int maxcount = skill_get_maxcount(skill);
  7301. if(maxcount > 0) {
  7302. int i,c;
  7303. for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
  7304. if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
  7305. c++;
  7306. }
  7307. if(c >= maxcount) {
  7308. clif_skill_fail(sd,skill,0,0);
  7309. return 0;
  7310. }
  7311. }
  7312. }
  7313. break;
  7314. case SL_SMA:
  7315. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7316. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7317. return 0;
  7318. break;
  7319. // skills require arrows as of 12/07 [celest]
  7320. case HT_POWER:
  7321. if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
  7322. return 0;
  7323. case AC_DOUBLE:
  7324. case AC_SHOWER:
  7325. case AC_CHARGEARROW:
  7326. case BA_MUSICALSTRIKE:
  7327. case DC_THROWARROW:
  7328. case SN_SHARPSHOOTING:
  7329. case CG_ARROWVULCAN:
  7330. arrow_flag = 1; //Venom Knife does not gets the arrow deleted because
  7331. //it gets deleted as part of the skill requirements. [Skotlex]
  7332. case AS_VENOMKNIFE:
  7333. if(sd->equip_index[10] < 0) {
  7334. clif_arrow_fail(sd,0);
  7335. return 0;
  7336. }
  7337. break;
  7338. case RG_BACKSTAP:
  7339. if(sd->status.weapon == 11) {
  7340. if (sd->equip_index[10] < 0) {
  7341. clif_arrow_fail(sd,0);
  7342. return 0;
  7343. }
  7344. arrow_flag = 1;
  7345. }
  7346. break;
  7347. case HW_GANBANTEIN:
  7348. force_gem_flag = 1;
  7349. break;
  7350. case AM_POTIONPITCHER:
  7351. case CR_SLIMPITCHER:
  7352. case MG_STONECURSE:
  7353. case CR_CULTIVATION:
  7354. case SA_FLAMELAUNCHER:
  7355. case SA_FROSTWEAPON:
  7356. case SA_LIGHTNINGLOADER:
  7357. case SA_SEISMICWEAPON:
  7358. delitem_flag = 0;
  7359. break;
  7360. case SA_DELUGE:
  7361. case SA_VOLCANO:
  7362. case SA_VIOLENTGALE:
  7363. case SA_LANDPROTECTOR:
  7364. { //Does not consumes if the skill is already active. [Skotlex]
  7365. struct skill_unit_group *sg;
  7366. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7367. {
  7368. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7369. checkitem_flag = delitem_flag = 0;
  7370. else sg->limit = 0; //Disable it.
  7371. }
  7372. break;
  7373. }
  7374. case CG_HERMODE:
  7375. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7376. skill_get_splash(skill, lv), BL_NPC) < 1)
  7377. {
  7378. clif_skill_fail(sd,skill,0,0);
  7379. return 0;
  7380. }
  7381. break;
  7382. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7383. {
  7384. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7385. int size = range*2+1;
  7386. for (i=0;i<size*size;i++) {
  7387. x = sd->bl.x+(i%size-range);
  7388. y = sd->bl.y+(i/size-range);
  7389. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7390. clif_skill_fail(sd,skill,0,0);
  7391. return 0;
  7392. }
  7393. }
  7394. }
  7395. break;
  7396. case PR_REDEMPTIO:
  7397. {
  7398. int exp;
  7399. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7400. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7401. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7402. return 0;
  7403. }
  7404. break;
  7405. }
  7406. case AM_TWILIGHT2:
  7407. case AM_TWILIGHT3:
  7408. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7409. {
  7410. clif_skill_fail(sd,skill,0,0);
  7411. return 0;
  7412. }
  7413. break;
  7414. //SHOULD BE OPTIMALIZED [Komurka]
  7415. case SG_SUN_WARM:
  7416. if ((sd->bl.m == sd->feel_map[0].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7417. break;
  7418. clif_skill_fail(sd,skill,0,0);
  7419. return 0;
  7420. break;
  7421. case SG_MOON_WARM:
  7422. if ((sd->bl.m == sd->feel_map[1].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7423. break;
  7424. clif_skill_fail(sd,skill,0,0);
  7425. return 0;
  7426. break;
  7427. case SG_STAR_WARM:
  7428. if ((sd->bl.m == sd->feel_map[2].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
  7429. break;
  7430. clif_skill_fail(sd,skill,0,0);
  7431. return 0;
  7432. break;
  7433. case SG_SUN_COMFORT:
  7434. 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))
  7435. break;
  7436. clif_skill_fail(sd,skill,0,0);
  7437. return 0;
  7438. case SG_MOON_COMFORT:
  7439. 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))
  7440. break;
  7441. clif_skill_fail(sd,skill,0,0);
  7442. return 0;
  7443. case SG_STAR_COMFORT:
  7444. 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))
  7445. break;
  7446. clif_skill_fail(sd,skill,0,0);
  7447. return 0;
  7448. case SG_FUSION:
  7449. if (sd->sc.data[SC_FUSION].timer!=-1)
  7450. return 1;
  7451. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
  7452. break;
  7453. return 0;
  7454. }
  7455. if(!(type&2)){
  7456. if( hp>0 && sd->status.hp < hp) { /* HPチェック */
  7457. clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
  7458. return 0;
  7459. }
  7460. if( sp>0 && sd->status.sp < sp) { /* SPチェック */
  7461. clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
  7462. return 0;
  7463. }
  7464. if( zeny>0 && sd->status.zeny < zeny) {
  7465. clif_skill_fail(sd,skill,5,0);
  7466. return 0;
  7467. }
  7468. if(!(weapon & (1<<sd->status.weapon) ) ) {
  7469. clif_skill_fail(sd,skill,6,0);
  7470. return 0;
  7471. }
  7472. if( spiritball > 0 && sd->spiritball < spiritball) {
  7473. clif_skill_fail(sd,skill,0,0); // 氣球不足
  7474. return 0;
  7475. }
  7476. }
  7477. switch(state) {
  7478. case ST_HIDING:
  7479. if(!(sd->sc.option&OPTION_HIDE)) {
  7480. clif_skill_fail(sd,skill,0,0);
  7481. return 0;
  7482. }
  7483. break;
  7484. case ST_CLOAKING:
  7485. if(!pc_iscloaking(sd)) {
  7486. clif_skill_fail(sd,skill,0,0);
  7487. return 0;
  7488. }
  7489. break;
  7490. case ST_HIDDEN:
  7491. if(!pc_ishiding(sd)) {
  7492. clif_skill_fail(sd,skill,0,0);
  7493. return 0;
  7494. }
  7495. break;
  7496. case ST_RIDING:
  7497. if(!pc_isriding(sd)) {
  7498. clif_skill_fail(sd,skill,0,0);
  7499. return 0;
  7500. }
  7501. break;
  7502. case ST_FALCON:
  7503. if(!pc_isfalcon(sd)) {
  7504. clif_skill_fail(sd,skill,0,0);
  7505. return 0;
  7506. }
  7507. break;
  7508. case ST_CART:
  7509. if(!pc_iscarton(sd)) {
  7510. clif_skill_fail(sd,skill,0,0);
  7511. return 0;
  7512. }
  7513. break;
  7514. case ST_SHIELD:
  7515. if(sd->status.shield <= 0) {
  7516. clif_skill_fail(sd,skill,0,0);
  7517. return 0;
  7518. }
  7519. break;
  7520. case ST_SIGHT:
  7521. if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
  7522. clif_skill_fail(sd,skill,0,0);
  7523. return 0;
  7524. }
  7525. break;
  7526. case ST_EXPLOSIONSPIRITS:
  7527. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7528. clif_skill_fail(sd,skill,0,0);
  7529. return 0;
  7530. }
  7531. break;
  7532. case ST_CARTBOOST:
  7533. if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
  7534. clif_skill_fail(sd,skill,0,0);
  7535. return 0;
  7536. }
  7537. break;
  7538. case ST_RECOV_WEIGHT_RATE:
  7539. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7540. clif_skill_fail(sd,skill,0,0);
  7541. return 0;
  7542. }
  7543. break;
  7544. case ST_MOVE_ENABLE:
  7545. {
  7546. struct walkpath_data wpd;
  7547. if(!pc_can_move(sd)) {
  7548. clif_skill_fail(sd,skill,0,0);
  7549. return 0;
  7550. }
  7551. 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) {
  7552. clif_skill_fail(sd,skill,0,0);
  7553. return 0;
  7554. }
  7555. }
  7556. break;
  7557. case ST_WATER:
  7558. //?�?齡サ定
  7559. //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
  7560. if ( (sd->sc.data[SC_DELUGE].timer == -1) &&
  7561. (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
  7562. {
  7563. clif_skill_fail(sd,skill,0,0);
  7564. return 0;
  7565. }
  7566. break;
  7567. }
  7568. if (checkitem_flag) {
  7569. for(i=0;i<10;i++) {
  7570. int x = lv%11 - 1;
  7571. index[i] = -1;
  7572. if(itemid[i] <= 0)
  7573. continue;
  7574. if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
  7575. continue;
  7576. if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
  7577. && sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
  7578. continue;
  7579. if((skill == AM_POTIONPITCHER ||
  7580. skill == CR_SLIMPITCHER ||
  7581. skill == CR_CULTIVATION) && i != x)
  7582. continue;
  7583. index[i] = pc_search_inventory(sd,itemid[i]);
  7584. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7585. if(itemid[i] == 716 || itemid[i] == 717)
  7586. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7587. else
  7588. clif_skill_fail(sd,skill,0,0);
  7589. return 0;
  7590. }
  7591. if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  7592. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7593. }
  7594. }
  7595. if(!(type&1))
  7596. return 1;
  7597. if(delitem_flag) {
  7598. for(i=0;i<10;i++) {
  7599. if(index[i] >= 0)
  7600. pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
  7601. }
  7602. if (arrow_flag && battle_config.arrow_decrement)
  7603. pc_delitem(sd,sd->equip_index[10],1,0);
  7604. }
  7605. if(type&2)
  7606. return 1;
  7607. if(sp > 0) { // SP?チ費
  7608. sd->status.sp-=sp;
  7609. clif_updatestatus(sd,SP_SP);
  7610. }
  7611. if(hp > 0) { // HP?チ費
  7612. sd->status.hp-=hp;
  7613. clif_updatestatus(sd,SP_HP);
  7614. }
  7615. if(zeny > 0) // Zeny?チ費
  7616. pc_payzeny(sd,zeny);
  7617. if(spiritball > 0) // 氣球?チ費
  7618. pc_delspiritball(sd,spiritball,0);
  7619. return 1;
  7620. }
  7621. /*==========================================
  7622. * 詠?・時間計算
  7623. *------------------------------------------
  7624. */
  7625. int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
  7626. {
  7627. struct status_change *sc;
  7628. nullpo_retr(0, bl);
  7629. if (!time && bl->type != BL_MOB)
  7630. time = skill_get_cast(skill_id, skill_lv);
  7631. if (bl->type == BL_PC){
  7632. struct map_session_data *sd = (struct map_session_data*)bl;
  7633. nullpo_retr(0, sd);
  7634. // calculate base cast time (reduced by dex)
  7635. if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
  7636. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7637. if (scale > 0) // not instant cast
  7638. time = time * scale / battle_config.castrate_dex_scale;
  7639. else return 0; // instant cast
  7640. }
  7641. // config cast time multiplier
  7642. if (battle_config.cast_rate != 100)
  7643. time = time * battle_config.cast_rate / 100;
  7644. // calculate cast time reduced by card bonuses
  7645. if (sd->castrate != 100)
  7646. time -= time * (100 - sd->castrate) / 100;
  7647. } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
  7648. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7649. if (scale > 0) // not instant cast
  7650. time = time * scale / battle_config.castrate_dex_scale;
  7651. else return 0; // instant cast
  7652. if (battle_config.cast_rate != 100)
  7653. time = time * battle_config.cast_rate / 100;
  7654. }
  7655. // calculate cast time reduced by skill bonuses
  7656. sc = status_get_sc(bl);
  7657. /* サフラギウム */
  7658. if (sc && sc->count) {
  7659. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7660. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7661. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7662. }
  7663. /* ブラギの�? */
  7664. if (sc->data[SC_POEMBRAGI].timer != -1)
  7665. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7666. }
  7667. // return final cast time
  7668. return (time > 0) ? time : 0;
  7669. }
  7670. /*==========================================
  7671. * ディレイ計算
  7672. *------------------------------------------
  7673. */
  7674. int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
  7675. {
  7676. struct status_change *sc;
  7677. nullpo_retr(0, bl);
  7678. if (!time && bl->type != BL_MOB)
  7679. time = skill_get_delay(skill_id, skill_lv);
  7680. if (bl->type == BL_PC){
  7681. struct map_session_data *sd = (struct map_session_data*)bl;
  7682. nullpo_retr(0, sd);
  7683. // instant cast attack skills depend on aspd as delay [celest]
  7684. if (time == 0) {
  7685. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7686. time = status_get_amotion(bl); //Use attack animation as default delay.
  7687. else
  7688. time = 300; // default delay, according to official servers
  7689. } else if (time < 0)
  7690. time = abs(time) + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7691. if (battle_config.delay_dependon_dex && /* dexの影響を計算する */
  7692. !skill_get_delaynodex(skill_id, skill_lv)) // if skill casttime is allowed to be reduced by dex
  7693. {
  7694. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7695. if (scale < 0)
  7696. scale = 0;
  7697. time = time * scale / battle_config.castrate_dex_scale;
  7698. }
  7699. if (battle_config.delay_rate != 100)
  7700. time = time * battle_config.delay_rate / 100;
  7701. if (sd->delayrate != 100)
  7702. time = time * sd->delayrate / 100;
  7703. if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
  7704. time = battle_config.min_skill_delay_limit;
  7705. }
  7706. /* ブラギの�? */
  7707. sc= status_get_sc(bl);
  7708. if (sc && sc->count) {
  7709. if (sc->data[SC_POEMBRAGI].timer != -1)
  7710. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7711. if (sc->data[SC_SPIRIT].timer != -1)
  7712. switch (skill_id) {
  7713. case CR_SHIELDBOOMERANG:
  7714. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7715. time /=2;
  7716. break;
  7717. case AS_SONICBLOW:
  7718. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7719. time /= 2;
  7720. break;
  7721. }
  7722. }
  7723. return (time > 0) ? time : 0;
  7724. }
  7725. /*==========================================
  7726. * スキル使用?iID指定?j
  7727. *------------------------------------------
  7728. */
  7729. int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
  7730. {
  7731. struct map_session_data* tsd = NULL;
  7732. struct block_list *bl = NULL;
  7733. struct status_change *sc;
  7734. int casttime, forcecast = 0;
  7735. unsigned int tick = gettick();
  7736. nullpo_retr(0, sd);
  7737. if (skill_lv <= 0)
  7738. return 0;
  7739. sc = sd->sc.count?&sd->sc:NULL;
  7740. switch(skill_num)
  7741. { //Check for skills that auto-select target
  7742. case MO_CHAINCOMBO:
  7743. target_id = sd->attacktarget;
  7744. if (sc && sc->data[SC_BLADESTOP].timer != -1){
  7745. if ((bl=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
  7746. return 0;
  7747. target_id = bl->id;
  7748. }
  7749. break;
  7750. case MO_COMBOFINISH:
  7751. case CH_CHAINCRUSH:
  7752. case CH_TIGERFIST:
  7753. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  7754. case TK_DOWNKICK:
  7755. case TK_TURNKICK:
  7756. target_id = sd->attacktarget;
  7757. break;
  7758. case TK_JUMPKICK:
  7759. case TK_COUNTER:
  7760. case HT_POWER:
  7761. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  7762. target_id = sc->data[SC_COMBO].val2;
  7763. else if (skill_num == TK_COUNTER) //This one is for Ranking TKers
  7764. target_id = sd->attacktarget;
  7765. else if (skill_num == HT_POWER)
  7766. return 0;
  7767. break;
  7768. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  7769. //
  7770. case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
  7771. if (sc && sc->data[SC_COMBO].timer != -1 &&
  7772. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  7773. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  7774. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  7775. target_id = sd->attacktarget;
  7776. break;
  7777. case WE_MALE:
  7778. case WE_FEMALE:
  7779. if (!sd->status.partner_id)
  7780. return 0;
  7781. tsd = map_charid2sd(sd->status.partner_id);
  7782. bl = (struct block_list *)tsd;
  7783. if (bl)
  7784. target_id = bl->id;
  7785. else
  7786. {
  7787. clif_skill_fail(sd,skill_num,0,0);
  7788. return 0;
  7789. }
  7790. break;
  7791. case WE_CALLBABY:
  7792. tsd = pc_get_child(sd);
  7793. bl = (struct block_list *)tsd;
  7794. if (bl)
  7795. target_id = bl->id;
  7796. else
  7797. {
  7798. clif_skill_fail(sd,skill_num,0,0);
  7799. return 0;
  7800. }
  7801. break;
  7802. }
  7803. if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
  7804. return 0;
  7805. if (bl->type == BL_PC)
  7806. tsd = (struct map_session_data*)bl;
  7807. if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
  7808. return 0;
  7809. if(sd->bl.m != bl->m)
  7810. return 0;
  7811. 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]
  7812. return 0;
  7813. if(skillnotok(skill_num, sd)) // [MouseJstr]
  7814. return 0;
  7815. if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
  7816. return 0;
  7817. if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
  7818. {
  7819. if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
  7820. clif_skill_fail(sd,skill_num,0,0);
  7821. return 0;
  7822. }
  7823. //直前のスキルが何か?える必要のあるスキル
  7824. switch (skill_num) {
  7825. case SA_CASTCANCEL:
  7826. if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない
  7827. sd->skillid_old = sd->skillid;
  7828. sd->skilllv_old = sd->skilllv;
  7829. }
  7830. break;
  7831. case BD_ENCORE: /* アンコ?ル */
  7832. 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.
  7833. clif_skill_fail(sd,skill_num,0,0);
  7834. return 0;
  7835. }
  7836. sd->skillid_old = skill_num;
  7837. break;
  7838. case GD_BATTLEORDER:
  7839. case GD_REGENERATION:
  7840. case GD_RESTORE:
  7841. case GD_EMERGENCYCALL:
  7842. {
  7843. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7844. return 0;
  7845. skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
  7846. if (skill_lv <= 0) return 0;
  7847. }
  7848. break;
  7849. case BD_LULLABY: /* 子守歌 */
  7850. case BD_RICHMANKIM: /* ニヨルドの宴 */
  7851. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  7852. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  7853. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  7854. case BD_ROKISWEIL: /* �?キの叫び */
  7855. case BD_INTOABYSS: /* ?[淵の中に */
  7856. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  7857. case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
  7858. {
  7859. if (battle_config.player_skill_partner_check)
  7860. {
  7861. if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
  7862. {
  7863. clif_skill_fail(sd,skill_num,0,0);
  7864. return 0;
  7865. }
  7866. }
  7867. break;
  7868. }
  7869. }
  7870. sd->skillid = skill_num;
  7871. sd->skilllv = skill_lv;
  7872. if (!skill_check_condition(sd,0)) return 0;
  7873. if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
  7874. if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)
  7875. +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is expoitable thanks to this extra range "feature" of the client. [Skotlex]
  7876. return 0;
  7877. }
  7878. if ((skill_num != MO_CHAINCOMBO &&
  7879. skill_num != MO_COMBOFINISH &&
  7880. skill_num != MO_EXTREMITYFIST &&
  7881. skill_num != CH_TIGERFIST &&
  7882. skill_num != CH_CHAINCRUSH &&
  7883. skill_num != TK_STORMKICK &&
  7884. skill_num != TK_DOWNKICK &&
  7885. skill_num != TK_TURNKICK &&
  7886. skill_num != TK_COUNTER) ||
  7887. (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
  7888. pc_stopattack(sd);
  7889. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  7890. sd->state.skillcastcancel = skill_get_castcancel(skill_num);
  7891. switch (skill_num) { /* 何か特殊な?�?が必要 */
  7892. case ALL_RESURRECTION: /* リザレクション */
  7893. if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */
  7894. forcecast = 1; /* タ?ンアンデットと同じ詠?・時間 */
  7895. casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
  7896. }
  7897. break;
  7898. case MO_FINGEROFFENSIVE: /* 指? */
  7899. casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
  7900. break;
  7901. // -- moonsoul (altered to allow proper usage of extremity from new champion combos)
  7902. //
  7903. case MO_EXTREMITYFIST: /*阿?C羅覇鳳�?*/
  7904. if (sc && sc->data[SC_COMBO].timer != -1 &&
  7905. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  7906. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  7907. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  7908. casttime = 0;
  7909. forcecast = 1;
  7910. break;
  7911. case SA_MAGICROD:
  7912. case SA_SPELLBREAKER:
  7913. forcecast = 1;
  7914. break;
  7915. case KN_CHARGEATK:
  7916. casttime *= distance_bl(&sd->bl, bl);
  7917. break;
  7918. // parent-baby skills
  7919. case WE_BABY:
  7920. case WE_CALLPARENT:
  7921. {
  7922. struct map_session_data *f_sd = pc_get_father(sd);
  7923. struct map_session_data *m_sd = pc_get_mother(sd);
  7924. // set target as any one of the parent
  7925. if (f_sd) target_id = f_sd->bl.id;
  7926. else if (m_sd) target_id = m_sd->bl.id;
  7927. else return 0; // neither are found
  7928. }
  7929. break;
  7930. case HP_BASILICA: /* バジリカ */
  7931. {
  7932. // cancel Basilica if already in effect
  7933. if (sc && sc->data[SC_BASILICA].timer != -1 && sc->data[SC_BASILICA].val3 == BCT_SELF) {
  7934. status_change_end(&sd->bl,SC_BASILICA,-1);
  7935. return 0;
  7936. }
  7937. }
  7938. break;
  7939. }
  7940. //�?モライズ?態ならキャストタイムが1/3
  7941. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
  7942. casttime = casttime/2;
  7943. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7944. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  7945. }
  7946. if (battle_config.pc_skill_log)
  7947. ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
  7948. sd->bl.id, target_id, skill_num, skill_lv, casttime);
  7949. if (casttime > 0 || forcecast) {
  7950. struct mob_data *md;
  7951. int mode;
  7952. if(sd->disguise) { // [Valaris]
  7953. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
  7954. clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
  7955. }
  7956. else
  7957. clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
  7958. /* 詠?・反?モンスタ? */
  7959. if (bl->type == BL_MOB && (mode = status_get_mode(bl))&MD_CASTSENSOR && (md = (struct mob_data *)bl) &&
  7960. (!md->special_state.ai || skill_get_inf(skill_num) != INF_SUPPORT_SKILL) //Avoid having summons target master from supportive skills. [Skotlex]
  7961. ) {
  7962. switch (md->state.skillstate) {
  7963. case MSS_ANGRY:
  7964. case MSS_RUSH:
  7965. case MSS_FOLLOW:
  7966. if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
  7967. break; //Only Aggressive mobs change target while chasing.
  7968. case MSS_IDLE:
  7969. case MSS_WALK:
  7970. md->target_id = sd->bl.id;
  7971. md->state.targettype = ATTACKABLE;
  7972. md->state.aggressive = (mode&MD_ANGRY)?1:0;
  7973. md->min_chase = md->db->range3;
  7974. }
  7975. }
  7976. }
  7977. if (!(battle_config.pc_cloak_check_type&2) &&
  7978. sc && sc->data[SC_CLOAKING].timer != -1 &&
  7979. sd->skillid != AS_CLOAKING)
  7980. status_change_end(&sd->bl,SC_CLOAKING,-1);
  7981. sd->skilltarget = target_id;
  7982. sd->skillx = 0;
  7983. sd->skilly = 0;
  7984. sd->canact_tick = tick + casttime + 100;
  7985. //Recycling forcecast to store the skill's level. [Skotlex]
  7986. sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);
  7987. if (casttime > 0) {
  7988. sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
  7989. if (forcecast > 0)
  7990. status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
  7991. else
  7992. pc_stop_walking(sd,0);
  7993. } else {
  7994. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  7995. if (skill_num != SA_CASTCANCEL)
  7996. sd->skilltimer = -1;
  7997. skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
  7998. }
  7999. return 0;
  8000. }
  8001. /*==========================================
  8002. * スキル使用?i?�?且w定?j
  8003. *------------------------------------------
  8004. */
  8005. int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
  8006. {
  8007. struct block_list bl;
  8008. struct status_change *sc;
  8009. int casttime, skill = 0;
  8010. unsigned int tick = gettick();
  8011. nullpo_retr(0, sd);
  8012. if (skill_lv <= 0)
  8013. return 0;
  8014. if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
  8015. return 0;
  8016. if (skillnotok(skill_num, sd)) // [MouseJstr]
  8017. return 0;
  8018. if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
  8019. { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
  8020. clif_skill_fail(sd,skill_num,0,0);
  8021. return 0;
  8022. }
  8023. sc = sd->sc.count?&sd->sc:NULL;
  8024. if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
  8025. return 0;
  8026. sd->skillid = skill_num;
  8027. sd->skilllv = skill_lv;
  8028. sd->skillx = skill_x;
  8029. sd->skilly = skill_y;
  8030. if (!skill_check_condition(sd,0)) return 0;
  8031. /* 射程と?瘧Q物チェック */
  8032. bl.type = BL_NUL;
  8033. bl.m = sd->bl.m;
  8034. bl.x = skill_x;
  8035. bl.y = skill_y;
  8036. if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
  8037. return 0;
  8038. /* Previous code body, left here in case we have to rollback. [Skotlex]
  8039. {
  8040. int check_range_flag = 0;
  8041. range = skill_get_range(skill_num,skill_lv);
  8042. if(range < 0)
  8043. range = status_get_range(&sd->bl) - (range + 1);
  8044. // be lenient if the skill was cast before we have moved to the correct position [Celest]
  8045. if (sd->walktimer != -1)
  8046. range ++;
  8047. else check_range_flag = 1;
  8048. if(!battle_check_range(&sd->bl,&bl,range)) {
  8049. if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
  8050. int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
  8051. int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
  8052. pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
  8053. } else
  8054. return 0;
  8055. }
  8056. }
  8057. */
  8058. pc_stopattack(sd);
  8059. casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
  8060. sd->state.skillcastcancel = skill_db[skill_num].castcancel;
  8061. if (battle_config.pc_skill_log)
  8062. ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
  8063. sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
  8064. //�?モライズ?態ならキャストタイムが1/3
  8065. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
  8066. casttime = casttime/3;
  8067. if ((--sc->data[SC_MEMORIZE].val2)<=0)
  8068. status_change_end(&sd->bl, SC_MEMORIZE, -1);
  8069. }
  8070. if( casttime>0 ) { /* 詠?・が必要 */
  8071. if(sd->disguise) { // [Valaris]
  8072. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
  8073. clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8074. }
  8075. else
  8076. clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
  8077. }
  8078. if (!(battle_config.pc_cloak_check_type&2) &&
  8079. sc && sc->data[SC_CLOAKING].timer != -1)
  8080. status_change_end(&sd->bl,SC_CLOAKING,-1);
  8081. sd->skilltarget = 0;
  8082. sd->canact_tick = tick + casttime + 100;
  8083. sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);
  8084. if (casttime > 0) {
  8085. sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
  8086. if (skill > 0)
  8087. status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
  8088. else
  8089. pc_stop_walking(sd,0);
  8090. } else {
  8091. sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
  8092. sd->skilltimer = -1;
  8093. skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
  8094. }
  8095. return 0;
  8096. }
  8097. /*==========================================
  8098. * スキル詠?・キャンセル
  8099. *------------------------------------------
  8100. */
  8101. int skill_castcancel (struct block_list *bl, int type)
  8102. {
  8103. int ret = 0;
  8104. nullpo_retr(0, bl);
  8105. if (bl->type == BL_PC) {
  8106. struct map_session_data *sd = (struct map_session_data *)bl;
  8107. unsigned long tick = gettick();
  8108. nullpo_retr(0, sd);
  8109. sd->canact_tick = tick;
  8110. sd->canmove_tick = tick;
  8111. if (sd->skilltimer != -1) {
  8112. if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
  8113. status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
  8114. }
  8115. if (!type) {
  8116. if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
  8117. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8118. else
  8119. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8120. if (ret < 0)
  8121. ShowError("delete timer error : skillid : %d\n", sd->skillid);
  8122. } else {
  8123. if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
  8124. ret = delete_timer( sd->skilltimer, skill_castend_pos );
  8125. else
  8126. ret = delete_timer( sd->skilltimer, skill_castend_id );
  8127. if (ret < 0)
  8128. ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
  8129. }
  8130. sd->skillid = sd->skilllv = -1;
  8131. sd->skilltimer = -1;
  8132. clif_skillcastcancel(bl);
  8133. }
  8134. return 0;
  8135. } else if (bl->type == BL_MOB) {
  8136. struct mob_data *md = (struct mob_data *)bl;
  8137. nullpo_retr(0, md);
  8138. if (md->skilltimer != -1) {
  8139. if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
  8140. ret = delete_timer( md->skilltimer, mobskill_castend_pos );
  8141. else
  8142. ret = delete_timer( md->skilltimer, mobskill_castend_id );
  8143. md->skillid = md->skilllv = -1;
  8144. md->skilltimer = -1;
  8145. clif_skillcastcancel(bl);
  8146. }
  8147. if (ret < 0)
  8148. ShowError("delete timer error : skillid : %d\n", md->skillid);
  8149. return 0;
  8150. } if (bl->type == BL_PET) {
  8151. struct pet_data *pd = (struct pet_data*)bl;
  8152. pd->state.casting_flag = 0;
  8153. clif_skillcastcancel(bl);
  8154. if (pd->timer != -1)
  8155. { //Free the data attached to casting. [Skotlex]
  8156. struct TimerData *td = get_timer(pd->timer);
  8157. if (td && td->data)
  8158. {
  8159. aFree((struct cast_end_delay*)td->data);
  8160. td->data = 0;
  8161. }
  8162. }
  8163. //The timer is not deleted as the pet's attack will be resumed.
  8164. return 0;
  8165. }
  8166. return 1;
  8167. }
  8168. /*=========================================
  8169. * ブランディッシュスピア ?炎哿ヘ?決定
  8170. *----------------------------------------
  8171. */
  8172. void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
  8173. nullpo_retv(tc);
  8174. if(dir == 0){
  8175. tc->val1[0]=x-2;
  8176. tc->val1[1]=x-1;
  8177. tc->val1[2]=x;
  8178. tc->val1[3]=x+1;
  8179. tc->val1[4]=x+2;
  8180. tc->val2[0]=
  8181. tc->val2[1]=
  8182. tc->val2[2]=
  8183. tc->val2[3]=
  8184. tc->val2[4]=y-1;
  8185. }
  8186. else if(dir==2){
  8187. tc->val1[0]=
  8188. tc->val1[1]=
  8189. tc->val1[2]=
  8190. tc->val1[3]=
  8191. tc->val1[4]=x+1;
  8192. tc->val2[0]=y+2;
  8193. tc->val2[1]=y+1;
  8194. tc->val2[2]=y;
  8195. tc->val2[3]=y-1;
  8196. tc->val2[4]=y-2;
  8197. }
  8198. else if(dir==4){
  8199. tc->val1[0]=x-2;
  8200. tc->val1[1]=x-1;
  8201. tc->val1[2]=x;
  8202. tc->val1[3]=x+1;
  8203. tc->val1[4]=x+2;
  8204. tc->val2[0]=
  8205. tc->val2[1]=
  8206. tc->val2[2]=
  8207. tc->val2[3]=
  8208. tc->val2[4]=y+1;
  8209. }
  8210. else if(dir==6){
  8211. tc->val1[0]=
  8212. tc->val1[1]=
  8213. tc->val1[2]=
  8214. tc->val1[3]=
  8215. tc->val1[4]=x-1;
  8216. tc->val2[0]=y+2;
  8217. tc->val2[1]=y+1;
  8218. tc->val2[2]=y;
  8219. tc->val2[3]=y-1;
  8220. tc->val2[4]=y-2;
  8221. }
  8222. else if(dir==1){
  8223. tc->val1[0]=x-1;
  8224. tc->val1[1]=x;
  8225. tc->val1[2]=x+1;
  8226. tc->val1[3]=x+2;
  8227. tc->val1[4]=x+3;
  8228. tc->val2[0]=y-4;
  8229. tc->val2[1]=y-3;
  8230. tc->val2[2]=y-1;
  8231. tc->val2[3]=y;
  8232. tc->val2[4]=y+1;
  8233. }
  8234. else if(dir==3){
  8235. tc->val1[0]=x+3;
  8236. tc->val1[1]=x+2;
  8237. tc->val1[2]=x+1;
  8238. tc->val1[3]=x;
  8239. tc->val1[4]=x-1;
  8240. tc->val2[0]=y-1;
  8241. tc->val2[1]=y;
  8242. tc->val2[2]=y+1;
  8243. tc->val2[3]=y+2;
  8244. tc->val2[4]=y+3;
  8245. }
  8246. else if(dir==5){
  8247. tc->val1[0]=x+1;
  8248. tc->val1[1]=x;
  8249. tc->val1[2]=x-1;
  8250. tc->val1[3]=x-2;
  8251. tc->val1[4]=x-3;
  8252. tc->val2[0]=y+3;
  8253. tc->val2[1]=y+2;
  8254. tc->val2[2]=y+1;
  8255. tc->val2[3]=y;
  8256. tc->val2[4]=y-1;
  8257. }
  8258. else if(dir==7){
  8259. tc->val1[0]=x-3;
  8260. tc->val1[1]=x-2;
  8261. tc->val1[2]=x-1;
  8262. tc->val1[3]=x;
  8263. tc->val1[4]=x+1;
  8264. tc->val2[1]=y;
  8265. tc->val2[0]=y+1;
  8266. tc->val2[2]=y-1;
  8267. tc->val2[3]=y-2;
  8268. tc->val2[4]=y-3;
  8269. }
  8270. }
  8271. /*=========================================
  8272. * ブランディッシュスピア 方向判定 範??張
  8273. *-----------------------------------------
  8274. */
  8275. void skill_brandishspear_dir(struct square *tc,int dir,int are){
  8276. int c;
  8277. nullpo_retv(tc);
  8278. for(c=0;c<5;c++){
  8279. if(dir==0){
  8280. tc->val2[c]+=are;
  8281. }else if(dir==1){
  8282. tc->val1[c]-=are; tc->val2[c]+=are;
  8283. }else if(dir==2){
  8284. tc->val1[c]-=are;
  8285. }else if(dir==3){
  8286. tc->val1[c]-=are; tc->val2[c]-=are;
  8287. }else if(dir==4){
  8288. tc->val2[c]-=are;
  8289. }else if(dir==5){
  8290. tc->val1[c]+=are; tc->val2[c]-=are;
  8291. }else if(dir==6){
  8292. tc->val1[c]+=are;
  8293. }else if(dir==7){
  8294. tc->val1[c]+=are; tc->val2[c]+=are;
  8295. }
  8296. }
  8297. }
  8298. /*==========================================
  8299. * Weapon Repair [Celest/DracoRPG]
  8300. *------------------------------------------
  8301. */
  8302. void skill_repairweapon(struct map_session_data *sd, int idx)
  8303. {
  8304. int material;
  8305. int materials[4] = { 1002, 998, 999, 756 };
  8306. struct item *item;
  8307. struct map_session_data *target_sd;
  8308. nullpo_retv(sd);
  8309. target_sd = map_id2sd(sd->menuskill_lv);
  8310. if (!target_sd) //Failed....
  8311. return;
  8312. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8313. return;
  8314. if(idx < 0 || idx >= MAX_INVENTORY)
  8315. return; //Invalid index??
  8316. item = &target_sd->status.inventory[idx];
  8317. if(item->nameid <= 0 || item->attribute == 0)
  8318. return; //Again invalid item....
  8319. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->skillid,sd->skilllv))){
  8320. clif_item_repaireffect(sd,item->nameid,1);
  8321. return;
  8322. }
  8323. if (itemdb_type(item->nameid)==4)
  8324. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8325. else
  8326. material = materials [2]; // Armors consume 1 Steel
  8327. if (pc_search_inventory(sd,material) < 0 ) {
  8328. clif_skill_fail(sd,sd->skillid,0,0);
  8329. return;
  8330. }
  8331. item->attribute=0;
  8332. clif_equiplist(target_sd);
  8333. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8334. clif_item_repaireffect(sd,item->nameid,0);
  8335. if(sd!=target_sd)
  8336. clif_item_repaireffect(target_sd,item->nameid,0);
  8337. }
  8338. /*==========================================
  8339. * Item Appraisal
  8340. *------------------------------------------
  8341. */
  8342. void skill_identify(struct map_session_data *sd,int idx)
  8343. {
  8344. int flag=1;
  8345. nullpo_retv(sd);
  8346. if(idx >= 0 && idx < MAX_INVENTORY) {
  8347. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8348. flag=0;
  8349. sd->status.inventory[idx].identify=1;
  8350. }
  8351. }
  8352. clif_item_identified(sd,idx,flag);
  8353. }
  8354. /*==========================================
  8355. * Weapon Refine [Celest]
  8356. *------------------------------------------
  8357. */
  8358. void skill_weaponrefine(struct map_session_data *sd,int idx)
  8359. {
  8360. int i = 0, ep = 0, per;
  8361. int material[5] = { 0, 1010, 1011, 984, 984 };
  8362. struct item *item;
  8363. nullpo_retv(sd);
  8364. if (idx >= 0 && idx < MAX_INVENTORY) {
  8365. struct item_data *ditem = sd->inventory_data[idx];
  8366. item = &sd->status.inventory[idx];
  8367. if(item->nameid > 0 && ditem->type == 4) {
  8368. if (item->refine >= sd->menuskill_lv ||
  8369. item->refine >= MAX_REFINE || // if it's no longer refineable
  8370. ditem->flag.no_refine || // if the item isn't refinable
  8371. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8372. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8373. return;
  8374. }
  8375. per = percentrefinery [ditem->wlv][(int)item->refine];
  8376. per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8377. if (per > rand() % 100) {
  8378. item->refine++;
  8379. pc_delitem(sd, i, 1, 0);
  8380. if(item->equip) {
  8381. ep = item->equip;
  8382. pc_unequipitem(sd,idx,3);
  8383. }
  8384. clif_refine(sd->fd,sd,0,idx,item->refine);
  8385. clif_delitem(sd,idx,1);
  8386. clif_additem(sd,idx,1,0);
  8387. if (ep)
  8388. pc_equipitem(sd,idx,ep);
  8389. clif_misceffect(&sd->bl,3);
  8390. if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
  8391. switch(ditem->wlv){
  8392. case 1:
  8393. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8394. break;
  8395. case 2:
  8396. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8397. break;
  8398. case 3:
  8399. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8400. break;
  8401. }
  8402. }
  8403. } else {
  8404. pc_delitem(sd, i, 1, 0);
  8405. item->refine = 0;
  8406. if(item->equip)
  8407. pc_unequipitem(sd,idx,3);
  8408. clif_refine(sd->fd,sd,1,idx,item->refine);
  8409. pc_delitem(sd,idx,1,0);
  8410. clif_misceffect(&sd->bl,2);
  8411. clif_emotion(&sd->bl, 23);
  8412. }
  8413. }
  8414. }
  8415. }
  8416. /*==========================================
  8417. * オ?トスペル
  8418. *------------------------------------------
  8419. */
  8420. int skill_autospell(struct map_session_data *sd,int skillid)
  8421. {
  8422. int skilllv;
  8423. int maxlv=1,lv;
  8424. nullpo_retr(0, sd);
  8425. skilllv = sd->menuskill_lv;
  8426. if(skilllv <= 0) return 0;
  8427. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8428. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8429. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8430. maxlv =10; //Soul Linker bonus. [Skotlex]
  8431. else if(skilllv==2) maxlv=1;
  8432. else if(skilllv==3) maxlv=2;
  8433. else if(skilllv>=4) maxlv=3;
  8434. }
  8435. else if(skillid==MG_SOULSTRIKE){
  8436. if(skilllv==5) maxlv=1;
  8437. else if(skilllv==6) maxlv=2;
  8438. else if(skilllv>=7) maxlv=3;
  8439. }
  8440. else if(skillid==MG_FIREBALL){
  8441. if(skilllv==8) maxlv=1;
  8442. else if(skilllv>=9) maxlv=2;
  8443. }
  8444. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8445. else return 0;
  8446. if(maxlv > (lv=pc_checkskill(sd,skillid)))
  8447. maxlv = lv;
  8448. status_change_start(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
  8449. skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが?曹ォ易い????H
  8450. return 0;
  8451. }
  8452. /*==========================================
  8453. * ギャングスタ?パラダイス判定?�?(foreachinarea)
  8454. *------------------------------------------
  8455. */
  8456. static int skill_gangster_count(struct block_list *bl,va_list ap)
  8457. {
  8458. struct map_session_data *sd;
  8459. sd=(struct map_session_data*)bl;
  8460. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8461. return 1;
  8462. return 0;
  8463. }
  8464. static int skill_gangster_in(struct block_list *bl,va_list ap)
  8465. {
  8466. struct map_session_data *sd;
  8467. sd=(struct map_session_data*)bl;
  8468. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8469. sd->state.gangsterparadise=1;
  8470. return 0;
  8471. }
  8472. static int skill_gangster_out(struct block_list *bl,va_list ap)
  8473. {
  8474. struct map_session_data *sd;
  8475. sd=(struct map_session_data*)bl;
  8476. if(sd && sd->state.gangsterparadise)
  8477. sd->state.gangsterparadise=0;
  8478. return 0;
  8479. }
  8480. int skill_gangsterparadise(struct map_session_data *sd ,int type)
  8481. {
  8482. int range;
  8483. nullpo_retr(0, sd);
  8484. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8485. return 0;
  8486. range = skill_get_splash(RG_GANGSTER, range);
  8487. if(type==1) {/* ?タった時の?�? */
  8488. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8489. { /*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
  8490. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8491. sd->state.gangsterparadise = 1;
  8492. }
  8493. return 0;
  8494. }
  8495. else if(type==0) {/* 立ち?繧ェったときの?�? */
  8496. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8497. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8498. sd->state.gangsterparadise = 0;
  8499. return 0;
  8500. }
  8501. return 0;
  8502. }
  8503. /*==========================================
  8504. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8505. *------------------------------------------
  8506. */
  8507. static int skill_rest_count(struct block_list *bl,va_list ap)
  8508. {
  8509. struct map_session_data *sd;
  8510. sd=(struct map_session_data*)bl;
  8511. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8512. return 1;
  8513. return 0;
  8514. }
  8515. static int skill_rest_in(struct block_list *bl,va_list ap)
  8516. {
  8517. struct map_session_data *sd;
  8518. nullpo_retr(0, bl);
  8519. nullpo_retr(0, ap);
  8520. sd=(struct map_session_data*)bl;
  8521. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8522. sd->state.rest=1;
  8523. status_calc_pc(sd,0);
  8524. }
  8525. return 0;
  8526. }
  8527. static int skill_rest_out(struct block_list *bl,va_list ap)
  8528. {
  8529. struct map_session_data *sd;
  8530. sd=(struct map_session_data*)bl;
  8531. if(sd && sd->state.rest != 0)
  8532. sd->state.rest=0;
  8533. return 0;
  8534. }
  8535. int skill_rest(struct map_session_data *sd ,int type)
  8536. {
  8537. int range;
  8538. nullpo_retr(0, sd);
  8539. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8540. range = skill_get_splash(TK_HPTIME, range);
  8541. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8542. range = skill_get_splash(TK_SPTIME, range);
  8543. else
  8544. return 0;
  8545. if(type==1) { //When you sit down
  8546. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8547. {
  8548. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8549. sd->state.rest = 1;
  8550. status_calc_pc(sd,0);
  8551. }
  8552. return 0;
  8553. }
  8554. else if(type==0) { //When you stand up
  8555. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8556. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8557. sd->state.rest = 0;
  8558. status_calc_pc(sd,0);
  8559. return 0;
  8560. }
  8561. return 0;
  8562. }
  8563. /*==========================================
  8564. * 寒いジョ?ク?スクリ?ム判定?�?(foreachinarea)
  8565. *------------------------------------------
  8566. */
  8567. int skill_frostjoke_scream(struct block_list *bl,va_list ap)
  8568. {
  8569. struct block_list *src;
  8570. int skillnum,skilllv;
  8571. unsigned int tick;
  8572. nullpo_retr(0, bl);
  8573. nullpo_retr(0, ap);
  8574. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8575. skillnum=va_arg(ap,int);
  8576. skilllv=va_arg(ap,int);
  8577. if(skilllv <= 0) return 0;
  8578. tick=va_arg(ap,unsigned int);
  8579. if (src == bl || //自分には?かない
  8580. bl->prev == NULL ||
  8581. status_isdead(bl))
  8582. return 0;
  8583. if (bl->type == BL_PC) {
  8584. struct map_session_data *sd = (struct map_session_data *)bl;
  8585. if (sd && sd->sc.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
  8586. return 0;
  8587. }
  8588. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8589. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8590. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8591. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8592. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8593. return 0;
  8594. }
  8595. /*==========================================
  8596. * バジリカのセルを?ン定する
  8597. *------------------------------------------
  8598. */
  8599. void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int flag)
  8600. {
  8601. int i,x,y,range = skill_get_unit_range(skill_num);
  8602. int size = range*2+1;
  8603. for (i=0;i<size*size;i++) {
  8604. x = src->bl.x+(i%size-range);
  8605. y = src->bl.y+(i/size-range);
  8606. map_setcell(src->bl.m,x,y,flag);
  8607. }
  8608. }
  8609. /*==========================================
  8610. * Sets a map cell around the caster, according to the skill's range.
  8611. *------------------------------------------
  8612. */
  8613. void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
  8614. {
  8615. int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
  8616. int size = range*2+1;
  8617. for (i=0;i<size*size;i++) {
  8618. x = src->x+(i%size-range);
  8619. y = src->y+(i/size-range);
  8620. map_setcell(src->m,x,y,flag);
  8621. }
  8622. }
  8623. /*==========================================
  8624. *
  8625. *------------------------------------------
  8626. */
  8627. int skill_attack_area(struct block_list *bl,va_list ap)
  8628. {
  8629. struct block_list *src,*dsrc;
  8630. int atk_type,skillid,skilllv,flag,type;
  8631. unsigned int tick;
  8632. nullpo_retr(0, bl);
  8633. nullpo_retr(0, ap);
  8634. atk_type = va_arg(ap,int);
  8635. if((src=va_arg(ap,struct block_list*)) == NULL)
  8636. return 0;
  8637. if((dsrc=va_arg(ap,struct block_list*)) == NULL)
  8638. return 0;
  8639. skillid=va_arg(ap,int);
  8640. skilllv=va_arg(ap,int);
  8641. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8642. tick=va_arg(ap,unsigned int);
  8643. flag=va_arg(ap,int);
  8644. type=va_arg(ap,int);
  8645. if(battle_check_target(dsrc,bl,type) > 0)
  8646. skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8647. return 0;
  8648. }
  8649. /*==========================================
  8650. *
  8651. *------------------------------------------
  8652. */
  8653. int skill_clear_element_field(struct block_list *bl)
  8654. {
  8655. struct skill_unit_group *ug=NULL;
  8656. int i,max,skillid;
  8657. nullpo_retr(0, bl);
  8658. if (bl->type==BL_MOB) {
  8659. max = MAX_MOBSKILLUNITGROUP;
  8660. ug = ((struct mob_data *)bl)->skillunit;
  8661. } else if(bl->type==BL_PC) {
  8662. max = MAX_SKILLUNITGROUP;
  8663. ug = ((struct map_session_data *)bl)->skillunit;
  8664. } else if(bl->type==BL_PET) {
  8665. max = MAX_MOBSKILLUNITGROUP;
  8666. ug = ((struct pet_data*)bl)->skillunit;
  8667. } else
  8668. return 0;
  8669. for (i=0;i<max;i++) {
  8670. skillid=ug[i].skill_id;
  8671. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8672. skill_delunitgroup(&ug[i]);
  8673. }
  8674. return 0;
  8675. }
  8676. /*==========================================
  8677. * Returns the first element field found [Skotlex]
  8678. *------------------------------------------
  8679. */
  8680. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8681. {
  8682. struct mob_data *md=NULL;
  8683. struct map_session_data *sd=NULL;
  8684. int i,max,skillid;
  8685. nullpo_retr(0, bl);
  8686. if (bl->type==BL_MOB) {
  8687. max = MAX_MOBSKILLUNITGROUP;
  8688. md = (struct mob_data *)bl;
  8689. } else if(bl->type==BL_PC) {
  8690. max = MAX_SKILLUNITGROUP;
  8691. sd = (struct map_session_data *)bl;
  8692. } else
  8693. return NULL;
  8694. for (i=0;i<max;i++) {
  8695. if(sd){
  8696. skillid=sd->skillunit[i].skill_id;
  8697. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8698. return &sd->skillunit[i];
  8699. }else if(md){
  8700. skillid=md->skillunit[i].skill_id;
  8701. if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
  8702. return &md->skillunit[i];
  8703. }
  8704. }
  8705. return NULL;
  8706. }
  8707. // for graffiti cleaner [Valaris]
  8708. int skill_graffitiremover(struct block_list *bl, va_list ap)
  8709. {
  8710. struct skill_unit *unit=NULL;
  8711. nullpo_retr(0, bl);
  8712. nullpo_retr(0, ap);
  8713. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8714. return 0;
  8715. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8716. skill_delunit(unit);
  8717. return 0;
  8718. }
  8719. int skill_greed(struct block_list *bl, va_list ap)
  8720. {
  8721. struct block_list *src;
  8722. struct map_session_data *sd=NULL;
  8723. struct flooritem_data *fitem=NULL;
  8724. nullpo_retr(0, bl);
  8725. nullpo_retr(0, ap);
  8726. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8727. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8728. pc_takeitem(sd, fitem);
  8729. return 0;
  8730. }
  8731. /*==========================================
  8732. * ランドプ�?テクタ?チェック(foreachinarea)
  8733. *------------------------------------------
  8734. */
  8735. int skill_landprotector(struct block_list *bl, va_list ap )
  8736. {
  8737. int skillid;
  8738. int *alive;
  8739. struct skill_unit *unit;
  8740. struct block_list *src;
  8741. skillid = va_arg(ap,int);
  8742. alive = va_arg(ap,int *);
  8743. src = va_arg(ap,struct block_list *);
  8744. unit = (struct skill_unit *)bl;
  8745. if (unit == NULL || unit->group == NULL)
  8746. return 0;
  8747. if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
  8748. && battle_check_target(bl, src, BCT_ENEMY) > 0)
  8749. { //Check for offensive Land Protector to delete both. [Skotlex]
  8750. (*alive) = 0;
  8751. skill_delunit(unit);
  8752. return 1;
  8753. }
  8754. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8755. return 0; //Traps cannot be removed by Land Protector/Ganbantein
  8756. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
  8757. skill_delunit(unit);
  8758. } else
  8759. if (unit->group->skill_id == SA_LANDPROTECTOR) {
  8760. (*alive) = 0;
  8761. } else
  8762. if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
  8763. //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8764. (*alive) = 0;
  8765. } else
  8766. return 0;
  8767. return 1;
  8768. }
  8769. /*==========================================
  8770. * variation of skill_landprotector
  8771. *------------------------------------------
  8772. */
  8773. int skill_ganbatein(struct block_list *bl, va_list ap )
  8774. {
  8775. struct skill_unit *unit;
  8776. nullpo_retr(0, bl);
  8777. nullpo_retr(0, ap);
  8778. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8779. return 0;
  8780. if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8781. return 0; //Do not remove traps.
  8782. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8783. skill_delunit(unit);
  8784. else skill_delunitgroup(unit->group);
  8785. return 1;
  8786. }
  8787. /*==========================================
  8788. * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
  8789. *------------------------------------------
  8790. */
  8791. int skill_count_target (struct block_list *bl, va_list ap)
  8792. {
  8793. struct block_list *src;
  8794. int *c;
  8795. nullpo_retr(0, bl);
  8796. nullpo_retr(0, ap);
  8797. if ((src = va_arg(ap,struct block_list *)) == NULL)
  8798. return 0;
  8799. if ((c = va_arg(ap,int *)) == NULL)
  8800. return 0;
  8801. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8802. (*c)++;
  8803. return 0;
  8804. }
  8805. /*==========================================
  8806. * トラップ範??�?(foreachinarea)
  8807. *------------------------------------------
  8808. */
  8809. int skill_trap_splash (struct block_list *bl, va_list ap)
  8810. {
  8811. struct block_list *src;
  8812. int tick;
  8813. int splash_count;
  8814. struct skill_unit *unit;
  8815. struct skill_unit_group *sg;
  8816. struct block_list *ss;
  8817. int i;
  8818. nullpo_retr(0, bl);
  8819. nullpo_retr(0, ap);
  8820. nullpo_retr(0, src = va_arg(ap,struct block_list *));
  8821. nullpo_retr(0, unit = (struct skill_unit *)src);
  8822. nullpo_retr(0, sg = unit->group);
  8823. // nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8824. if ((ss = map_id2bl(sg->src_id)) == NULL)
  8825. { //Temporal debug until this case is solved. [Skotlex]
  8826. ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
  8827. return 0;
  8828. }
  8829. tick = va_arg(ap,int);
  8830. splash_count = va_arg(ap,int);
  8831. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8832. switch(sg->unit_id){
  8833. case UNT_SHOCKWAVE:
  8834. case UNT_SANDMAN:
  8835. case UNT_FLASHER:
  8836. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8837. break;
  8838. case UNT_BLASTMINE:
  8839. case UNT_CLAYMORETRAP:
  8840. for(i=0;i<splash_count;i++){
  8841. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8842. }
  8843. break;
  8844. case UNT_FREEZINGTRAP:
  8845. skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
  8846. break;
  8847. default:
  8848. break;
  8849. }
  8850. }
  8851. return 0;
  8852. }
  8853. /*==========================================
  8854. * ステ?タス異?�?I了
  8855. *------------------------------------------
  8856. */
  8857. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8858. {
  8859. struct status_change *sc;
  8860. nullpo_retr(0, bl);
  8861. nullpo_retr(0, sc= status_get_sc(bl));
  8862. if (!sc->count) return 0;
  8863. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解?� */
  8864. status_change_end(bl, SC_ENCPOISON, -1);
  8865. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?� */
  8866. status_change_end(bl, SC_ASPERSIO, -1);
  8867. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解?� */
  8868. status_change_end(bl, SC_FIREWEAPON, -1);
  8869. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ�?ストウェポン解?� */
  8870. status_change_end(bl, SC_WATERWEAPON, -1);
  8871. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング�??ダ?解?� */
  8872. status_change_end(bl, SC_WINDWEAPON, -1);
  8873. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解?� */
  8874. status_change_end(bl, SC_EARTHWEAPON, -1);
  8875. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8876. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8877. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8878. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8879. return 0;
  8880. }
  8881. /* ク�??キング??ク?i周りに移動不可能地?があるか?j */
  8882. int skill_check_cloaking(struct block_list *bl)
  8883. {
  8884. struct map_session_data *sd = NULL;
  8885. struct status_change *sc;
  8886. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8887. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8888. int end = 1,i;
  8889. nullpo_retr(1, bl);
  8890. if (bl->type == BL_PC)
  8891. sd = (struct map_session_data *)bl;
  8892. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8893. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8894. { //Check for walls.
  8895. for (i = 0; i < 8; i++)
  8896. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8897. {
  8898. end = 0;
  8899. break;
  8900. }
  8901. } else
  8902. end = 0; //No wall check.
  8903. if(end){
  8904. sc = status_get_sc(bl);
  8905. if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
  8906. status_change_end(bl, SC_CLOAKING, -1);
  8907. } else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
  8908. status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
  8909. }
  8910. }
  8911. else {
  8912. if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
  8913. status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
  8914. }
  8915. }
  8916. return end;
  8917. }
  8918. /*
  8919. *----------------------------------------------------------------------------
  8920. * スキルユニット
  8921. *----------------------------------------------------------------------------
  8922. */
  8923. /*==========================================
  8924. * 演奏/ダンスをやめる
  8925. * flag 1で?≡t中なら相方にユニットを任せる
  8926. *
  8927. *------------------------------------------
  8928. */
  8929. void skill_stop_dancing(struct block_list *src)
  8930. {
  8931. struct status_change* sc;
  8932. struct skill_unit_group* group;
  8933. struct map_session_data* dsd = NULL;
  8934. nullpo_retv(src);
  8935. nullpo_retv(sc = status_get_sc(src));
  8936. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8937. return;
  8938. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8939. sc->data[SC_DANCING].val2 = 0;
  8940. if (sc->data[SC_DANCING].val4)
  8941. {
  8942. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8943. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8944. sc->data[SC_DANCING].val4 = 0;
  8945. }
  8946. if (group)
  8947. skill_delunitgroup(group);
  8948. if (dsd)
  8949. {
  8950. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8951. status_change_end(&dsd->bl, SC_DANCING, -1);
  8952. }
  8953. status_change_end(src, SC_DANCING, -1);
  8954. }
  8955. /*==========================================
  8956. * スキルユニット?炎匀サ
  8957. *------------------------------------------
  8958. */
  8959. struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
  8960. {
  8961. struct skill_unit *unit;
  8962. nullpo_retr(NULL, group);
  8963. nullpo_retr(NULL, unit=&group->unit[idx]);
  8964. if(!unit->alive)
  8965. group->alive_count++;
  8966. unit->bl.id=map_addobject(&unit->bl);
  8967. unit->bl.type=BL_SKILL;
  8968. unit->bl.m=group->map;
  8969. unit->bl.x=x;
  8970. unit->bl.y=y;
  8971. unit->group=group;
  8972. unit->val1=unit->val2=0;
  8973. unit->alive=1;
  8974. map_addblock(&unit->bl);
  8975. clif_skill_setunit(unit);
  8976. switch (group->skill_id) {
  8977. case AL_PNEUMA:
  8978. skill_unitsetmapcell(unit,AL_PNEUMA,CELL_SETPNEUMA);
  8979. break;
  8980. case MG_SAFETYWALL:
  8981. skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_SETSAFETYWALL);
  8982. break;
  8983. case SA_LANDPROTECTOR:
  8984. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_SETLANDPROTECTOR);
  8985. break;
  8986. case HP_BASILICA:
  8987. skill_unitsetmapcell(unit,HP_BASILICA,CELL_SETBASILICA);
  8988. break;
  8989. case WZ_ICEWALL:
  8990. skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_SETICEWALL);
  8991. break;
  8992. }
  8993. return unit;
  8994. }
  8995. /*==========================================
  8996. * スキルユニット?�?�
  8997. *------------------------------------------
  8998. */
  8999. int skill_delunit(struct skill_unit *unit)
  9000. {
  9001. struct skill_unit_group *group;
  9002. nullpo_retr(0, unit);
  9003. if(!unit->alive)
  9004. return 0;
  9005. nullpo_retr(0, group=unit->group);
  9006. /* onlimitイベント呼び?oし */
  9007. skill_unit_onlimit( unit,gettick() );
  9008. /* onoutイベント呼び?oし */
  9009. if (!unit->range) {
  9010. map_foreachincell(skill_unit_effect,unit->bl.m,
  9011. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9012. }
  9013. switch (group->skill_id) {
  9014. case AL_PNEUMA:
  9015. skill_unitsetmapcell(unit,AL_PNEUMA,CELL_CLRPNEUMA);
  9016. break;
  9017. case MG_SAFETYWALL:
  9018. skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_CLRSAFETYWALL);
  9019. break;
  9020. case SA_LANDPROTECTOR:
  9021. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_CLRLANDPROTECTOR);
  9022. break;
  9023. case HP_BASILICA:
  9024. skill_unitsetmapcell(unit,HP_BASILICA,CELL_CLRBASILICA);
  9025. break;
  9026. case WZ_ICEWALL:
  9027. skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_CLRICEWALL);
  9028. break;
  9029. }
  9030. clif_skill_delunit(unit);
  9031. unit->group=NULL;
  9032. unit->alive=0;
  9033. map_delobjectnofree(unit->bl.id);
  9034. if(--group->alive_count==0)
  9035. skill_delunitgroup(group);
  9036. return 0;
  9037. }
  9038. /*==========================================
  9039. * スキルユニットグル?プ?炎匀サ
  9040. *------------------------------------------
  9041. */
  9042. static int skill_unit_group_newid = MAX_SKILL_DB;
  9043. struct skill_unit_group *skill_initunitgroup(struct block_list *src,
  9044. int count,int skillid,int skilllv,int unit_id)
  9045. {
  9046. int i;
  9047. struct skill_unit_group *group=NULL, *list=NULL;
  9048. int maxsug=0;
  9049. if(skilllv <= 0) return 0;
  9050. nullpo_retr(NULL, src);
  9051. if(src->type==BL_PC){
  9052. list=((struct map_session_data *)src)->skillunit;
  9053. maxsug=MAX_SKILLUNITGROUP;
  9054. }else if(src->type==BL_MOB){
  9055. list=((struct mob_data *)src)->skillunit;
  9056. maxsug=MAX_MOBSKILLUNITGROUP;
  9057. }else if(src->type==BL_PET){
  9058. list=((struct pet_data *)src)->skillunit;
  9059. maxsug=MAX_MOBSKILLUNITGROUP;
  9060. }
  9061. if(list){
  9062. for(i=0;i<maxsug;i++) /* 空いているもの??� */
  9063. if(list[i].group_id==0){
  9064. group=&list[i];
  9065. break;
  9066. }
  9067. if(group==NULL){ /* 空いてないので古いもの??� */
  9068. int j=0;
  9069. unsigned maxdiff=0,x,tick=gettick();
  9070. for(i=0;i<maxsug;i++)
  9071. if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
  9072. maxdiff=x;
  9073. j=i;
  9074. }
  9075. skill_delunitgroup(&list[j]);
  9076. group=&list[j];
  9077. }
  9078. }
  9079. if(group==NULL){
  9080. ShowFatalError("skill_initunitgroup: error unit group !\n");
  9081. exit(1);
  9082. }
  9083. group->src_id=src->id;
  9084. group->party_id=status_get_party_id(src);
  9085. group->guild_id=status_get_guild_id(src);
  9086. group->group_id=skill_unit_group_newid++;
  9087. if(skill_unit_group_newid<=0)
  9088. skill_unit_group_newid = MAX_SKILL_DB;
  9089. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9090. group->unit_count=count;
  9091. group->val1=group->val2=0;
  9092. group->skill_id=skillid;
  9093. group->skill_lv=skilllv;
  9094. group->unit_id=unit_id;
  9095. group->map=src->m;
  9096. group->limit=10000;
  9097. group->interval=1000;
  9098. group->tick=gettick();
  9099. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9100. group->tick += 1500;
  9101. group->valstr=NULL;
  9102. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  9103. if (i&UF_DANCE) {
  9104. struct map_session_data *sd = NULL;
  9105. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  9106. sd->skillid_dance=skillid;
  9107. sd->skilllv_dance=skilllv;
  9108. }
  9109. status_change_start(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000,0);
  9110. //?≡tスキルは相方をダンス?�ヤにする
  9111. if (sd && i&UF_ENSEMBLE &&
  9112. battle_config.player_skill_partner_check) {
  9113. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9114. }
  9115. }
  9116. return group;
  9117. }
  9118. /*==========================================
  9119. * スキルユニットグル?プ?�?�
  9120. *------------------------------------------
  9121. */
  9122. int skill_delunitgroup(struct skill_unit_group *group)
  9123. {
  9124. struct block_list *src;
  9125. int i;
  9126. nullpo_retr(0, group);
  9127. if(group->unit_count<=0)
  9128. return 0;
  9129. src=map_id2bl(group->src_id);
  9130. //ダンススキルはダンス?�ヤを解?怩キる
  9131. if(src) {
  9132. if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
  9133. {
  9134. struct status_change* sc = status_get_sc(src);
  9135. if (sc && sc->data[SC_DANCING].timer != -1)
  9136. {
  9137. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9138. status_change_end(src,SC_DANCING,-1);
  9139. }
  9140. }
  9141. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9142. struct status_change *sc = status_get_sc(src);
  9143. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9144. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9145. status_change_end(src,SC_GOSPEL,-1);
  9146. }
  9147. }
  9148. }
  9149. group->alive_count=0;
  9150. if(group->unit!=NULL){
  9151. for(i=0;i<group->unit_count;i++)
  9152. if(group->unit[i].alive)
  9153. skill_delunit(&group->unit[i]);
  9154. }
  9155. if(group->valstr!=NULL){
  9156. //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
  9157. aFree(group->valstr);
  9158. group->valstr=NULL;
  9159. }
  9160. map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
  9161. group->unit=NULL;
  9162. group->src_id=0;
  9163. group->group_id=0;
  9164. group->unit_count=0;
  9165. return 0;
  9166. }
  9167. /*==========================================
  9168. * スキルユニットグル?プ全?�?�
  9169. *------------------------------------------
  9170. */
  9171. int skill_clear_unitgroup(struct block_list *src)
  9172. {
  9173. struct skill_unit_group *group=NULL;
  9174. int maxsug=0;
  9175. nullpo_retr(0, src);
  9176. if(src->type==BL_PC){
  9177. group=((struct map_session_data *)src)->skillunit;
  9178. maxsug=MAX_SKILLUNITGROUP;
  9179. } else if(src->type==BL_MOB){
  9180. group=((struct mob_data *)src)->skillunit;
  9181. maxsug=MAX_MOBSKILLUNITGROUP;
  9182. } else if(src->type==BL_PET){ // [Valaris]
  9183. group=((struct pet_data *)src)->skillunit;
  9184. maxsug=MAX_MOBSKILLUNITGROUP;
  9185. } else
  9186. return 0;
  9187. if(group){
  9188. int i;
  9189. for(i=0;i<maxsug;i++)
  9190. if(group[i].group_id>0 && group[i].src_id == src->id)
  9191. skill_delunitgroup(&group[i]);
  9192. }
  9193. return 0;
  9194. }
  9195. /*==========================================
  9196. * スキルユニットグル?プの被影響tick??�
  9197. *------------------------------------------
  9198. */
  9199. struct skill_unit_group_tickset *skill_unitgrouptickset_search(
  9200. struct block_list *bl,struct skill_unit_group *group,int tick)
  9201. {
  9202. int i,j=-1,k,s,id;
  9203. struct skill_unit_group_tickset *set;
  9204. nullpo_retr(0, bl);
  9205. if (group->interval==-1)
  9206. return NULL;
  9207. if (bl->type == BL_PC)
  9208. set = ((struct map_session_data *)bl)->skillunittick;
  9209. else if (bl->type == BL_MOB)
  9210. set = ((struct mob_data *)bl)->skillunittick;
  9211. else if (bl->type == BL_PET)
  9212. set = ((struct pet_data *)bl)->skillunittick;
  9213. else
  9214. return 0;
  9215. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9216. id = s = group->skill_id;
  9217. else
  9218. id = s = group->group_id;
  9219. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9220. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9221. if (set[k].id == id)
  9222. return &set[k];
  9223. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9224. j=k;
  9225. }
  9226. if (j == -1) {
  9227. if(battle_config.error_log) {
  9228. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9229. }
  9230. j = id % MAX_SKILLUNITGROUPTICKSET;
  9231. }
  9232. set[j].id = id;
  9233. set[j].tick = tick;
  9234. return &set[j];
  9235. }
  9236. /*==========================================
  9237. * スキルユニットタイマ??動?�?用(foreachinarea)
  9238. *------------------------------------------
  9239. */
  9240. int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
  9241. {
  9242. struct skill_unit *unit;
  9243. struct skill_unit_group *group;
  9244. unsigned int tick;
  9245. nullpo_retr(0, bl);
  9246. nullpo_retr(0, ap);
  9247. unit = va_arg(ap,struct skill_unit *);
  9248. tick = va_arg(ap,unsigned int);
  9249. if (!unit->alive || bl->prev==NULL)
  9250. return 0;
  9251. nullpo_retr(0, group=unit->group);
  9252. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9253. return 0; //AoE skills are ineffective. [Skotlex]
  9254. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9255. return 0;
  9256. skill_unit_onplace_timer(unit,bl,tick);
  9257. return 0;
  9258. }
  9259. /*==========================================
  9260. * スキルユニットタイマ??�?用(foreachobject)
  9261. *------------------------------------------
  9262. */
  9263. int skill_unit_timer_sub( struct block_list *bl, va_list ap )
  9264. {
  9265. struct skill_unit *unit;
  9266. struct skill_unit_group *group;
  9267. unsigned int tick;
  9268. nullpo_retr(0, bl);
  9269. nullpo_retr(0, ap);
  9270. nullpo_retr(0, unit=(struct skill_unit *)bl);
  9271. tick=va_arg(ap,unsigned int);
  9272. if(!unit->alive)
  9273. return 0;
  9274. group=unit->group;
  9275. nullpo_retr(0, group);
  9276. /* onplace_timerイベント呼び?oし */
  9277. if (unit->range>=0 && group->interval!=-1) {
  9278. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9279. group->bl_flag,bl,tick);
  9280. if (!unit->alive)
  9281. return 0;
  9282. // マグヌスは発動したユニットは?�?怩キる
  9283. if (group->skill_id==PR_MAGNUS && unit->val2) {
  9284. skill_delunit(unit);
  9285. return 0;
  9286. }
  9287. }
  9288. /* 時間?リれ?�?� */
  9289. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9290. switch(group->unit_id){
  9291. case UNT_BLASTMINE:
  9292. group->unit_id = UNT_USED_TRAPS;
  9293. clif_changelook(bl,LOOK_BASE,group->unit_id);
  9294. group->limit=DIFF_TICK(tick+1500,group->tick);
  9295. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9296. break;
  9297. case UNT_SKIDTRAP:
  9298. case UNT_ANKLESNARE:
  9299. case UNT_LANDMINE:
  9300. case UNT_SHOCKWAVE:
  9301. case UNT_SANDMAN:
  9302. case UNT_FLASHER:
  9303. case UNT_FREEZINGTRAP:
  9304. case UNT_CLAYMORETRAP:
  9305. case UNT_TALKIEBOX:
  9306. {
  9307. struct block_list *src=map_id2bl(group->src_id);
  9308. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9309. else{
  9310. if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
  9311. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9312. struct item item_tmp;
  9313. memset(&item_tmp,0,sizeof(item_tmp));
  9314. item_tmp.nameid=1065;
  9315. item_tmp.identify=1;
  9316. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
  9317. }
  9318. }
  9319. skill_delunit(unit);
  9320. }
  9321. break;
  9322. case 0xc1:
  9323. case 0xc2:
  9324. case 0xc3:
  9325. case 0xc4:
  9326. {
  9327. struct block_list *src=map_id2bl(group->src_id);
  9328. if (src)
  9329. group->tick = tick;
  9330. }
  9331. break;
  9332. default:
  9333. skill_delunit(unit);
  9334. }
  9335. }
  9336. if(group->unit_id == UNT_ICEWALL) {
  9337. unit->val1 -= 5;
  9338. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9339. unit->limit = DIFF_TICK(tick+700,group->tick);
  9340. }
  9341. return 0;
  9342. }
  9343. /*==========================================
  9344. * スキルユニットタイマ??�?
  9345. *------------------------------------------
  9346. */
  9347. int skill_unit_timer( int tid,unsigned int tick,int id,int data)
  9348. {
  9349. map_freeblock_lock();
  9350. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9351. map_freeblock_unlock();
  9352. return 0;
  9353. }
  9354. /*==========================================
  9355. * スキルユニット移動時?�?用(foreachinarea)
  9356. *------------------------------------------
  9357. */
  9358. int skill_unit_move_sub( struct block_list *bl, va_list ap )
  9359. {
  9360. struct skill_unit *unit = (struct skill_unit *)bl;
  9361. struct block_list *target;
  9362. unsigned int tick,flag,result;
  9363. int skill_id;
  9364. target=va_arg(ap,struct block_list*);
  9365. tick = va_arg(ap,unsigned int);
  9366. flag = va_arg(ap,int);
  9367. nullpo_retr(0, unit->group);
  9368. if (!(unit->group->bl_flag&target->type))
  9369. return 0; //we don't target this type of bl
  9370. skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9371. if (unit->group->interval!=-1 &&
  9372. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9373. return 0;
  9374. if (!unit->alive || target->prev==NULL)
  9375. return 0;
  9376. if (flag&1)
  9377. {
  9378. result = skill_unit_onplace(unit,target,tick);
  9379. if (flag&2 && result)
  9380. { //Clear skill ids we have stored in onout.
  9381. int i;
  9382. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9383. if (i<8)
  9384. skill_unit_temp[i] = 0;
  9385. }
  9386. }
  9387. else
  9388. {
  9389. result = skill_unit_onout(unit,target,tick);
  9390. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9391. skill_unit_temp[skill_unit_index++] = result;
  9392. }
  9393. if (flag&4)
  9394. skill_unit_onleft(skill_id,target,tick);
  9395. return 1;
  9396. }
  9397. /*==========================================
  9398. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9399. * Flag values:
  9400. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9401. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9402. * units to figure out when they have left a group.
  9403. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9404. *------------------------------------------
  9405. */
  9406. int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
  9407. {
  9408. nullpo_retr(0, bl);
  9409. if(bl->prev==NULL )
  9410. return 0;
  9411. if (flag&2 && !(flag&1))
  9412. { //Onout, clear data
  9413. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9414. skill_unit_index=0;
  9415. }
  9416. map_foreachincell(skill_unit_move_sub,
  9417. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9418. if (flag&2 && flag&1)
  9419. { //Onplace, check any skill units you have left.
  9420. int i;
  9421. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9422. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9423. }
  9424. return 0;
  9425. }
  9426. /*==========================================
  9427. * スキルユニット自?の移動時?�?
  9428. * 引?はグル?プと移動量
  9429. *------------------------------------------
  9430. */
  9431. int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
  9432. {
  9433. int i,j;
  9434. unsigned int tick = gettick();
  9435. int *m_flag;
  9436. struct skill_unit *unit1;
  9437. struct skill_unit *unit2;
  9438. nullpo_retr(0, group);
  9439. if (group->unit_count<=0)
  9440. return 0;
  9441. if (group->unit==NULL)
  9442. return 0;
  9443. i = skill_get_unit_flag(group->skill_id); //Check the flag...
  9444. if (!(
  9445. (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
  9446. skill_get_inf2(group->skill_id)&INF2_TRAP
  9447. ))
  9448. return 0;
  9449. m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
  9450. memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
  9451. // m_flag
  9452. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9453. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9454. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9455. // 3: Both 1+2.
  9456. for(i=0;i<group->unit_count;i++){
  9457. unit1=&group->unit[i];
  9458. if (!unit1->alive || unit1->bl.m!=m)
  9459. continue;
  9460. for(j=0;j<group->unit_count;j++){
  9461. unit2=&group->unit[j];
  9462. if (!unit2->alive)
  9463. continue;
  9464. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9465. m_flag[i] |= 0x1;
  9466. }
  9467. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9468. m_flag[i] |= 0x2;
  9469. }
  9470. }
  9471. }
  9472. j = 0;
  9473. for (i=0;i<group->unit_count;i++) {
  9474. unit1=&group->unit[i];
  9475. if (!unit1->alive)
  9476. continue;
  9477. if (!(m_flag[i]&0x2)) {
  9478. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9479. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9480. }
  9481. //Move Cell using "smart" criteria (avoid useless moving around)
  9482. switch(m_flag[i])
  9483. {
  9484. case 0:
  9485. //Cell moves independently, safely move it.
  9486. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9487. clif_skill_setunit(unit1);
  9488. break;
  9489. case 1:
  9490. //Cell moves unto another cell, look for a replacement cell that won't collide
  9491. //and has no cell moving into it (flag == 2)
  9492. for(;j<group->unit_count;j++)
  9493. {
  9494. if(m_flag[j]!=2 || !group->unit[j].alive)
  9495. continue;
  9496. //Move to where this cell would had moved.
  9497. unit2 = &group->unit[j];
  9498. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9499. clif_skill_setunit(unit1);
  9500. j++; //Skip this cell as we have used it.
  9501. break;
  9502. }
  9503. break;
  9504. case 2:
  9505. case 3:
  9506. break; //Don't move the cell as a cell will end on this tile anyway.
  9507. }
  9508. if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
  9509. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9510. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9511. }
  9512. }
  9513. aFree(m_flag);
  9514. return 0;
  9515. }
  9516. /*----------------------------------------------------------------------------
  9517. * アイテム?�?ャ
  9518. *----------------------------------------------------------------------------
  9519. */
  9520. /*==========================================
  9521. * アイテム?�?ャ可能判定
  9522. *------------------------------------------
  9523. */
  9524. int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
  9525. {
  9526. int i,j;
  9527. nullpo_retr(0, sd);
  9528. if(nameid<=0)
  9529. return 0;
  9530. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9531. if(skill_produce_db[i].nameid == nameid )
  9532. break;
  9533. }
  9534. if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
  9535. return 0;
  9536. if(trigger>=0){
  9537. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9538. if(skill_produce_db[i].itemlv!=trigger)
  9539. return 0;
  9540. } else if(trigger>10) { // Food (itemlv must be higher or equal)
  9541. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
  9542. return 0;
  9543. } else { // Weapon (itemlv must be higher or equal)
  9544. if(skill_produce_db[i].itemlv>trigger)
  9545. return 0;
  9546. }
  9547. }
  9548. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9549. return 0; /* スキルが足りない */
  9550. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9551. int id,x,y;
  9552. if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
  9553. continue;
  9554. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9555. if(pc_search_inventory(sd,id) < 0)
  9556. return 0;
  9557. }
  9558. else {
  9559. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9560. if( sd->status.inventory[y].nameid == id )
  9561. x+=sd->status.inventory[y].amount;
  9562. if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
  9563. return 0;
  9564. }
  9565. }
  9566. return i+1;
  9567. }
  9568. /*==========================================
  9569. * アイテム?�?ャ可能判定
  9570. *------------------------------------------
  9571. */
  9572. int skill_produce_mix( struct map_session_data *sd, int skill_id,
  9573. int nameid, int slot1, int slot2, int slot3, int qty)
  9574. {
  9575. int slot[3];
  9576. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9577. nullpo_retr(0, sd);
  9578. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?�?不足 */
  9579. return 0;
  9580. idx--;
  9581. if (qty < 1)
  9582. qty = 1;
  9583. if (!skill_id) //A skill can be specified for some override cases.
  9584. skill_id = skill_produce_db[idx].req_skill;
  9585. slot[0]=slot1;
  9586. slot[1]=slot2;
  9587. slot[2]=slot3;
  9588. /* 埋め?み?�? */
  9589. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9590. int j;
  9591. if( slot[i]<=0 )
  9592. continue;
  9593. j = pc_search_inventory(sd,slot[i]);
  9594. if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
  9595. continue;
  9596. if(slot[i]==1000){ /* Star Crumb */
  9597. pc_delitem(sd,j,1,1);
  9598. sc++;
  9599. }
  9600. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9601. static const int ele_table[4]={3,1,4,2};
  9602. pc_delitem(sd,j,1,1);
  9603. ele=ele_table[slot[i]-994];
  9604. }
  9605. }
  9606. /* ?゙料?チ費 */
  9607. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9608. int j,id,x;
  9609. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9610. continue;
  9611. x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
  9612. 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 */
  9613. int y=0;
  9614. j = pc_search_inventory(sd,id);
  9615. if(j >= 0){
  9616. y = sd->status.inventory[j].amount;
  9617. if(y>x)y=x; /* 足りている */
  9618. pc_delitem(sd,j,y,0);
  9619. }else {
  9620. if(battle_config.error_log)
  9621. ShowError("skill_produce_mix: material item error\n");
  9622. }
  9623. x-=y; /* まだ足りない個?を計算 */
  9624. }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 */
  9625. }
  9626. if((equip=itemdb_isequip(nameid)))
  9627. wlv = itemdb_wlv(nameid);
  9628. if(!equip) {
  9629. switch(skill_id){
  9630. case BS_IRON:
  9631. case BS_STEEL:
  9632. case BS_ENCHANTEDSTONE:
  9633. { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9634. int skill = pc_checkskill(sd,skill_id);
  9635. make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
  9636. switch(nameid){
  9637. case 998: // Iron
  9638. make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9639. break;
  9640. case 999: // Steel
  9641. make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9642. break;
  9643. case 1000: //Star Crumb
  9644. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9645. break;
  9646. default: // Enchanted Stones
  9647. make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9648. break;
  9649. }
  9650. break;
  9651. case ASC_CDP:
  9652. make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
  9653. break;
  9654. case AL_HOLYWATER:
  9655. make_per = 100000; //100% success
  9656. break;
  9657. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9658. case AM_TWILIGHT1:
  9659. case AM_TWILIGHT2:
  9660. case AM_TWILIGHT3:
  9661. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9662. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9663. + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
  9664. switch(nameid){
  9665. case 501: // Red Potion
  9666. case 503: // Yellow Potion
  9667. case 504: // White Potion
  9668. case 605: // Anodyne
  9669. case 606: // Aloevera
  9670. make_per += 2000;
  9671. break;
  9672. case 505: // Blue Potion
  9673. make_per -= 500;
  9674. break;
  9675. case 545: // Condensed Red Potion
  9676. case 546: // Condensed Yellow Potion
  9677. case 547: // Condensed White Potion
  9678. make_per -= 1000;
  9679. break;
  9680. case 970: // Alcohol
  9681. make_per += 1000;
  9682. break;
  9683. case 7139: // Glistening Coat
  9684. make_per -= 1000;
  9685. break;
  9686. case 7135: // Bottle Grenade
  9687. case 7136: // Acid Bottle
  9688. case 7137: // Plant Bottle
  9689. case 7138: // Marine Sphere Bottle
  9690. default:
  9691. break;
  9692. }
  9693. if(battle_config.pp_rate != 100)
  9694. make_per = make_per * battle_config.pp_rate / 100;
  9695. break;
  9696. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9697. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9698. sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
  9699. switch(nameid){
  9700. case 12114:
  9701. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9702. if (flag > 0)
  9703. make_per += 1000*flag-500;
  9704. break;
  9705. case 12115:
  9706. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9707. if (flag > 0)
  9708. make_per += 1000*flag-500;
  9709. break;
  9710. case 12116:
  9711. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9712. if (flag > 0)
  9713. make_per += 1000*flag-500;
  9714. break;
  9715. case 12117:
  9716. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9717. if (flag > 0)
  9718. make_per += 1000*flag-500;
  9719. break;
  9720. }
  9721. break;
  9722. default:
  9723. make_per = 5000;
  9724. break;
  9725. }
  9726. }
  9727. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9728. make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
  9729. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9730. 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
  9731. 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
  9732. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9733. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9734. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9735. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9736. if(battle_config.wp_rate != 100)
  9737. make_per = make_per * battle_config.wp_rate / 100;
  9738. }
  9739. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9740. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9741. make_per = (make_per * 80) / 100; //Lupus
  9742. if(make_per < 1) make_per = 1;
  9743. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9744. struct item tmp_item;
  9745. memset(&tmp_item,0,sizeof(tmp_item));
  9746. tmp_item.nameid=nameid;
  9747. tmp_item.amount=1;
  9748. tmp_item.identify=1;
  9749. if(equip){
  9750. tmp_item.card[0]=0x00ff;
  9751. tmp_item.card[1]=((sc*5)<<8)+ele;
  9752. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9753. tmp_item.card[3]=GetWord(sd->char_id,1);
  9754. } else {
  9755. //Flag is only used on the end, so it can be used here. [Skotlex]
  9756. switch (skill_id) {
  9757. case AM_PHARMACY:
  9758. case AM_TWILIGHT1:
  9759. case AM_TWILIGHT2:
  9760. case AM_TWILIGHT3:
  9761. flag = battle_config.produce_potion_name_input;
  9762. break;
  9763. case AL_HOLYWATER:
  9764. flag = battle_config.holywater_name_input;
  9765. break;
  9766. case ASC_CDP:
  9767. flag = battle_config.cdp_name_input;
  9768. break;
  9769. default:
  9770. flag = battle_config.produce_item_name_input;
  9771. break;
  9772. }
  9773. if (flag) {
  9774. tmp_item.card[0]=0x00fe;
  9775. tmp_item.card[1]=0;
  9776. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9777. tmp_item.card[3]=GetWord(sd->char_id,1);
  9778. }
  9779. }
  9780. if(log_config.produce > 0)
  9781. log_produce(sd,nameid,slot1,slot2,slot3,1);
  9782. if(equip){
  9783. clif_produceeffect(sd,0,nameid);
  9784. clif_misceffect(&sd->bl,3);
  9785. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9786. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9787. } else {
  9788. int fame = 0;
  9789. tmp_item.amount = 0;
  9790. for (i=0; i< qty; i++)
  9791. { //Apply quantity modifiers.
  9792. if (rand()%10000 < make_per || qty == 1)
  9793. { //Success
  9794. tmp_item.amount++;
  9795. if(nameid < 545 || nameid > 547)
  9796. continue;
  9797. if(skill_id != AM_PHARMACY &&
  9798. skill_id != AM_TWILIGHT1 &&
  9799. skill_id != AM_TWILIGHT2 &&
  9800. skill_id != AM_TWILIGHT3)
  9801. continue;
  9802. //Add fame as needed.
  9803. switch(++sd->potion_success_counter) {
  9804. case 3:
  9805. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9806. break;
  9807. case 5:
  9808. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9809. break;
  9810. case 7:
  9811. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9812. break;
  9813. case 10:
  9814. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9815. sd->potion_success_counter = 0;
  9816. break;
  9817. }
  9818. } else //Failure
  9819. sd->potion_success_counter = 0;
  9820. }
  9821. if (fame)
  9822. pc_addfame(sd,fame);
  9823. //Visual effects and the like.
  9824. switch (skill_id) {
  9825. case AM_PHARMACY:
  9826. case AM_TWILIGHT1:
  9827. case AM_TWILIGHT2:
  9828. case AM_TWILIGHT3:
  9829. case ASC_CDP:
  9830. clif_produceeffect(sd,2,nameid);
  9831. clif_misceffect(&sd->bl,5);
  9832. break;
  9833. case BS_IRON:
  9834. case BS_STEEL:
  9835. case BS_ENCHANTEDSTONE:
  9836. clif_produceeffect(sd,0,nameid);
  9837. clif_misceffect(&sd->bl,3);
  9838. break;
  9839. default: //Those that don't require a skill?
  9840. if (skill_produce_db[idx].itemlv==11) //Cooking items.
  9841. clif_specialeffect(&sd->bl, 608, 0);
  9842. break;
  9843. }
  9844. }
  9845. if (tmp_item.amount) { //Success
  9846. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9847. clif_additem(sd,0,0,flag);
  9848. map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9849. }
  9850. return 1;
  9851. }
  9852. }
  9853. //Failure
  9854. if(log_config.produce)
  9855. log_produce(sd,nameid,slot1,slot2,slot3,0);
  9856. if(equip){
  9857. clif_produceeffect(sd,1,nameid);
  9858. clif_misceffect(&sd->bl,2);
  9859. } else {
  9860. switch (skill_id) {
  9861. case ASC_CDP: //Damage yourself, and display same effect as failed potion.
  9862. pc_heal(sd,-(sd->status.max_hp>>2),0);
  9863. case AM_PHARMACY:
  9864. case AM_TWILIGHT1:
  9865. case AM_TWILIGHT2:
  9866. case AM_TWILIGHT3:
  9867. clif_produceeffect(sd,3,nameid);
  9868. clif_misceffect(&sd->bl,6);
  9869. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9870. break;
  9871. case BS_IRON:
  9872. case BS_STEEL:
  9873. case BS_ENCHANTEDSTONE:
  9874. clif_produceeffect(sd,1,nameid);
  9875. clif_misceffect(&sd->bl,2);
  9876. break;
  9877. default:
  9878. if (skill_produce_db[idx].itemlv==11)
  9879. clif_specialeffect(&sd->bl, 609, 0);
  9880. }
  9881. }
  9882. return 0;
  9883. }
  9884. int skill_arrow_create( struct map_session_data *sd,int nameid)
  9885. {
  9886. int i,j,flag,index=-1;
  9887. struct item tmp_item;
  9888. nullpo_retr(0, sd);
  9889. if(nameid <= 0)
  9890. return 1;
  9891. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9892. if(nameid == skill_arrow_db[i].nameid) {
  9893. index = i;
  9894. break;
  9895. }
  9896. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9897. return 1;
  9898. pc_delitem(sd,j,1,0);
  9899. for(i=0;i<5;i++) {
  9900. memset(&tmp_item,0,sizeof(tmp_item));
  9901. tmp_item.identify = 1;
  9902. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9903. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9904. if(battle_config.making_arrow_name_input) {
  9905. tmp_item.card[0]=0x00fe;
  9906. tmp_item.card[1]=0;
  9907. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9908. tmp_item.card[3]=GetWord(sd->char_id,1);
  9909. }
  9910. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9911. continue;
  9912. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9913. clif_additem(sd,0,0,flag);
  9914. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9915. }
  9916. }
  9917. return 0;
  9918. }
  9919. /*----------------------------------------------------------------------------
  9920. * ?炎匀サ系
  9921. */
  9922. /*
  9923. * 文字列?�?
  9924. * ',' で区?リって val に戻す
  9925. */
  9926. int skill_split_str(char *str,char **val,int num)
  9927. {
  9928. int i;
  9929. for (i=0; i<num && str; i++){
  9930. val[i] = str;
  9931. str = strchr(str,',');
  9932. if (str)
  9933. *str++=0;
  9934. }
  9935. return i;
  9936. }
  9937. /*
  9938. * 文字列?�?
  9939. * ':' で区?リってatoiしてvalに戻す
  9940. */
  9941. int skill_split_atoi(char *str,int *val)
  9942. {
  9943. int i, j, diff, step = 1;
  9944. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9945. if (!str) break;
  9946. val[i] = atoi(str);
  9947. str = strchr(str,':');
  9948. if (str)
  9949. *str++=0;
  9950. }
  9951. if(i==0) //No data found.
  9952. return 0;
  9953. if(i==1)
  9954. { //Single value, have the whole range have the same value.
  9955. for (; i < MAX_SKILL_LEVEL; i++)
  9956. val[i] = val[i-1];
  9957. return i;
  9958. }
  9959. //Check for linear change with increasing steps until we reach half of the data acquired.
  9960. for (step = 1; step <= i/2; step++)
  9961. {
  9962. diff = val[i-1] - val[i-step-1];
  9963. for(j = i-1; j >= step; j--)
  9964. if ((val[j]-val[j-step]) != diff)
  9965. break;
  9966. if (j>=step) //No match, try next step.
  9967. continue;
  9968. for(; i < MAX_SKILL_LEVEL; i++)
  9969. { //Apply linear increase
  9970. val[i] = val[i-step]+diff;
  9971. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9972. { val[i] = 1; diff = 0; step = 1; }
  9973. }
  9974. return i;
  9975. }
  9976. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9977. for (;i<MAX_SKILL_LEVEL; i++)
  9978. val[i] = val[i-1];
  9979. return i;
  9980. }
  9981. /*
  9982. * スキルユニットの配置?﨣�?�?ャ
  9983. */
  9984. void skill_init_unit_layout(void)
  9985. {
  9986. int i,j,size,pos = 0;
  9987. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9988. // 矩形のユニット配置を?�?ャする
  9989. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9990. size = i*2+1;
  9991. skill_unit_layout[i].count = size*size;
  9992. for (j=0; j<size*size; j++) {
  9993. skill_unit_layout[i].dx[j] = (j%size-i);
  9994. skill_unit_layout[i].dy[j] = (j/size-i);
  9995. }
  9996. }
  9997. pos = i;
  9998. // 矩形以外のユニット配置を?�?ャする
  9999. for (i=0;i<MAX_SKILL_DB;i++) {
  10000. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10001. continue;
  10002. switch (i) {
  10003. case MG_FIREWALL:
  10004. case WZ_ICEWALL:
  10005. // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別?�?
  10006. break;
  10007. case PR_SANCTUARY:
  10008. {
  10009. static const int dx[] = {
  10010. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10011. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10012. static const int dy[]={
  10013. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10014. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10015. skill_unit_layout[pos].count = 21;
  10016. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10017. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10018. break;
  10019. }
  10020. case PR_MAGNUS:
  10021. {
  10022. static const int dx[] = {
  10023. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10024. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10025. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10026. static const int dy[] = {
  10027. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10028. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10029. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10030. skill_unit_layout[pos].count = 33;
  10031. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10032. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10033. break;
  10034. }
  10035. case AS_VENOMDUST:
  10036. {
  10037. static const int dx[] = {-1, 0, 0, 0, 1};
  10038. static const int dy[] = { 0,-1, 0, 1, 0};
  10039. skill_unit_layout[pos].count = 5;
  10040. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10041. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10042. break;
  10043. }
  10044. case CR_GRANDCROSS:
  10045. case NPC_GRANDDARKNESS:
  10046. {
  10047. static const int dx[] = {
  10048. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10049. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10050. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10051. static const int dy[] = {
  10052. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10053. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10054. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10055. skill_unit_layout[pos].count = 29;
  10056. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10057. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10058. break;
  10059. }
  10060. case PF_FOGWALL:
  10061. {
  10062. static const int dx[] = {
  10063. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10064. static const int dy[] = {
  10065. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10066. skill_unit_layout[pos].count = 15;
  10067. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10068. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10069. break;
  10070. }
  10071. case PA_GOSPEL:
  10072. {
  10073. static const int dx[] = {
  10074. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10075. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10076. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10077. -1, 0, 1};
  10078. static const int dy[] = {
  10079. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10080. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10081. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10082. 3, 3, 3};
  10083. skill_unit_layout[pos].count = 33;
  10084. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10085. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10086. break;
  10087. }
  10088. default:
  10089. ShowError("unknown unit layout at skill %d\n",i);
  10090. break;
  10091. }
  10092. if (!skill_unit_layout[pos].count)
  10093. continue;
  10094. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10095. skill_db[i].unit_layout_type[j] = pos;
  10096. pos++;
  10097. }
  10098. // ファイヤ?[ウォ?[ル
  10099. firewall_unit_pos = pos;
  10100. for (i=0;i<8;i++) {
  10101. if (i&1) { /* 斜め配置 */
  10102. skill_unit_layout[pos].count = 5;
  10103. if (i&0x2) {
  10104. int dx[] = {-1,-1, 0, 0, 1};
  10105. int dy[] = { 1, 0, 0,-1,-1};
  10106. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10107. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10108. } else {
  10109. int dx[] = { 1, 1 ,0, 0,-1};
  10110. int dy[] = { 1, 0, 0,-1,-1};
  10111. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10112. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10113. }
  10114. } else { /* ?c横配置 */
  10115. skill_unit_layout[pos].count = 3;
  10116. if (i%4==0) { /* ?繪コ */
  10117. int dx[] = {-1, 0, 1};
  10118. int dy[] = { 0, 0, 0};
  10119. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10120. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10121. } else { /* ?カ右 */
  10122. int dx[] = { 0, 0, 0};
  10123. int dy[] = {-1, 0, 1};
  10124. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10125. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10126. }
  10127. }
  10128. pos++;
  10129. }
  10130. // アイスウォ?[ル
  10131. icewall_unit_pos = pos;
  10132. for (i=0;i<8;i++) {
  10133. skill_unit_layout[pos].count = 5;
  10134. if (i&1) { /* 斜め配置 */
  10135. if (i&0x2) {
  10136. int dx[] = {-2,-1, 0, 1, 2};
  10137. int dy[] = { 2,-1, 0,-1,-2};
  10138. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10139. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10140. } else {
  10141. int dx[] = { 2, 1 ,0,-1,-2};
  10142. int dy[] = { 2, 1, 0,-1,-2};
  10143. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10144. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10145. }
  10146. } else { /* ?c横配置 */
  10147. if (i%4==0) { /* ?繪コ */
  10148. int dx[] = {-2,-1, 0, 1, 2};
  10149. int dy[] = { 0, 0, 0, 0, 0};
  10150. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10151. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10152. } else { /* ?カ右 */
  10153. int dx[] = { 0, 0, 0, 0, 0};
  10154. int dy[] = {-2,-1, 0, 1, 2};
  10155. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10156. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10157. }
  10158. }
  10159. pos++;
  10160. }
  10161. }
  10162. /*==========================================
  10163. * スキル?係ファイル?み?み
  10164. * skill_db.txt スキルデ?タ
  10165. * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
  10166. * produce_db.txt アイテム?�?ャスキル用デ?タ
  10167. * create_arrow_db.txt 矢?�?ャスキル用デ?タ
  10168. * abra_db.txt アブラカダブラ?動スキルデ?タ
  10169. *------------------------------------------
  10170. */
  10171. int skill_readdb(void)
  10172. {
  10173. int i,j,k,l,m;
  10174. FILE *fp;
  10175. char line[1024],path[1024],*p;
  10176. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10177. /* スキルデ?タベ?ス */
  10178. memset(skill_db,0,sizeof(skill_db));
  10179. sprintf(path, "%s/skill_db.txt", db_path);
  10180. fp=fopen(path,"r");
  10181. if(fp==NULL){
  10182. ShowError("can't read %s\n", path);
  10183. return 1;
  10184. }
  10185. while(fgets(line,1020,fp)){
  10186. char *split[50];
  10187. if(line[0]=='/' && line[1]=='/')
  10188. continue;
  10189. j = skill_split_str(line,split,15);
  10190. if(j < 15 || split[14]==NULL)
  10191. continue;
  10192. i=atoi(split[0]);
  10193. if (i>=10000 && i<10015) // for guild skills [Celest]
  10194. i -= 9500;
  10195. else if(i<=0 || i>MAX_SKILL_DB)
  10196. continue;
  10197. skill_split_atoi(split[1],skill_db[i].range);
  10198. skill_db[i].hit=atoi(split[2]);
  10199. skill_db[i].inf=atoi(split[3]);
  10200. skill_db[i].pl=atoi(split[4]);
  10201. skill_db[i].nk=atoi(split[5]);
  10202. skill_split_atoi(split[6],skill_db[i].splash);
  10203. skill_db[i].max=atoi(split[7]);
  10204. skill_split_atoi(split[8],skill_db[i].num);
  10205. if(strcmpi(split[9],"yes") == 0)
  10206. skill_db[i].castcancel=1;
  10207. else
  10208. skill_db[i].castcancel=0;
  10209. skill_db[i].cast_def_rate=atoi(split[10]);
  10210. skill_db[i].inf2=atoi(split[11]);
  10211. skill_db[i].maxcount=atoi(split[12]);
  10212. if(strcmpi(split[13],"weapon") == 0)
  10213. skill_db[i].skill_type=BF_WEAPON;
  10214. else if(strcmpi(split[13],"magic") == 0)
  10215. skill_db[i].skill_type=BF_MAGIC;
  10216. else if(strcmpi(split[13],"misc") == 0)
  10217. skill_db[i].skill_type=BF_MISC;
  10218. else
  10219. skill_db[i].skill_type=0;
  10220. skill_split_atoi(split[14],skill_db[i].blewcount);
  10221. for (j = 0; skill_names[j].id != 0; j++)
  10222. if (skill_names[j].id == i) {
  10223. skill_db[i].name = skill_names[j].name;
  10224. skill_db[i].desc = skill_names[j].desc;
  10225. break;
  10226. }
  10227. }
  10228. fclose(fp);
  10229. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10230. sprintf(path, "%s/skill_require_db.txt", db_path);
  10231. fp=fopen(path,"r");
  10232. if(fp==NULL){
  10233. ShowError("can't read %s\n", path);
  10234. return 1;
  10235. }
  10236. while(fgets(line,1020,fp)){
  10237. char *split[50];
  10238. if(line[0]=='/' && line[1]=='/')
  10239. continue;
  10240. j = skill_split_str(line,split,30);
  10241. if(j < 30 || split[29]==NULL)
  10242. continue;
  10243. i=atoi(split[0]);
  10244. if (i>=10000 && i<10015) // for guild skills [Celest]
  10245. i -= 9500;
  10246. else if(i<=0 || i>MAX_SKILL_DB)
  10247. continue;
  10248. skill_split_atoi(split[1],skill_db[i].hp);
  10249. skill_split_atoi(split[2],skill_db[i].mhp);
  10250. skill_split_atoi(split[3],skill_db[i].sp);
  10251. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10252. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10253. skill_split_atoi(split[6],skill_db[i].zeny);
  10254. p = split[7];
  10255. for(j=0;j<32;j++){
  10256. l = atoi(p);
  10257. if (l==99) {
  10258. skill_db[i].weapon = 0xffffffff;
  10259. break;
  10260. }
  10261. else
  10262. skill_db[i].weapon |= 1<<l;
  10263. p=strchr(p,':');
  10264. if(!p)
  10265. break;
  10266. p++;
  10267. }
  10268. if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10269. else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10270. else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10271. else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10272. else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10273. else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
  10274. else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10275. else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10276. else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10277. else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10278. else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10279. else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10280. else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
  10281. else skill_db[i].state=ST_NONE;
  10282. skill_split_atoi(split[9],skill_db[i].spiritball);
  10283. skill_db[i].itemid[0]=atoi(split[10]);
  10284. skill_db[i].amount[0]=atoi(split[11]);
  10285. skill_db[i].itemid[1]=atoi(split[12]);
  10286. skill_db[i].amount[1]=atoi(split[13]);
  10287. skill_db[i].itemid[2]=atoi(split[14]);
  10288. skill_db[i].amount[2]=atoi(split[15]);
  10289. skill_db[i].itemid[3]=atoi(split[16]);
  10290. skill_db[i].amount[3]=atoi(split[17]);
  10291. skill_db[i].itemid[4]=atoi(split[18]);
  10292. skill_db[i].amount[4]=atoi(split[19]);
  10293. skill_db[i].itemid[5]=atoi(split[20]);
  10294. skill_db[i].amount[5]=atoi(split[21]);
  10295. skill_db[i].itemid[6]=atoi(split[22]);
  10296. skill_db[i].amount[6]=atoi(split[23]);
  10297. skill_db[i].itemid[7]=atoi(split[24]);
  10298. skill_db[i].amount[7]=atoi(split[25]);
  10299. skill_db[i].itemid[8]=atoi(split[26]);
  10300. skill_db[i].amount[8]=atoi(split[27]);
  10301. skill_db[i].itemid[9]=atoi(split[28]);
  10302. skill_db[i].amount[9]=atoi(split[29]);
  10303. }
  10304. fclose(fp);
  10305. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10306. /* キャスティングデ?タベ?ス */
  10307. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10308. fp=fopen(path,"r");
  10309. if(fp==NULL){
  10310. ShowError("can't read %s\n", path);
  10311. return 1;
  10312. }
  10313. while(fgets(line,1020,fp)){
  10314. char *split[50];
  10315. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10316. if(line[0]=='/' && line[1]=='/')
  10317. continue;
  10318. j = skill_split_str(line,split,5);
  10319. if(split[4]==NULL || j<5)
  10320. continue;
  10321. i=atoi(split[0]);
  10322. if (i>=10000 && i<10015) // for guild skills [Celest]
  10323. i -= 9500;
  10324. else if(i<=0 || i>MAX_SKILL_DB)
  10325. continue;
  10326. skill_split_atoi(split[1],skill_db[i].cast);
  10327. skill_split_atoi(split[2],skill_db[i].delay);
  10328. skill_split_atoi(split[3],skill_db[i].upkeep_time);
  10329. skill_split_atoi(split[4],skill_db[i].upkeep_time2);
  10330. }
  10331. fclose(fp);
  10332. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10333. /* スキルユニットデ?[タベ?[ス */
  10334. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10335. fp=fopen(path,"r");
  10336. if (fp==NULL) {
  10337. ShowError("can't read %s\n", path);
  10338. return 1;
  10339. }
  10340. k = 0;
  10341. while (fgets(line,1020,fp)) {
  10342. char *split[50];
  10343. if (line[0]=='/' && line[1]=='/')
  10344. continue;
  10345. j = skill_split_str(line,split,8);
  10346. if (split[7]==NULL || j<8)
  10347. continue;
  10348. i=atoi(split[0]);
  10349. if (i>=10000 && i<10015) // for guild skills [Celest]
  10350. i -= 9500;
  10351. else if(i<=0 || i>MAX_SKILL_DB)
  10352. continue;
  10353. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10354. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10355. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10356. skill_db[i].unit_range = atoi(split[4]);
  10357. skill_db[i].unit_interval = atoi(split[5]);
  10358. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10359. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10360. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10361. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10362. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10363. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10364. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10365. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10366. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10367. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10368. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10369. skill_db[i].unit_target=BCT_NOENEMY;
  10370. //By default, target just characters.
  10371. skill_db[i].unit_target |= BL_CHAR;
  10372. if (skill_db[i].unit_flag&UF_NOPC)
  10373. skill_db[i].unit_target &= ~BL_PC;
  10374. if (skill_db[i].unit_flag&UF_NOMOB)
  10375. skill_db[i].unit_target &= ~BL_MOB;
  10376. if (skill_db[i].unit_flag&UF_SKILL)
  10377. skill_db[i].unit_target |= BL_SKILL;
  10378. k++;
  10379. }
  10380. fclose(fp);
  10381. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10382. skill_init_unit_layout();
  10383. /* ?サ造系スキルデ?タベ?ス */
  10384. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10385. for(m=0;m<2;m++){
  10386. sprintf(path, "%s/%s", db_path, filename[m]);
  10387. fp=fopen(path,"r");
  10388. if(fp==NULL){
  10389. if(m>0)
  10390. continue;
  10391. ShowError("can't read %s\n",path);
  10392. return 1;
  10393. }
  10394. k=0;
  10395. while(fgets(line,1020,fp)){
  10396. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10397. int x,y;
  10398. if(line[0]=='/' && line[1]=='/')
  10399. continue;
  10400. memset(split,0,sizeof(split));
  10401. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10402. if(split[0]==0) //fixed by Lupus
  10403. continue;
  10404. i=atoi(split[0]);
  10405. if(i<=0) continue;
  10406. skill_produce_db[k].nameid=i;
  10407. skill_produce_db[k].itemlv=atoi(split[1]);
  10408. skill_produce_db[k].req_skill=atoi(split[2]);
  10409. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10410. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10411. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10412. }
  10413. k++;
  10414. if(k >= MAX_SKILL_PRODUCE_DB)
  10415. break;
  10416. }
  10417. fclose(fp);
  10418. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10419. }
  10420. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10421. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10422. fp=fopen(path,"r");
  10423. if(fp==NULL){
  10424. ShowError("can't read %s\n", path);
  10425. return 1;
  10426. }
  10427. k=0;
  10428. while(fgets(line,1020,fp)){
  10429. char *split[16];
  10430. int x,y;
  10431. if(line[0]=='/' && line[1]=='/')
  10432. continue;
  10433. memset(split,0,sizeof(split));
  10434. j = skill_split_str(line,split,13);
  10435. if(split[0]==0) //fixed by Lupus
  10436. continue;
  10437. i=atoi(split[0]);
  10438. if(i<=0)
  10439. continue;
  10440. skill_arrow_db[k].nameid=i;
  10441. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10442. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10443. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10444. }
  10445. k++;
  10446. if(k >= MAX_SKILL_ARROW_DB)
  10447. break;
  10448. }
  10449. fclose(fp);
  10450. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10451. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10452. sprintf(path, "%s/abra_db.txt", db_path);
  10453. fp=fopen(path,"r");
  10454. if(fp==NULL){
  10455. ShowError("can't read %s\n", path);
  10456. return 1;
  10457. }
  10458. k=0;
  10459. while(fgets(line,1020,fp)){
  10460. char *split[16];
  10461. if(line[0]=='/' && line[1]=='/')
  10462. continue;
  10463. memset(split,0,sizeof(split));
  10464. j = skill_split_str(line,split,13);
  10465. if(split[0]==0) //fixed by Lupus
  10466. continue;
  10467. i=atoi(split[0]);
  10468. if(i<=0)
  10469. continue;
  10470. skill_abra_db[i].req_lv=atoi(split[2]);
  10471. skill_abra_db[i].per=atoi(split[3]);
  10472. k++;
  10473. if(k >= MAX_SKILL_ABRA_DB)
  10474. break;
  10475. }
  10476. fclose(fp);
  10477. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10478. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10479. fp=fopen(path,"r");
  10480. if(fp==NULL){
  10481. ShowError("can't read %s\n", path);
  10482. return 1;
  10483. }
  10484. while(fgets(line,1020,fp)){
  10485. char *split[50];
  10486. if(line[0]=='/' && line[1]=='/')
  10487. continue;
  10488. memset(split,0,sizeof(split));
  10489. j = skill_split_str(line,split,4);
  10490. if(split[0]==0) //fixed by Lupus
  10491. continue;
  10492. i=atoi(split[0]);
  10493. if (i>=10000 && i<10015) // for guild skills [Celest]
  10494. i -= 9500;
  10495. else if(i<=0 || i>MAX_SKILL_DB)
  10496. continue;
  10497. skill_split_atoi(split[1],skill_db[i].castnodex);
  10498. if (!split[2])
  10499. continue;
  10500. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10501. if(!split[3])
  10502. continue;
  10503. skill_split_atoi(split[3],skill_db[i].delaynowalk);
  10504. }
  10505. fclose(fp);
  10506. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10507. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10508. fp=fopen(path,"r");
  10509. if(fp==NULL){
  10510. ShowError("can't read %s\n", path);
  10511. return 1;
  10512. }
  10513. k=0;
  10514. while(fgets(line,1020,fp)){
  10515. char *split[16];
  10516. if(line[0]=='/' && line[1]=='/')
  10517. continue;
  10518. memset(split,0,sizeof(split));
  10519. j = skill_split_str(line,split,2);
  10520. if(split[0]==0) //fixed by Lupus
  10521. continue;
  10522. i=atoi(split[0]);
  10523. if (i>=10000 && i<10015) // for guild skills [Celest]
  10524. i -= 9500;
  10525. else if(i<=0 || i>MAX_SKILL_DB)
  10526. continue;
  10527. skill_db[i].nocast=atoi(split[1]);
  10528. k++;
  10529. }
  10530. fclose(fp);
  10531. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10532. return 0;
  10533. }
  10534. /*===============================================
  10535. * For reading leveluseskillspamount.txt [Celest]
  10536. *-----------------------------------------------
  10537. */
  10538. static int skill_read_skillspamount(void)
  10539. {
  10540. char *buf,*p;
  10541. struct skill_db *skill = NULL;
  10542. int s, idx, new_flag=1, level=1, sp=0;
  10543. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10544. if(buf==NULL)
  10545. return -1;
  10546. buf[s]=0;
  10547. for(p=buf;p-buf<s;){
  10548. char buf2[64];
  10549. if (sscanf(p,"%[@]",buf2) == 1) {
  10550. level = 1;
  10551. new_flag = 1;
  10552. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10553. for (idx=0; skill_names[idx].id != 0; idx++) {
  10554. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10555. skill = &skill_db[ skill_names[idx].id ];
  10556. new_flag = 0;
  10557. break;
  10558. }
  10559. }
  10560. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10561. skill->sp[level-1]=sp;
  10562. level++;
  10563. }
  10564. p=strchr(p,10);
  10565. if(!p) break;
  10566. p++;
  10567. }
  10568. aFree(buf);
  10569. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10570. return 0;
  10571. }
  10572. void skill_reload(void)
  10573. {
  10574. skill_readdb();
  10575. if (battle_config.skill_sp_override_grffile)
  10576. skill_read_skillspamount();
  10577. }
  10578. /*==========================================
  10579. * スキル?係?炎匀サ?�?
  10580. *------------------------------------------
  10581. */
  10582. int do_init_skill(void)
  10583. {
  10584. skill_readdb();
  10585. if (battle_config.skill_sp_override_grffile)
  10586. skill_read_skillspamount();
  10587. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10588. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10589. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10590. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10591. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10592. return 0;
  10593. }