#include "skill.hpp"
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include "../common/mt_rand.hpp"
#include "../common/nullpo.hpp"
#include "../common/socket.hpp"
#include "../common/timer.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "magic.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "party.hpp"
#include "pc.hpp"
#include "script.hpp"
#define SKILLUNITTIMER_INVERVAL 100
// This table appears to be wrong
/* スキル番号=>ステータス異常番号変換テーブル */
earray<StatusChange, SkillID, MAX_SKILL_DB> SkillStatusChangeTable //=
{{
// 0-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_PROVOKE, /* プロボック */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 10-
SC_SIGHT, /* サイト */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_FREEZE, /* フロストダイバー */
SC_STONE, /* ストーンカース */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 20-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_RUWACH, /* ルアフ */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_INCREASEAGI, /* 速度増加 */
// 30-
SC_DECREASEAGI, /* 速度減少 */
StatusChange::NEGATIVE1,
SC_SIGNUMCRUCIS, /* シグナムクルシス */
SC_ANGELUS, /* エンジェラス */
SC_BLESSING, /* ブレッシング */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 40-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_CONCENTRATE, /* 集中力向上 */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 50-
StatusChange::NEGATIVE1,
SC_HIDING, /* ハイディング */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 60-
SC_TWOHANDQUICKEN, /* 2HQ */
SC_AUTOCOUNTER,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_IMPOSITIO, /* インポシティオマヌス */
SC_SUFFRAGIUM, /* サフラギウム */
SC_ASPERSIO, /* アスペルシオ */
SC_BENEDICTIO, /* 聖体降福 */
// 70-
StatusChange::NEGATIVE1,
SC_SLOWPOISON,
StatusChange::NEGATIVE1,
SC_KYRIE, /* キリエエレイソン */
SC_MAGNIFICAT, /* マグニフィカート */
SC_GLORIA, /* グロリア */
SC_DIVINA, /* レックスディビーナ */
StatusChange::NEGATIVE1,
SC_AETERNA, /* レックスエーテルナ */
StatusChange::NEGATIVE1,
// 80-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 90-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_QUAGMIRE, /* クァグマイア */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 100-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 110-
StatusChange::NEGATIVE1,
SC_ADRENALINE, /* アドレナリンラッシュ */
SC_WEAPONPERFECTION, /* ウェポンパーフェクション */
SC_OVERTHRUST, /* オーバートラスト */
SC_MAXIMIZEPOWER, /* マキシマイズパワー */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 120-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 130-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_CLOAKING, /* クローキング */
SC_STAN, /* ソニックブロー */
StatusChange::NEGATIVE1,
SC_ENCPOISON, /* エンチャントポイズン */
SC_POISONREACT, /* ポイズンリアクト */
// 140-
SC_POISON, /* ベノムダスト */
SC_SPLASHER, /* ベナムスプラッシャー */
StatusChange::NEGATIVE1,
SC_TRICKDEAD, /* 死んだふり */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 150-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_LOUD, /* ラウドボイス */
StatusChange::NEGATIVE1,
SC_ENERGYCOAT, /* エナジーコート */
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 160-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 170-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_SELFDESTRUCTION,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 180-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 190-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 200-
StatusChange::NEGATIVE1,
SC_KEEPING,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_BARRIER,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_HALLUCINATION,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 210-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_STRIPWEAPON,
SC_STRIPSHIELD,
SC_STRIPARMOR,
SC_STRIPHELM,
StatusChange::NEGATIVE1,
// 220-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 230-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_CP_WEAPON,
SC_CP_SHIELD,
SC_CP_ARMOR,
SC_CP_HELM,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 240-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_AUTOGUARD,
// 250-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_REFLECTSHIELD,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_DEVOTION,
SC_PROVIDENCE,
SC_DEFENDER,
SC_SPEARSQUICKEN,
StatusChange::NEGATIVE1,
// 260-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_STEELBODY,
SC_BLADESTOP_WAIT,
// 270-
SC_EXPLOSIONSPIRITS,
SC_EXTREMITYFIST,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_MAGICROD,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 280-
SC_FLAMELAUNCHER,
SC_FROSTWEAPON,
SC_LIGHTNINGLOADER,
SC_SEISMICWEAPON,
StatusChange::NEGATIVE1,
SC_VOLCANO,
SC_DELUGE,
SC_VIOLENTGALE,
SC_LANDPROTECTOR,
StatusChange::NEGATIVE1,
// 290-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 300-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_LULLABY,
SC_RICHMANKIM,
SC_ETERNALCHAOS,
SC_DRUMBATTLE,
// 310-
SC_NIBELUNGEN,
SC_ROKISWEIL,
SC_INTOABYSS,
SC_SIEGFRIED,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_DISSONANCE,
StatusChange::NEGATIVE1,
SC_WHISTLE,
// 320-
SC_ASSNCROS,
SC_POEMBRAGI,
SC_APPLEIDUN,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_UGLYDANCE,
StatusChange::NEGATIVE1,
SC_HUMMING,
SC_DONTFORGETME,
SC_FORTUNE,
// 330-
SC_SERVICE4U,
SC_SELFDESTRUCTION,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 340-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 350-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_AURABLADE,
SC_PARRYING,
SC_CONCENTRATION,
SC_TENSIONRELAX,
SC_BERSERK,
// 360-
SC_BERSERK,
SC_ASSUMPTIO,
SC_BASILICA,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_MAGICPOWER,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_GOSPEL,
// 370-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 380-
SC_TRUESIGHT,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_WINDWALK,
SC_MELTDOWN,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_CARTBOOST,
StatusChange::NEGATIVE1,
SC_CHASEWALK,
// 390-
SC_REJECTSWORD,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_MARIONETTE,
StatusChange::NEGATIVE1,
SC_HEADCRUSH,
SC_JOINTBEAT,
// 400-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
SC_MINDBREAKER,
SC_MEMORIZE,
SC_FOGWALL,
SC_SPIDERWEB,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
// 410-
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
StatusChange::NEGATIVE1,
}};
struct skill_name_db skill_names[] =
{
{AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow"},
{AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration"},
{AC_DOUBLE, "DOUBLE", "Double_Strafe"},
{AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation"},
{AC_OWL, "OWL", "Owl's_Eye"},
{AC_SHOWER, "SHOWER", "Arrow_Shower"},
{AC_VULTURE, "VULTURE", "Vulture's_Eye"},
{ALL_RESURRECTION, "RESURRECTION", "Resurrection"},
{AL_ANGELUS, "ANGELUS", "Angelus"},
{AL_BLESSING, "BLESSING", "Blessing"},
{AL_CRUCIS, "CRUCIS", "Signum_Crusis"},
{AL_CURE, "CURE", "Cure"},
{AL_DECAGI, "DECAGI", "Decrease_AGI"},
{AL_DEMONBANE, "DEMONBANE", "Demon_Bane"},
{AL_DP, "DP", "Divine_Protection"},
{AL_HEAL, "HEAL", "Heal"},
{AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light"},
{AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta"},
{AL_INCAGI, "INCAGI", "Increase_AGI"},
{AL_PNEUMA, "PNEUMA", "Pneuma"},
{AL_RUWACH, "RUWACH", "Ruwach"},
{AL_TELEPORT, "TELEPORT", "Teleport"},
{AL_WARP, "WARP", "Warp_Portal"},
{AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror"},
{AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery"},
{AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher"},
{AM_BIOETHICS, "BIOETHICS", "Bioethics"},
{AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology"},
{AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus"},
{AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize"},
{AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor"},
{AM_CP_HELM, "HELM", "Chemical_Protection_Helm"},
{AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield"},
{AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon"},
{AM_CREATECREATURE, "CREATECREATURE", "Life_Creation"},
{AM_CULTIVATION, "CULTIVATION", "Cultivation"},
{AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration"},
{AM_DRILLMASTER, "DRILLMASTER", "Drillmaster"},
{AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control"},
{AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus"},
{AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION"},
{AM_PHARMACY, "PHARMACY", "Pharmacy"},
{AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher"},
{AM_REST, "REST", "Sabbath"},
{AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus"},
{AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine"},
{ASC_BREAKER, "BREAKER", "Breaker"},
{ASC_CDP, "CDP", "Create_Deadly_Poison"},
{ASC_EDP, "EDP", "Deadly_Poison_Enchantment"},
{ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk"},
{ASC_KATAR, "KATAR", "Advanced_Katar_Mastery"},
{ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault"},
{AS_CLOAKING, "CLOAKING", "Cloaking"},
{AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison"},
{AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth"},
{AS_KATAR, "KATAR", "Katar_Mastery"},
{AS_LEFT, "LEFT", "Lefthand_Mastery"},
{AS_POISONREACT, "POISONREACT", "Poison_React"},
{AS_RIGHT, "RIGHT", "Righthand_Mastery"},
{AS_SONICBLOW, "SONICBLOW", "Sonic_Blow"},
{AS_SPLASHER, "SPLASHER", "Venom_Splasher"},
{AS_VENOMDUST, "VENOMDUST", "Venom_Dust"},
{BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun"},
{BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross"},
{BA_DISSONANCE, "DISSONANCE", "Dissonance"},
{BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke"},
{BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson"},
{BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike"},
{BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi"},
{BA_WHISTLE, "WHISTLE", "Whistle"},
{BD_ADAPTATION, "ADAPTATION", "Adaption"},
{BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField"},
{BD_ENCORE, "ENCORE", "Encore"},
{BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos"},
{BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss"},
{BD_LULLABY, "LULLABY", "Lullaby"},
{BD_RAGNAROK, "RAGNAROK", "Ragnarok"},
{BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim"},
{BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen"},
{BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail"},
{BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried"},
{BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush"},
{BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2"},
{BS_AXE, "AXE", "Smith_Axe"},
{BS_DAGGER, "DAGGER", "Smith_Dagger"},
{BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft"},
{BS_FINDINGORE, "FINDINGORE", "Ore_Discovery"},
{BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall"},
{BS_HILTBINDING, "HILTBINDING", "Hilt_Binding"},
{BS_IRON, "IRON", "Iron_Tempering"},
{BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace"},
{BS_MACE, "MACE", "Smith_Mace"},
{BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize"},
{BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research"},
{BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust"},
{BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair"},
{BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering"},
{BS_SPEAR, "SPEAR", "Smith_Spear"},
{BS_STEEL, "STEEL", "Steel_Tempering"},
{BS_SWORD, "SWORD", "Smith_Sword"},
{BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword"},
{BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection"},
{BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research"},
{CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow"},
{CG_MARIONETTE, "MARIONETTE", "Marionette_Control"},
{CG_MOONLIT, "MOONLIT", "Moonlight_Petals"},
{CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo"},
{CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike"},
{CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul"},
{CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist"},
{CR_ALCHEMY, "ALCHEMY", "Alchemy"},
{CR_AUTOGUARD, "AUTOGUARD", "Guard"},
{CR_DEFENDER, "DEFENDER", "Defender"},
{CR_DEVOTION, "DEVOTION", "Sacrifice"},
{CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross"},
{CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross"},
{CR_PROVIDENCE, "PROVIDENCE", "Providence"},
{CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect"},
{CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang"},
{CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge"},
{CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken"},
{CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis"},
{CR_TRUST, "TRUST", "Faith"},
{DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson"},
{DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me"},
{DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss"},
{DC_HUMMING, "HUMMING", "Humming"},
{DC_SCREAM, "SCREAM", "Scream"},
{DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute"},
{DC_THROWARROW, "THROWARROW", "Throw_Arrow"},
{DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance"},
{HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio"},
{HP_BASILICA, "BASILICA", "Basilica"},
{HP_MEDITATIO, "MEDITATIO", "Meditation"},
{HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare"},
{HT_BEASTBANE, "BEASTBANE", "Beast_Bane"},
{HT_BLASTMINE, "BLASTMINE", "Blast_Mine"},
{HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat"},
{HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap"},
{HT_DETECTING, "DETECTING", "Detect"},
{HT_FALCON, "FALCON", "Falconry_Mastery"},
{HT_FLASHER, "FLASHER", "Flasher"},
{HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap"},
{HT_LANDMINE, "LANDMINE", "Land_Mine"},
{HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap"},
{HT_SANDMAN, "SANDMAN", "Sandman"},
{HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap"},
{HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap"},
{HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap"},
{HT_STEELCROW, "STEELCROW", "Steel_Crow"},
{HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box"},
{HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher"},
{HW_MAGICPOWER, "MAGICPOWER", "Magic_Power"},
{HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan"},
{HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain"},
{KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack"},
{KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash"},
{KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear"},
{KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery"},
{KN_PIERCE, "PIERCE", "Pierce"},
{KN_RIDING, "RIDING", "Peco_Peco_Ride"},
{KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang"},
{KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery"},
{KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab"},
{KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken"},
{LK_AURABLADE, "AURABLADE", "Aura_Blade"},
{LK_BERSERK, "BERSERK", "Berserk"},
{LK_CONCENTRATION, "CONCENTRATION", "Concentration"},
{LK_FURY, "FURY", "LK_FURY"},
{LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher"},
{LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat"},
{LK_PARRYING, "PARRYING", "Parrying"},
{LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce"},
{LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax"},
{MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution"},
{MC_CHANGECART, "CHANGECART", "Change_Cart"},
{MC_DISCOUNT, "DISCOUNT", "Discount"},
{MC_IDENTIFY, "IDENTIFY", "Item_Appraisal"},
{MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit"},
{MC_LOUD, "LOUD", "Lord_Exclamation"},
{MC_MAMMONITE, "MAMMONITE", "Mammonite"},
{MC_OVERCHARGE, "OVERCHARGE", "Overcharge"},
{MC_PUSHCART, "PUSHCART", "Pushcart"},
{MG_COLDBOLT, "COLDBOLT", "Cold_Bolt"},
{MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat"},
{MG_FIREBALL, "FIREBALL", "Fire_Ball"},
{MG_FIREBOLT, "FIREBOLT", "Fire_Bolt"},
{MG_FIREWALL, "FIREWALL", "Fire_Wall"},
{MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver"},
{MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt"},
{MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat"},
{MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall"},
{MG_SIGHT, "SIGHT", "Sight"},
{MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike"},
{MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery"},
{MG_STONECURSE, "STONECURSE", "Stone_Curse"},
{MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm"},
{MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits"},
{MO_BLADESTOP, "BLADESTOP", "Blade_Stop"},
{MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation"},
{MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits"},
{MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo"},
{MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish"},
{MO_DODGE, "DODGE", "Dodge"},
{MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits"},
{MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist"},
{MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive"},
{MO_INVESTIGATE, "INVESTIGATE", "Investigate"},
{MO_IRONHAND, "IRONHAND", "Iron_Hand"},
{MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery"},
{MO_STEELBODY, "STEELBODY", "Steel_Body"},
{MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows"},
{NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE"},
{NPC_BARRIER, "BARRIER", "NPC_BARRIER"},
{NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK"},
{NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN"},
{NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS"},
{NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE"},
{NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND"},
{NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY"},
{NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON"},
{NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS"},
{NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER"},
{NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND"},
{NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK"},
{NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH"},
{NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK"},
{NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING"},
{NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH"},
{NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS"},
{NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK"},
{NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER"},
{NPC_EMOTION, "EMOTION", "NPC_EMOTION"},
{NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN"},
{NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK"},
{NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK"},
{NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK"},
{NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION"},
{NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK"},
{NPC_KEEPING, "KEEPING", "NPC_KEEPING"},
{NPC_LICK, "LICK", "NPC_LICK"},
{NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK"},
{NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER"},
{NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS"},
{NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK"},
{NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT"},
{NPC_POISON, "POISON", "NPC_POISON"},
{NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK"},
{NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK"},
{NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK"},
{NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH"},
{NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!"},
{NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2"},
{NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK"},
{NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK"},
{NPC_SMOKING, "SMOKING", "NPC_SMOKING"},
{NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK"},
{NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK"},
{NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE"},
{NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER"},
{NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE"},
{NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK"},
{NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION"},
{NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK"},
{NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK"},
{NV_EMOTE, "EMOTE", "Emote_Skill"},
{NV_TRADE, "TRADE", "Trade_Skill"},
{NV_PARTY, "PARTY", "Party_Skill"},
{NV_FIRSTAID, "FIRSTAID", "First Aid"},
{NV_TRICKDEAD, "TRICKDEAD", "Play_Dead"},
{PA_GOSPEL, "GOSPEL", "Gospel"},
{PA_PRESSURE, "PRESSURE", "Pressure"},
{PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual"},
{PF_FOGWALL, "FOGWALL", "Wall_of_Fog"},
{PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion"},
{PF_MEMORIZE, "MEMORIZE", "Memorize"},
{PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker"},
{PF_SOULBURN, "SOULBURN", "Soul_Burn"},
{PF_SOULCHANGE, "SOULCHANGE", "Soul_Change"},
{PF_SPIDERWEB, "SPIDERWEB", "Spider_Web"},
{PR_ASPERSIO, "ASPERSIO", "Aspersio"},
{PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti"},
{PR_GLORIA, "GLORIA", "Gloria"},
{PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus"},
{PR_KYRIE, "KYRIE", "Kyrie_Eleison"},
{PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna"},
{PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina"},
{PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery"},
{PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat"},
{PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus"},
{PR_SANCTUARY, "SANCTUARY", "Santuary"},
{PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison"},
{PR_STRECOVERY, "STRECOVERY", "Status_Recovery"},
{PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium"},
{PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead"},
{RG_BACKSTAP, "BACKSTAP", "Back_Stab"},
{RG_CLEANER, "CLEANER", "Remover"},
{RG_COMPULSION, "COMPULSION", "Compulsion_Discount"},
{RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity"},
{RG_GANGSTER, "GANGSTER", "Gangster's_Paradise"},
{RG_GRAFFITI, "GRAFFITI", "Graffiti"},
{RG_INTIMIDATE, "INTIMIDATE", "Intimidate"},
{RG_PLAGIARISM, "PLAGIARISM", "Plagiarism"},
{RG_RAID, "RAID", "Raid"},
{RG_SNATCHER, "SNATCHER", "Snatcher"},
{RG_STEALCOIN, "STEALCOIN", "Steal_Coin"},
{RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor"},
{RG_STRIPHELM, "STRIPHELM", "Strip_Helm"},
{RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield"},
{RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon"},
{RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive"},
{SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus"},
{SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book"},
{SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast"},
{SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel"},
{SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change"},
{SA_COMA, "COMA", "Coma"},
{SA_DEATH, "DEATH", "Death"},
{SA_DELUGE, "DELUGE", "Deluge"},
{SA_DISPELL, "DISPELL", "Dispel"},
{SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology"},
{SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher"},
{SA_FORTUNE, "FORTUNE", "Fortune"},
{SA_FREECAST, "FREECAST", "Cast_Freedom"},
{SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon"},
{SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery"},
{SA_GRAVITY, "GRAVITY", "Gravity"},
{SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death"},
{SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector"},
{SA_LEVELUP, "LEVELUP", "Level_Up"},
{SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader"},
{SA_MAGICROD, "MAGICROD", "Magic_Rod"},
{SA_MONOCELL, "MONOCELL", "Monocell"},
{SA_QUESTION, "QUESTION", "Question?"},
{SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish"},
{SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon"},
{SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell"},
{SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster"},
{SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale"},
{SA_VOLCANO, "VOLCANO", "Volcano"},
{SG_DEVIL, "DEVIL", "Devil"},
{SG_FEEL, "FEEL", "Feel"},
{SG_FRIEND, "FRIEND", "Friend"},
{SG_FUSION, "FUSION", "Fusion"},
{SG_HATE, "HATE", "Hate"},
{SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge"},
{SG_MOON_ANGER, "ANGER", "Moon Anger"},
{SG_MOON_BLESS, "BLESS", "Moon Bless"},
{SG_MOON_COMFORT, "COMFORT", "Moon Comfort"},
{SG_MOON_WARM, "WARM", "Moon Warm"},
{SG_STAR_ANGER, "ANGER", "Star Anger"},
{SG_STAR_BLESS, "BLESS", "Star Bless"},
{SG_STAR_COMFORT, "COMFORT", "Star Comfort"},
{SG_STAR_WARM, "WARM", "Star Warm"},
{SG_SUN_ANGER, "ANGER", "Sun Anger"},
{SG_SUN_BLESS, "BLESS", "Sun Bless"},
{SG_SUN_COMFORT, "COMFORT", "Sun Comfort"},
{SG_SUN_WARM, "WARM", "Sun Warm"},
{SL_ALCHEMIST, "ALCHEMIST", "Alchemist"},
{SL_ASSASIN, "ASSASIN", "Assasin"},
{SL_BARDDANCER, "BARDDANCER", "Bard Dancer"},
{SL_BLACKSMITH, "BLACKSMITH", "Black Smith"},
{SL_CRUSADER, "CRUSADER", "Crusader"},
{SL_HUNTER, "HUNTER", "Hunter"},
{SL_KAAHI, "KAAHI", "Kaahi"},
{SL_KAINA, "KAINA", "Kaina"},
{SL_KAITE, "KAITE", "Kaite"},
{SL_KAIZEL, "KAIZEL", "Kaizel"},
{SL_KAUPE, "KAUPE", "Kaupe"},
{SL_KNIGHT, "KNIGHT", "Knight"},
{SL_MONK, "MONK", "Monk"},
{SL_PRIEST, "PRIEST", "Priest"},
{SL_ROGUE, "ROGUE", "Rogue"},
{SL_SAGE, "SAGE", "Sage"},
{SL_SKA, "SKA", "SKA"},
{SL_SKE, "SKE", "SKE"},
{SL_SMA, "SMA", "SMA"},
{SL_SOULLINKER, "SOULLINKER", "Soul Linker"},
{SL_STAR, "STAR", "Star"},
{SL_STIN, "STIN", "Stin"},
{SL_STUN, "STUN", "Stun"},
{SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice"},
{SL_SWOO, "SWOO", "Swoo"},
{SL_WIZARD, "WIZARD", "Wizard"},
{SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk"},
{SM_BASH, "BASH", "Bash"},
{SM_ENDURE, "ENDURE", "Endure"},
{SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point"},
{SM_MAGNUM, "MAGNUM", "Magnum_Break"},
{SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery"},
{SM_PROVOKE, "PROVOKE", "Provoke"},
{SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery"},
{SM_SWORD, "SWORD", "Sword_Mastery"},
{SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery"},
{SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault"},
{SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting"},
{SN_SIGHT, "SIGHT", "True_Sight"},
{SN_WINDWALK, "WINDWALK", "Wind_Walk"},
{ST_CHASEWALK, "CHASEWALK", "Chase_Walk"},
{ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword"},
{ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack"},
{TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding"},
{TF_DETOXIFY, "DETOXIFY", "Detoxify"},
{TF_DOUBLE, "DOUBLE", "Double_Attack"},
{TF_HIDING, "HIDING", "Hiding"},
{TF_MISS, "MISS", "Improve_Dodge"},
{TF_PICKSTONE, "PICKSTONE", "Take_Stone"},
{TF_POISON, "POISON", "Envenom"},
{TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand"},
{TF_STEAL, "STEAL", "Steal"},
{TF_THROWSTONE, "THROWSTONE", "Throw_Stone"},
{TK_COUNTER, "COUNTER", "Counter"},
{TK_DODGE, "DODGE", "Dodge"},
{TK_DOWNKICK, "DOWNKICK", "Down Kick"},
{TK_HIGHJUMP, "HIGHJUMP", "High Jump"},
{TK_HPTIME, "HPTIME", "HP Time"},
{TK_JUMPKICK, "JUMPKICK", "Jump Kick"},
{TK_POWER, "POWER", "Power"},
{TK_READYCOUNTER, "READYCOUNTER", "Ready Counter"},
{TK_READYDOWN, "READYDOWN", "Ready Down"},
{TK_READYSTORM, "READYSTORM", "Ready Storm"},
{TK_READYTURN, "READYTURN", "Ready Turn"},
{TK_RUN, "RUN", "TK_RUN"},
{TK_SEVENWIND, "SEVENWIND", "Seven Wind"},
{TK_SPTIME, "SPTIME", "SP Time"},
{TK_STORMKICK, "STORMKICK", "Storm Kick"},
{TK_TURNKICK, "TURNKICK", "Turn Kick"},
{WE_BABY, "BABY", "Adopt_Baby"},
{WE_CALLBABY, "CALLBABY", "Call_Baby"},
{WE_CALLPARENT, "CALLPARENT", "Call_Parent"},
{WE_CALLPARTNER, "CALLPARTNER", "I Want to See You"},
{WE_FEMALE, "FEMALE", "I Only Look Up to You"},
{WE_MALE, "MALE", "I Will Protect You"},
{WS_CARTBOOST, "CARTBOOST", "Cart_Boost"},
{WS_CREATECOIN, "CREATECOIN", "Create_Coins"},
{WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets"},
{WS_MELTDOWN, "MELTDOWN", "Meltdown"},
{WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower"},
{WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike"},
{WZ_ESTIMATION, "ESTIMATION", "Sense"},
{WZ_FIREIVY, "FIREIVY", "Fire_Ivy"},
{WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar"},
{WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova"},
{WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive"},
{WZ_ICEWALL, "ICEWALL", "Ice_Wall"},
{WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder"},
{WZ_METEOR, "METEOR", "Meteor_Storm"},
{WZ_QUAGMIRE, "QUAGMIRE", "Quagmire"},
{WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher"},
{WZ_STORMGUST, "STORMGUST", "Storm_Gust"},
{WZ_VERMILION, "VERMILION", "Lord_of_Vermilion"},
{WZ_WATERBALL, "WATERBALL", "Water_Ball"},
{SkillID::ZERO, nullptr, nullptr}
};
static
const int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 };
static
const int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
static
int rdamage;
earray<struct skill_db, SkillID, MAX_SKILL_DB> skill_db;
static
int skill_addtimerskill(struct block_list *src, unsigned int tick,
int target, int x, int y, SkillID skill_id, int skill_lv,
skill_timerskill::sktst type, BCT flag);
static
int skill_attack(BF attack_type, struct block_list *src,
struct block_list *dsrc, struct block_list *bl,
SkillID skillid, int skilllv, unsigned int tick, BCT flag);
static
void skill_brandishspear_dir(struct square *tc, int dir, int are);
static
void skill_brandishspear_first(struct square *tc, int dir, int x, int y);
static
int skill_delunitgroup(struct skill_unit_group *group);
static
void skill_devotion_end(struct map_session_data *md,
struct map_session_data *sd, int target);
static
struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx,
int x, int y);
static
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
int count, SkillID skillid, int skilllv, int unit_id);
static
void skill_status_change_timer(timer_id tid, tick_t tick,
custom_id_t id, custom_data_t data);
static
int skill_unitgrouptickset_delete(struct block_list *bl, int group_id);
static
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
struct block_list *bl, int group_id);
int skill_get_hit(SkillID id)
{
return skill_db[id].hit;
}
int skill_get_inf(SkillID id)
{
return skill_db[id].inf;
}
int skill_get_pl(SkillID id)
{
return skill_db[id].pl;
}
int skill_get_nk(SkillID id)
{
return skill_db[id].nk;
}
int skill_get_max(SkillID id)
{
return skill_db[id].max;
}
int skill_get_max_raise(SkillID id)
{
return skill_db[id].max_raise;
}
int skill_get_range(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].range[lv - 1];
}
static
int skill_get_hp(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].hp[lv - 1];
}
int skill_get_sp(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1];
}
static
int skill_get_zeny(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].zeny[lv - 1];
}
int skill_get_num(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].num[lv - 1];
}
int skill_get_cast(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1];
}
int skill_get_delay(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1];
}
int skill_get_time(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].upkeep_time[lv - 1];
}
int skill_get_time2(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].upkeep_time2[lv - 1];
}
int skill_get_castdef(SkillID id)
{
return skill_db[id].cast_def_rate;
}
int skill_get_weapontype(SkillID id)
{
return skill_db[id].weapon;
}
int skill_get_inf2(SkillID id)
{
return skill_db[id].inf2;
}
int skill_get_maxcount(SkillID id)
{
return skill_db[id].maxcount;
}
int skill_get_blewcount(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].blewcount[lv - 1];
}
static
int skill_get_mhp(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].mhp[lv - 1];
}
static
int skill_get_castnodex(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1];
}
/* プロトタイプ */
static
struct skill_unit_group *skill_unitsetting(struct block_list *src,
SkillID skillid, int skilllv,
int x, int y, int flag);
static
int skill_check_condition(struct map_session_data *sd, int type);
static
void skill_frostjoke_scream(struct block_list *bl,
struct block_list *src, SkillID skillnum, int skilllv, unsigned int tick);
static
void skill_status_change_timer_sub(struct block_list *bl,
struct block_list *src, StatusChange type, unsigned int tick);
static
void skill_clear_element_field(struct block_list *bl);
static
void skill_landprotector(struct block_list *bl, SkillID skillid, int *alive);
static
void skill_trap_splash(struct block_list *bl,
struct block_list *src, int tick, int splash_count);
static
void skill_count_target(struct block_list *bl,
struct block_list *src, int *c);
// [MouseJstr] - skill ok to cast? and when?
static
int skillnotok(SkillID skillid, struct map_session_data *sd)
{
if (sd == 0)
return 0;
if (pc_isGM(sd) >= 20)
return 0; // gm's can do anything damn thing they want
switch (skillid)
{
case AL_WARP:
case AL_TELEPORT:
case MC_IDENTIFY:
return 0; // always allowed
default:
return (map[sd->bl.m].flag.noskill);
}
}
static
int distance(int x0, int y0, int x1, int y1)
{
int dx, dy;
dx = abs(x0 - x1);
dy = abs(y0 - y1);
return dx > dy ? dx : dy;
}
/* スキルユニットIDを返す(これもデータベースに入れたいな) */
static
int skill_get_unit_id(SkillID id, int flag)
{
switch (id)
{
case MG_SAFETYWALL:
return 0x7e; /* セイフティウォール */
case MG_FIREWALL:
return 0x7f; /* ファイアーウォール */
case AL_WARP:
return (flag == 0) ? 0x81 : 0x80; /* ワープポータル */
case PR_BENEDICTIO:
return 0x82; /* 聖体降福 */
case PR_SANCTUARY:
return 0x83; /* サンクチュアリ */
case PR_MAGNUS:
return 0x84; /* マグヌスエクソシズム */
case AL_PNEUMA:
return 0x85; /* ニューマ */
case MG_THUNDERSTORM:
return 0x86; /* サンダーストーム */
case WZ_HEAVENDRIVE:
return 0x86; /* ヘヴンズドライブ */
case WZ_SIGHTRASHER:
return 0x86; /* サイトラッシャー */
case WZ_METEOR:
return 0x86; /* メテオストーム */
case WZ_VERMILION:
return 0x86; /* ロードオブヴァーミリオン */
case WZ_FROSTNOVA:
return 0x86; /* フロストノヴァ */
case WZ_STORMGUST:
return 0x86; /* ストームガスト(とりあえずLoVと同じで処理) */
case CR_GRANDCROSS:
return 0x86; /* グランドクロス */
case WZ_FIREPILLAR:
return (flag == 0) ? 0x87 : 0x88; /* ファイアーピラー */
case HT_TALKIEBOX:
return 0x99; /* トーキーボックス */
case WZ_ICEWALL:
return 0x8d; /* アイスウォール */
case WZ_QUAGMIRE:
return 0x8e; /* クァグマイア */
case HT_BLASTMINE:
return 0x8f; /* ブラストマイン */
case HT_SKIDTRAP:
return 0x90; /* スキッドトラップ */
case HT_ANKLESNARE:
return 0x91; /* アンクルスネア */
case AS_VENOMDUST:
return 0x92; /* ベノムダスト */
case HT_LANDMINE:
return 0x93; /* ランドマイン */
case HT_SHOCKWAVE:
return 0x94; /* ショックウェーブトラップ */
case HT_SANDMAN:
return 0x95; /* サンドマン */
case HT_FLASHER:
return 0x96; /* フラッシャー */
case HT_FREEZINGTRAP:
return 0x97; /* フリージングトラップ */
case HT_CLAYMORETRAP:
return 0x98; /* クレイモアートラップ */
case SA_VOLCANO:
return 0x9a; /* ボルケーノ */
case SA_DELUGE:
return 0x9b; /* デリュージ */
case SA_VIOLENTGALE:
return 0x9c; /* バイオレントゲイル */
case SA_LANDPROTECTOR:
return 0x9d; /* ランドプロテクター */
case BD_LULLABY:
return 0x9e; /* 子守歌 */
case BD_RICHMANKIM:
return 0x9f; /* ニヨルドの宴 */
case BD_ETERNALCHAOS:
return 0xa0; /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD:
return 0xa1; /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN:
return 0xa2; /* ニーベルングの指輪 */
case BD_ROKISWEIL:
return 0xa3; /* ロキの叫び */
case BD_INTOABYSS:
return 0xa4; /* 深淵の中に */
case BD_SIEGFRIED:
return 0xa5; /* 不死身のジークフリード */
case BA_DISSONANCE:
return 0xa6; /* 不協和音 */
case BA_WHISTLE:
return 0xa7; /* 口笛 */
case BA_ASSASSINCROSS:
return 0xa8; /* 夕陽のアサシンクロス */
case BA_POEMBRAGI:
return 0xa9; /* ブラギの詩 */
case BA_APPLEIDUN:
return 0xaa; /* イドゥンの林檎 */
case DC_UGLYDANCE:
return 0xab; /* 自分勝手なダンス */
case DC_HUMMING:
return 0xac; /* ハミング */
case DC_DONTFORGETME:
return 0xad; /* 私を忘れないで… */
case DC_FORTUNEKISS:
return 0xae; /* 幸運のキス */
case DC_SERVICEFORYOU:
return 0xaf; /* サービスフォーユー */
case RG_GRAFFITI:
return 0xb0; /* グラフィティ */
case AM_DEMONSTRATION:
return 0xb1; /* デモンストレーション */
case WE_CALLPARTNER:
return 0xb2; /* あなたに逢いたい */
case PA_GOSPEL:
return 0xb3; /* ゴスペル */
case HP_BASILICA:
return 0xb4; /* バジリカ */
case PF_FOGWALL:
return 0xb6; /* フォグウォール */
case PF_SPIDERWEB:
return 0xb7; /* スパイダーウェッブ */
}
return 0;
/*
* 0x89,0x8a,0x8b 表示無し
* 0x9a 炎属性の詠唱みたいなエフェクト
* 0x9b 水属性の詠唱みたいなエフェクト
* 0x9c 風属性の詠唱みたいなエフェクト
* 0x9d 白い小さなエフェクト
* 0xb1 Alchemist Demonstration
* 0xb2 = Pink Warp Portal
* 0xb3 = Gospel For Paladin
* 0xb4 = Basilica
* 0xb5 = Empty
* 0xb6 = Fog Wall for Professor
* 0xb7 = Spider Web for Professor
* 0xb8 = Empty
* 0xb9 =
*/
}
/*==========================================
* スキル追加効果
*------------------------------------------
*/
int skill_additional_effect(struct block_list *src, struct block_list *bl,
SkillID skillid, int skilllv, BF attack_type,
unsigned int tick)
{
struct map_session_data *sd = NULL;
struct map_session_data *dstsd = NULL;
struct mob_data *md = NULL;
int skill, skill2;
int rate, luk;
int sc_def_mdef, sc_def_vit, sc_def_int, sc_def_luk;
int sc_def_mdef2, sc_def_vit2, sc_def_int2, sc_def_luk2;
int sc_def_phys_shield_spell;
nullpo_ret(src);
nullpo_ret(bl);
if (skilllv < 0)
return 0;
if (src->type == BL_PC)
{
nullpo_ret(sd = (struct map_session_data *) src);
}
else if (src->type == BL_MOB)
{
nullpo_ret(md = (struct mob_data *) src); //未使用?
}
sc_def_phys_shield_spell = 0;
if (battle_get_sc_data(bl)[SC_PHYS_SHIELD].timer != -1)
sc_def_phys_shield_spell =
battle_get_sc_data(bl)[SC_PHYS_SHIELD].val1;
//対象の耐性
luk = battle_get_luk(bl);
sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + luk / 3);
sc_def_vit = 100 - (3 + battle_get_vit(bl) + luk / 3);
sc_def_int = 100 - (3 + battle_get_int(bl) + luk / 3);
sc_def_luk = 100 - (3 + luk);
//自分の耐性
luk = battle_get_luk(src);
sc_def_mdef2 = 100 - (3 + battle_get_mdef(src) + luk / 3);
sc_def_vit2 = 100 - (3 + battle_get_vit(src) + luk / 3);
sc_def_int2 = 100 - (3 + battle_get_int(src) + luk / 3);
sc_def_luk2 = 100 - (3 + luk);
if (bl->type == BL_PC)
dstsd = (struct map_session_data *) bl;
else if (bl->type == BL_MOB)
{
if (sc_def_mdef > 50)
sc_def_mdef = 50;
if (sc_def_vit > 50)
sc_def_vit = 50;
if (sc_def_int > 50)
sc_def_int = 50;
if (sc_def_luk > 50)
sc_def_luk = 50;
}
if (sc_def_mdef < 0)
sc_def_mdef = 0;
if (sc_def_vit < 0)
sc_def_vit = 0;
if (sc_def_int < 0)
sc_def_int = 0;
switch (skillid)
{
case SkillID::ZERO: /* 通常攻撃 */
/* 自動鷹 */
if (sd && pc_isfalcon(sd) && sd->status.weapon == 11
&& (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0
&& MRAND(1000) <= sd->paramc[ATTR::LUK] * 10 / 3 + 1)
{
int lv = (sd->status.job_level + 9) / 10;
skill_castend_damage_id(src, bl, HT_BLITZBEAT,
(skill < lv) ? skill : lv, tick,
BCT_highnib);
}
// スナッチャー
if (sd && sd->status.weapon != 11
&& (skill = pc_checkskill(sd, RG_SNATCHER)) > 0)
if ((skill * 15 + 55) +
(skill2 =
pc_checkskill(sd, TF_STEAL)) * 10 > MRAND(1000))
{
if (pc_steal_item(sd, bl))
{}
else
clif_skill_fail(sd, skillid, 0, 0);
}
break;
case SM_BASH: /* バッシュ(急所攻撃) */
if (sd && (skill = pc_checkskill(sd, SM_FATALBLOW)) > 0)
{
if (MRAND(100) < 6 * (skilllv - 5) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(SM_FATALBLOW,
skilllv), 0);
}
break;
case TF_POISON: /* インベナム */
case AS_SPLASHER: /* ベナムスプラッシャー */
if (MRAND(100) < (2 * skilllv + 10) * sc_def_vit / 100)
skill_status_change_start(bl, SC_POISON, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
else
{
if (sd && skillid == TF_POISON)
clif_skill_fail(sd, skillid, 0, 0);
}
break;
case AS_SONICBLOW: /* ソニックブロー */
if (MRAND(100) < (2 * skilllv + 10) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case HT_FREEZINGTRAP: /* フリージングトラップ */
rate = skilllv * 3 + 35;
if (MRAND(100) < rate * sc_def_mdef / 100)
skill_status_change_start(bl, SC_FREEZE, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case MG_FROSTDIVER: /* フロストダイバー */
case WZ_FROSTNOVA: /* フロストノヴァ */
rate =
(skilllv * 3 + 35) * sc_def_mdef / 100 -
(battle_get_int(bl) + battle_get_luk(bl)) / 15;
rate = rate <= 5 ? 5 : rate;
if (MRAND(100) < rate)
skill_status_change_start(bl, SC_FREEZE, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
else if (sd)
clif_skill_fail(sd, skillid, 0, 0);
break;
case WZ_STORMGUST: /* ストームガスト */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
if (sc_data)
{
sc_data[SC_FREEZE].val3++;
if (sc_data[SC_FREEZE].val3 >= 3)
skill_status_change_start(bl, SC_FREEZE, skilllv, 0, 0,
0, skill_get_time2(skillid,
skilllv),
0);
}
}
break;
case HT_LANDMINE: /* ランドマイン */
if (MRAND(100) < (5 * skilllv + 30) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case HT_SHOCKWAVE: /* ショックウェーブトラップ */
if (map[bl->m].flag.pvp && dstsd)
{
dstsd->status.sp -=
dstsd->status.sp * (5 + 15 * skilllv) / 100;
pc_calcstatus(dstsd, 0);
}
break;
case HT_SANDMAN: /* サンドマン */
if (MRAND(100) < (5 * skilllv + 30) * sc_def_int / 100)
skill_status_change_start(bl, SC_SLEEP, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case TF_SPRINKLESAND: /* 砂まき */
if (MRAND(100) < 15 * sc_def_int / 100)
skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case TF_THROWSTONE: /* 石投げ */
if (MRAND(100) < 5 * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case CR_HOLYCROSS: /* ホーリークロス */
if (MRAND(100) < 3 * skilllv * sc_def_int / 100)
skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case CR_GRANDCROSS: /* グランドクロス */
{
int race = battle_get_race(bl);
if ((battle_check_undead(race, battle_get_elem_type(bl)) || race == 6) && MRAND(100) < 100000 * sc_def_int / 100) //強制付与だが完全耐性には無効
skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
}
break;
case CR_SHIELDCHARGE: /* シールドチャージ */
if (MRAND(100) < (15 + skilllv * 5) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case RG_RAID: /* サプライズアタック */
if (MRAND(100) < (10 + 3 * skilllv) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
if (MRAND(100) < (10 + 3 * skilllv) * sc_def_int / 100)
skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case BA_FROSTJOKE:
if (MRAND(100) < (15 + 5 * skilllv) * sc_def_mdef / 100)
skill_status_change_start(bl, SC_FREEZE, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case DC_SCREAM:
if (MRAND(100) < (25 + 5 * skilllv) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case BD_LULLABY: /* 子守唄 */
if (MRAND(100) < 15 * sc_def_int / 100)
skill_status_change_start(bl, SC_SLEEP, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
/* MOBの追加効果付きスキル */
case NPC_PETRIFYATTACK:
if (MRAND(100) < sc_def_mdef)
skill_status_change_start(bl, SC_STONE,
skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case NPC_POISON:
if (MRAND(100) <
50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) +
(skilllv >> 2))
skill_status_change_start(bl, SC_POISON,
skilllv, 0, 0, 0, skilllv, 0);
break;
case NPC_SILENCEATTACK:
if (MRAND(100) <
50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) +
(skilllv >> 2))
skill_status_change_start(bl, SC_SILENCE,
skilllv, 0, 0, 0, skilllv, 0);
break;
case NPC_STUNATTACK:
if (MRAND(100) <
50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) +
(skilllv >> 2))
skill_status_change_start(bl, SC_STAN,
skilllv, 0, 0, 0, skilllv, 0);
break;
case NPC_CURSEATTACK:
if (MRAND(100) < sc_def_luk)
skill_status_change_start(bl, SC_CURSE,
skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case NPC_SLEEPATTACK:
if (MRAND(100) < sc_def_int)
skill_status_change_start(bl, SC_SLEEP,
skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case NPC_BLINDATTACK:
if (MRAND(100) < sc_def_int)
skill_status_change_start(bl, SC_BLIND,
skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case NPC_MENTALBREAKER:
if (dstsd)
{
int sp = dstsd->status.max_sp * (10 + skilllv) / 100;
if (sp < 1)
sp = 1;
pc_heal(dstsd, 0, -sp);
}
break;
// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
//
case WZ_METEOR:
if (MRAND(100) < sc_def_vit)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case WZ_VERMILION:
if (MRAND(100) < sc_def_int)
skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
// -- moonsoul (stun ability of new champion skill tigerfist)
//
case CH_TIGERFIST:
if (MRAND(100) < (5 + skilllv * 5) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case LK_SPIRALPIERCE:
if (MRAND(100) < (15 + skilllv * 5) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case ST_REJECTSWORD: /* フリージングトラップ */
if (MRAND(100) < (10 + skilllv * 5))
skill_status_change_start(bl, SC_AUTOCOUNTER, skilllv, 0, 0,
0, skill_get_time2(skillid,
skilllv), 0);
break;
case PF_FOGWALL: /* ホーリークロス */
if (MRAND(100) < 3 * skilllv * sc_def_int / 100)
skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case LK_HEADCRUSH: /* ヘッドクラッシュ */
{ //条件が良く分からないので適当に
int race = battle_get_race(bl);
if (!
(battle_check_undead(race, battle_get_elem_type(bl))
|| race == 6)
&& MRAND(100) < (2 * skilllv + 10) * sc_def_vit / 100)
skill_status_change_start(bl, SC_HEADCRUSH, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
}
break;
case LK_JOINTBEAT: /* ジョイントビート */
//条件が良く分からないので適当に
if (MRAND(100) < (2 * skilllv + 10) * sc_def_vit / 100)
skill_status_change_start(bl, SC_JOINTBEAT, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case PF_SPIDERWEB: /* スパイダーウェッブ */
{
int sec = skill_get_time2(skillid, skilllv);
if (map[src->m].flag.pvp) //PvPでは拘束時間半減?
sec = sec / 2;
battle_stopwalking(bl, 1);
skill_status_change_start(bl, SC_SPIDERWEB, skilllv, 0, 0, 0,
sec, 0);
}
break;
case ASC_METEORASSAULT: /* メテオアサルト */
if (MRAND(100) < (15 + skilllv * 5) * sc_def_vit / 100) //状態異常は詳細が分からないので適当に
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
if (MRAND(100) < (10 + 3 * skilllv) * sc_def_int / 100)
skill_status_change_start(bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
//阿修羅を使うと5分間自然回復しないようになる
skill_status_change_start(src, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv), 0);
break;
}
if (not (sd
&& skillid != MC_CARTREVOLUTION
&& bool(attack_type & BF_WEAPON)))
return 0;
earray<int, BadSC, BadSC::COUNT> arr_sc_def_card1 //=
{{
sc_def_mdef, // stone
sc_def_mdef, // freeze
sc_def_vit, // stan
sc_def_int, // sleep
sc_def_vit, // poison
sc_def_luk, // curse
sc_def_vit, // silence
sc_def_int, // confusion
sc_def_int, // blind
}}, arr_sc_def_card2 //=
{{
sc_def_mdef2, // stone
sc_def_mdef2, // freeze
sc_def_vit2, // stan
sc_def_int2, // sleep
sc_def_vit2, // poison
sc_def_luk2, // curse
sc_def_vit2, // silence
sc_def_int2, // confusion
sc_def_int2, // blind
}};
earray<SkillID, BadSC, BadSC::COUNT> sc2 //=
{{
MG_STONECURSE, // stone
MG_FROSTDIVER, // freeze
NPC_STUNATTACK, // stan
NPC_SLEEPATTACK, // sleep
TF_POISON, // poison
NPC_CURSEATTACK, // curse
NPC_SILENCEATTACK, // silence
SkillID::ZERO, // confusion
NPC_BLINDATTACK, // blind
}};
for (BadSC bi : erange(BadSC(), BadSC::COUNT))
{
StatusChange si = BadSC_to_SC(bi);
int sc_def_card1 = arr_sc_def_card1[bi];
int eff1 = sd->addeff[bi];
if (sd->state.arrow_atk)
eff1 += sd->arrow_addeff[bi];
if (MRAND(10000) < eff1 * sc_def_card1 / 100)
{
if (battle_config.battle_log)
PRINTF("PC %d skill_addeff: cardによる異常発動 %d %d\n",
sd->bl.id, si, eff1);
skill_status_change_start(bl, si, 7, 0, 0, 0,
(bi == BadSC::CONFUSION)
? 10000 + 7000
: skill_get_time2(sc2[bi], 7),
0);
}
int sc_def_card2 = arr_sc_def_card2[bi];
int eff2 = sd->addeff2[bi];
if (MRAND(10000) < eff2 * sc_def_card2 / 100)
{
if (battle_config.battle_log)
PRINTF("PC %d skill_addeff: cardによる異常発動 %d %d\n",
src->id, si, eff2);
skill_status_change_start(src, si, 7, 0, 0, 0,
(bi == BadSC::CONFUSION)
? 10000 + 7000
: skill_get_time2(sc2[bi], 7),
0);
}
}
return 0;
}
/*=========================================================================
スキル攻撃吹き飛ばし処理
-------------------------------------------------------------------------*/
static
int skill_blown(struct block_list *src, struct block_list *target, int count)
{
int dx = 0, dy = 0, nx, ny;
int x = target->x, y = target->y;
int ret;
MS prev_state = MS_IDLE;
int moveblock;
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
struct skill_unit *su = NULL;
nullpo_ret(src);
nullpo_ret(target);
if (target->type == BL_PC)
{
nullpo_ret(sd = (struct map_session_data *) target);
}
else if (target->type == BL_MOB)
{
nullpo_ret(md = (struct mob_data *) target);
}
else if (target->type == BL_SKILL)
{
nullpo_ret(su = (struct skill_unit *) target);
}
else
return 0;
if (!(count & 0x10000 && (sd || md || su)))
{ /* 指定なしなら位置関係から方向を求める */
dx = target->x - src->x;
dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
dy = target->y - src->y;
dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
}
if (dx == 0 && dy == 0)
{
int dir = battle_get_dir(target);
if (dir >= 0 && dir < 8)
{
dx = -dirx[dir];
dy = -diry[dir];
}
}
ret = path_blownpos(target->m, x, y, dx, dy, count & 0xffff);
nx = ret >> 16;
ny = ret & 0xffff;
moveblock = (x / BLOCK_SIZE != nx / BLOCK_SIZE
|| y / BLOCK_SIZE != ny / BLOCK_SIZE);
if (count & 0x20000)
{
battle_stopwalking(target, 1);
if (sd)
{
sd->to_x = nx;
sd->to_y = ny;
sd->walktimer = 1;
clif_walkok(sd);
clif_movechar(sd);
}
else if (md)
{
md->to_x = nx;
md->to_y = ny;
prev_state = md->state.state;
md->state.state = MS_WALK;
clif_fixmobpos(md);
}
}
else
battle_stopwalking(target, 2);
dx = nx - x;
dy = ny - y;
if (sd) /* 画面外に出たので消去 */
map_foreachinmovearea(std::bind(clif_pcoutsight, ph::_1, sd),
target->m, x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
dx, dy, BL_NUL);
else if (md)
map_foreachinmovearea(std::bind(clif_moboutsight, ph::_1, md),
target->m, x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
dx, dy, BL_PC);
if (su)
{
skill_unit_move_unit_group(su->group, target->m, dx, dy);
}
else
{
// eptr<struct status_change, StatusChange> sc_data=battle_get_sc_data(target);
if (moveblock)
map_delblock(target);
target->x = nx;
target->y = ny;
if (moveblock)
map_addblock(target);
/*ダンス中にエフェクトは移動しないらしい
if (sc_data && sc_data[SC_DANCING].timer!=-1){ //対象がダンス中なのでエフェクトも移動
struct skill_unit_group *sg= (struct skill_unit_group *)sc_data[SC_DANCING].val2;
if (sg)
skill_unit_move_unit_group(sg,target->m,dx,dy);
}
*/
}
if (sd)
{ /* 画面内に入ってきたので表示 */
map_foreachinmovearea(std::bind(clif_pcinsight, ph::_1, sd),
target->m, nx - AREA_SIZE, ny - AREA_SIZE,
nx + AREA_SIZE, ny + AREA_SIZE,
-dx, -dy, BL_NUL);
if (count & 0x20000)
sd->walktimer = -1;
}
else if (md)
{
map_foreachinmovearea(std::bind(clif_mobinsight, ph::_1, md),
target->m, nx - AREA_SIZE, ny - AREA_SIZE,
nx + AREA_SIZE, ny + AREA_SIZE,
-dx, -dy, BL_PC);
if (count & 0x20000)
md->state.state = prev_state;
}
skill_unit_move(target, gettick(), (count & 0xffff) + 7); /* スキルユニットの判定 */
return 0;
}
/*
* =========================================================================
* スキル攻撃効果処理まとめ
* flagの説明。16進図
* 00XRTTff
* ff = magicで計算に渡される)
* TT = パケットのtype部分(0でデフォルト)
* X = パケットのスキルLv
* R = 予約(skill_area_subで使用する)
*-------------------------------------------------------------------------
*/
int skill_attack(BF attack_type, struct block_list *src,
struct block_list *dsrc, struct block_list *bl,
SkillID skillid, int skilllv, unsigned int tick, BCT flag)
{
struct Damage dmg;
eptr<struct status_change, StatusChange> sc_data;
int type, lv, damage;
rdamage = 0;
nullpo_ret(src);
nullpo_ret(dsrc);
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
//何もしない判定ここから
if (dsrc->m != bl->m) //対象が同じマップにいなければ何もしない
return 0;
if (src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
return 0;
if (src->type == BL_PC && pc_isdead((struct map_session_data *) src)) //術者?がPCですでに死んでいたら何もしない
return 0;
if (dsrc->type == BL_PC && pc_isdead((struct map_session_data *) dsrc)) //術者?がPCですでに死んでいたら何もしない
return 0;
if (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl)) //対象がPCですでに死んでいたら何もしない
return 0;
if (skillnotok(skillid, (struct map_session_data *) bl))
return 0; // [MouseJstr]
if (sc_data && sc_data[SC_HIDING].timer != -1)
{ //ハイディング状態で
if (skill_get_pl(skillid) != 2) //スキルの属性が地属性でなければ何もしない
return 0;
}
if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
return 0;
if (skillid == WZ_STORMGUST)
{ //使用スキルがストームガストで
if (sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら何もしない
return 0;
}
if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
return 0;
if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //術者がPCでチャット中なら何もしない
return 0;
if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //術者がPCでチャット中なら何もしない
return 0;
//何もしない判定ここまで
type = -1;
lv = (flag >> 20) & 0xf;
dmg = battle_calc_attack(attack_type, src, bl, skillid, skilllv, flag & 0xff); //ダメージ計算
//マジックロッド処理ここから
if (bool(attack_type & BF_MAGIC)
&& sc_data
&& sc_data[SC_MAGICROD].timer != -1
&& src == dsrc)
{ //魔法攻撃でマジックロッド状態でsrc=dsrcなら
dmg.damage = dmg.damage2 = 0; //ダメージ0
if (bl->type == BL_PC)
{ //対象がPCの場合
int sp = skill_get_sp(skillid, skilllv); //使用されたスキルのSPを吸収
sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算
if (skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上
sp = sp / ((skilllv | 1) * (skilllv | 1)); //さらに計算?
if (sp > 0x7fff)
sp = 0x7fff; //SP多すぎの場合は理論最大値
else if (sp < 1)
sp = 1; //1以下の場合は1
if (((struct map_session_data *) bl)->status.sp + sp >
((struct map_session_data *) bl)->status.max_sp)
{ //回復SP+現在のSPがMSPより大きい場合
sp = ((struct map_session_data *) bl)->status.max_sp - ((struct map_session_data *) bl)->status.sp; //SPをMSP-現在SPにする
((struct map_session_data *) bl)->status.sp = ((struct map_session_data *) bl)->status.max_sp; //現在のSPにMSPを代入
}
else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
((struct map_session_data *) bl)->status.sp += sp;
((struct map_session_data *) bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD, sc_data[SC_MAGICROD].val1)); //
}
}
//マジックロッド処理ここまで
damage = dmg.damage + dmg.damage2;
if (lv == 15)
lv = -1;
if (flag & 0xff00)
type = (flag & 0xff00) >> 8;
if (damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
dmg.blewcount = 0;
if (skillid == CR_GRANDCROSS)
{ //グランドクロス
if (battle_config.gx_disptype)
dsrc = src; // 敵ダメージ白文字表示
if (src == bl)
type = 4; // 反動はダメージモーションなし
}
//使用者がPCの場合の処理ここから
if (src->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) src;
nullpo_ret(sd);
//連打掌(MO_CHAINCOMBO)ここから
if (skillid == MO_CHAINCOMBO)
{
int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算
if (damage < battle_get_hp(bl))
{ //ダメージが対象のHPより小さい場合
if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&気球保持時は+300ms
delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
skill_status_change_start(src, SC_COMBO,
uint16_t(MO_CHAINCOMBO), skilllv,
0, 0, delay, 0); //コンボ状態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
}
//連打掌(MO_CHAINCOMBO)ここまで
//猛龍拳(MO_COMBOFINISH)ここから
else if (skillid == MO_COMBOFINISH)
{
int delay =
700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
if (damage < battle_get_hp(bl))
{
//阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
//伏虎拳(CH_TIGERFIST)取得時も+300ms
if ((pc_checkskill(sd, MO_EXTREMITYFIST) > 0
&& sd->spiritball >= 4
&& sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
|| (pc_checkskill(sd, CH_TIGERFIST) > 0
&& sd->spiritball > 0)
|| (pc_checkskill(sd, CH_CHAINCRUSH) > 0
&& sd->spiritball > 1))
delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
skill_status_change_start(src, SC_COMBO,
uint16_t(MO_COMBOFINISH), skilllv,
0, 0, delay, 0); //コンボ状態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
}
//猛龍拳(MO_COMBOFINISH)ここまで
//伏虎拳(CH_TIGERFIST)ここから
else if (skillid == CH_TIGERFIST)
{
int delay =
1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
if (damage < battle_get_hp(bl))
{
if (pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms
delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
skill_status_change_start(src, SC_COMBO,
uint16_t(CH_TIGERFIST), skilllv,
0, 0, delay, 0); //コンボ状態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
}
//伏虎拳(CH_TIGERFIST)ここまで
//連柱崩撃(CH_CHAINCRUSH)ここから
else if (skillid == CH_CHAINCRUSH)
{
int delay =
1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src);
if (damage < battle_get_hp(bl))
{
//阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
if (pc_checkskill(sd, MO_EXTREMITYFIST) > 0
&& sd->spiritball >= 4
&& sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
skill_status_change_start(src,
SC_COMBO, uint16_t(CH_CHAINCRUSH), skilllv,
0, 0, delay, 0); //コンボ状態に
}
sd->attackabletime = sd->canmove_tick = tick + delay;
}
//連柱崩撃(CH_CHAINCRUSH)ここまで
}
//使用者がPCの場合の処理ここまで
//武器スキル?ここから
//AppleGirl Was Here
if (bool(attack_type & BF_MAGIC)
&& damage > 0
&& src != bl
&& src == dsrc)
{ //Blah Blah
if (bl->type == BL_PC)
{ //Blah Blah
struct map_session_data *tsd = (struct map_session_data *) bl;
if (tsd->magic_damage_return > 0)
{ //More Blah
rdamage += damage * tsd->magic_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
}
}
}
//Stop Here
if (bool(attack_type & BF_WEAPON)
&& damage > 0
&& src != bl
&& src == dsrc)
{ //武器スキル&ダメージあり&使用者と対象者が違う&src=dsrc
if (bool(dmg.flag & BF_SHORT))
{ //近距離攻撃時?※
if (bl->type == BL_PC)
{ //対象がPCの時
struct map_session_data *tsd = (struct map_session_data *) bl;
nullpo_ret(tsd);
if (tsd->short_weapon_damage_return > 0)
{ //近距離攻撃跳ね返し?※
rdamage += damage * tsd->short_weapon_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
}
}
if (sc_data && sc_data[SC_REFLECTSHIELD].timer != -1)
{ //リフレクトシールド時
rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
if (rdamage < 1)
rdamage = 1;
}
}
else if (bool(dmg.flag & BF_LONG))
{ //遠距離攻撃時?※
if (bl->type == BL_PC)
{ //対象がPCの時
struct map_session_data *tsd = (struct map_session_data *) bl;
nullpo_ret(tsd);
if (tsd->long_weapon_damage_return > 0)
{ //遠距離攻撃跳ね返し?※
rdamage += damage * tsd->long_weapon_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
}
}
}
if (rdamage > 0)
clif_damage(src, src, tick, dmg.amotion, 0, rdamage, 1, 4, 0);
}
//武器スキル?ここまで
switch (skillid)
{
case WZ_SIGHTRASHER:
clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, skillid,
(lv != 0) ? lv : skilllv, 5);
break;
case AS_SPLASHER:
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, skillid, -1, 5);
break;
case NPC_SELFDESTRUCTION:
case NPC_SELFDESTRUCTION2:
break;
default:
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, skillid,
(lv != 0) ? lv : skilllv,
(skillid == SkillID::ZERO) ? 5 : type);
}
if (dmg.blewcount > 0)
{ /* 吹き飛ばし処理とそのパケット */
if (skillid == WZ_SIGHTRASHER)
skill_blown(src, bl, dmg.blewcount);
else
skill_blown(dsrc, bl, dmg.blewcount);
if (bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *) bl);
else
clif_fixpos(bl);
}
map_freeblock_lock();
/* 実際にダメージ処理を行う */
if (skillid != KN_BOWLINGBASH || flag)
battle_damage(src, bl, damage, 0);
if (skillid == RG_INTIMIDATE && damage > 0
&& !(battle_get_mode(bl) & 0x20))
{
int s_lv = battle_get_lv(src), t_lv = battle_get_lv(bl);
int rate = 50 + skilllv * 5;
rate = rate + (s_lv - t_lv);
if (MRAND(100) < rate)
skill_addtimerskill(src, tick + 800, bl->id, 0, 0, skillid,
skilllv,
skill_timerskill::sktst::from_n(0),
flag);
}
/*
if (damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){
struct map_session_data *tsd = (struct map_session_data *)bl;
nullpo_ret(tsd);
if (!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
//既に盗んでいるスキルがあれば該当スキルを消す
if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){
tsd->status.skill[tsd->cloneskill_id].id=0;
tsd->status.skill[tsd->cloneskill_id].lv=0;
tsd->status.skill[tsd->cloneskill_id].flag=0;
}
tsd->cloneskill_id=skillid;
tsd->cloneskill_lv=skilllv;
tsd->status.skill[skillid].id=skillid;
tsd->status.skill[skillid].lv= (pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
tsd->status.skill[skillid].flag=13;//cloneskill flag
clif_skillinfoblock(tsd);
}
}
*/
/* ダメージがあるなら追加効果判定 */
if (bl->prev != NULL)
{
struct map_session_data *sd = (struct map_session_data *) bl;
nullpo_ret(sd);
if (bl->type != BL_PC || (sd && !pc_isdead(sd)))
{
if (damage > 0)
skill_additional_effect(src, bl, skillid, skilllv,
attack_type, tick);
if (bl->type == BL_MOB && src != bl) /* スキル使用条件のMOBスキル */
{
struct mob_data *md = (struct mob_data *) bl;
nullpo_ret(md);
if (battle_config.mob_changetarget_byskill == 1)
{
int target;
target = md->target_id;
if (src->type == BL_PC)
md->target_id = src->id;
mobskill_use(md, tick, MSC_SKILLUSED, skillid);
md->target_id = target;
}
else
mobskill_use(md, tick, MSC_SKILLUSED, skillid);
}
}
}
if (src->type == BL_PC
&& bool(dmg.flag & BF_WEAPON)
&& src != bl
&& src == dsrc
&& damage > 0)
{
struct map_session_data *sd = (struct map_session_data *) src;
int hp = 0, sp = 0;
nullpo_ret(sd);
if (sd->hp_drain_rate && dmg.damage > 0
&& MRAND(100) < sd->hp_drain_rate)
{
hp += (dmg.damage * sd->hp_drain_per) / 100;
}
if (sd->hp_drain_rate_ && dmg.damage2 > 0
&& MRAND(100) < sd->hp_drain_rate_)
{
hp += (dmg.damage2 * sd->hp_drain_per_) / 100;
}
if (sd->sp_drain_rate > 0 && dmg.damage > 0
&& MRAND(100) < sd->sp_drain_rate)
{
sp += (dmg.damage * sd->sp_drain_per) / 100;
}
if (sd->sp_drain_rate_ > 0 && dmg.damage2 > 0
&& MRAND(100) < sd->sp_drain_rate_)
{
sp += (dmg.damage2 * sd->sp_drain_per_) / 100;
}
if (hp || sp)
pc_heal(sd, hp, sp);
}
if ((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
battle_damage(bl, src, rdamage, 0);
if (bool(attack_type & BF_WEAPON)
&& sc_data
&& sc_data[SC_AUTOCOUNTER].timer != -1
&& sc_data[SC_AUTOCOUNTER].val4 > 0)
{
if (sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
battle_weapon_attack(bl, dsrc, tick,
BCT_mid_x80 | sc_data[SC_AUTOCOUNTER].val1_bct());
skill_status_change_end(bl, SC_AUTOCOUNTER, -1);
}
map_freeblock_unlock();
return (dmg.damage + dmg.damage2); /* 与ダメを返す */
}
typedef int(*SkillFunc)(struct block_list *, struct block_list *,
SkillID, int,
unsigned int, BCT);
static
void skill_area_sub(struct block_list *bl,
struct block_list *src, SkillID skill_id, int skill_lv,
unsigned int tick, BCT flag, SkillFunc func)
{
nullpo_retv(bl);
if (bl->type != BL_PC && bl->type != BL_MOB && bl->type != BL_SKILL)
return;
if (battle_check_target(src, bl, flag) > 0)
func(src, bl, skill_id, skill_lv, tick, flag);
}
static
void skill_check_unit_range_sub(struct block_list *bl, int *c, int x, int y, int range, SkillID skillid)
{
struct skill_unit *unit;
int sx[4], sy[4];
int t_range, tx[4], ty[4];
int i, r_flag;
nullpo_retv(bl);
unit = (struct skill_unit *) bl;
if (bl->prev == NULL || bl->type != BL_SKILL)
return;
if (!unit->alive)
return;
if (skillid == MG_SAFETYWALL || skillid == AL_PNEUMA)
{
if (unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
return;
}
else if (skillid == AL_WARP)
{
if ((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99)
&& unit->group->unit_id != 0x92)
return;
}
else if ((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP)
|| skillid == HT_TALKIEBOX)
{
if ((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99)
&& unit->group->unit_id != 0x92)
return;
}
else if (skillid == WZ_FIREPILLAR)
{
if (unit->group->unit_id != 0x87)
return;
}
else
return;
t_range = (unit->range != 0) ? unit->range : unit->group->range;
tx[0] = tx[3] = unit->bl.x - t_range;
tx[1] = tx[2] = unit->bl.x + t_range;
ty[0] = ty[1] = unit->bl.y - t_range;
ty[2] = ty[3] = unit->bl.y + t_range;
sx[0] = sx[3] = x - range;
sx[1] = sx[2] = x + range;
sy[0] = sy[1] = y - range;
sy[2] = sy[3] = y + range;
for (i = r_flag = 0; i < 4; i++)
{
if (sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0]
&& sy[i] <= ty[2])
{
r_flag = 1;
break;
}
if (tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0]
&& ty[i] <= sy[2])
{
r_flag = 1;
break;
}
}
if (r_flag)
(*c)++;
}
int skill_check_unit_range(int m, int x, int y, int range, SkillID skillid)
{
int c = 0;
map_foreachinarea(std::bind(skill_check_unit_range_sub, ph::_1, &c, x, y, range, skillid),
m, x - 10, y - 10,
x + 10, y + 10, BL_SKILL);
return c;
}
static
void skill_check_unit_range2_sub(struct block_list *bl, int *c)
{
nullpo_retv(bl);
nullpo_retv(c);
if (bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
return;
if (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl))
return;
(*c)++;
}
int skill_check_unit_range2(int m, int x, int y, int range)
{
int c = 0;
map_foreachinarea(std::bind(skill_check_unit_range2_sub, ph::_1, &c),
m, x - range, y - range,
x + range, y + range, BL_NUL);
return c;
}
/*=========================================================================
* 範囲スキル使用処理小分けここから
*/
static
BCT skill_area_temp_counter;
static
int skill_area_sub_count(struct block_list *, struct block_list *,
SkillID, int, unsigned int, BCT)
{
if (skill_area_temp_counter.lo == 0xff
&& skill_area_temp_counter.mid == 0xff)
return 0;
if (!++skill_area_temp_counter.lo)
++skill_area_temp_counter.mid;
return 0;
}
/*==========================================
*
*------------------------------------------
*/
static
void skill_timer(timer_id, tick_t tick, custom_id_t id, custom_data_t data)
{
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
struct block_list *src = map_id2bl(id), *target;
struct skill_timerskill *skl = NULL;
int range;
nullpo_retv(src);
if (src->prev == NULL)
return;
if (src->type == BL_PC)
{
nullpo_retv(sd = (struct map_session_data *) src);
skl = &sd->skilltimerskill[data];
}
else if (src->type == BL_MOB)
{
nullpo_retv(md = (struct mob_data *) src);
skl = &md->skilltimerskill[data];
}
else
return;
nullpo_retv(skl);
skl->timer = -1;
if (skl->target_id)
{
struct block_list tbl;
target = map_id2bl(skl->target_id);
if (skl->skill_id == RG_INTIMIDATE)
{
if (target == NULL)
{
target = &tbl; //初期化してないのにアドレス突っ込んでいいのかな?
target->type = BL_NUL;
target->m = src->m;
target->prev = target->next = NULL;
}
}
if (target == NULL)
return;
if (target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
return;
if (src->m != target->m)
return;
if (sd && pc_isdead(sd))
return;
if (target->type == BL_PC
&& pc_isdead((struct map_session_data *) target)
&& skl->skill_id != RG_INTIMIDATE)
return;
switch (skl->skill_id)
{
case TF_BACKSLIDING:
break;
case RG_INTIMIDATE:
if (sd && !map[src->m].flag.noteleport)
{
// always initialized, but clang is not smart enough
int x = 0, y = 0;
int i, j, c;
pc_randomwarp(sd, 3);
for (i = 0; i < 16; i++)
{
j = MRAND(8);
x = sd->bl.x + dirx[j];
y = sd->bl.y + diry[j];
if ((c = map_getcell(sd->bl.m, x, y)) != 1 && c != 5)
break;
}
if (i >= 16)
{
x = sd->bl.x;
y = sd->bl.y;
}
if (target->prev != NULL)
{
if (target->type == BL_PC
&& !pc_isdead((struct map_session_data *)
target))
pc_setpos((struct map_session_data *) target,
map[sd->bl.m].name, x, y, 3);
else if (target->type == BL_MOB)
mob_warp((struct mob_data *) target, -1, x, y,
3);
}
}
else if (md && !map[src->m].flag.monster_noteleport)
{
// always initialized, but clang isn't smart enough
int x = 0, y = 0;
int i, j, c;
mob_warp(md, -1, -1, -1, 3);
for (i = 0; i < 16; i++)
{
j = MRAND(8);
x = md->bl.x + dirx[j];
y = md->bl.y + diry[j];
if ((c = map_getcell(md->bl.m, x, y)) != 1 && c != 5)
break;
}
if (i >= 16)
{
x = md->bl.x;
y = md->bl.y;
}
if (target->prev != NULL)
{
if (target->type == BL_PC
&& !pc_isdead((struct map_session_data *)
target))
pc_setpos((struct map_session_data *) target,
map[md->bl.m].name, x, y, 3);
else if (target->type == BL_MOB)
mob_warp((struct mob_data *) target, -1, x, y,
3);
}
}
break;
case BA_FROSTJOKE: /* 寒いジョーク */
case DC_SCREAM: /* スクリーム */
range = 15; //視界全体
map_foreachinarea(std::bind(skill_frostjoke_scream, ph::_1, src, skl->skill_id, skl->skill_lv, tick),
src->m, src->x - range, src->y - range,
src->x + range, src->y + range,
BL_NUL);
break;
default:
skill_attack(skl->type.bf, src, src, target, skl->skill_id,
skl->skill_lv, tick, skl->flag);
break;
}
}
else
{
if (src->m != skl->map)
return;
switch (skl->skill_id)
{
case WZ_METEOR:
if (skl->type.n >= 0)
{
skill_unitsetting(src, skl->skill_id, skl->skill_lv,
skl->type.xy.x, skl->type.xy.y,
0);
}
else
skill_unitsetting(src, skl->skill_id, skl->skill_lv,
skl->x, skl->y, 0);
break;
}
}
}
/*==========================================
*
*------------------------------------------
*/
int skill_addtimerskill(struct block_list *src, unsigned int tick,
int target, int x, int y,
SkillID skill_id, int skill_lv,
skill_timerskill::sktst type, BCT flag)
{
int i;
nullpo_retr(1, src);
if (src->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) src;
nullpo_retr(1, sd);
for (i = 0; i < MAX_SKILLTIMERSKILL; i++)
{
if (sd->skilltimerskill[i].timer == -1)
{
sd->skilltimerskill[i].timer =
add_timer(tick, skill_timer, src->id, i);
sd->skilltimerskill[i].src_id = src->id;
sd->skilltimerskill[i].target_id = target;
sd->skilltimerskill[i].skill_id = skill_id;
sd->skilltimerskill[i].skill_lv = skill_lv;
sd->skilltimerskill[i].map = src->m;
sd->skilltimerskill[i].x = x;
sd->skilltimerskill[i].y = y;
sd->skilltimerskill[i].type = type;
sd->skilltimerskill[i].flag = flag;
return 0;
}
}
return 1;
}
else if (src->type == BL_MOB)
{
struct mob_data *md = (struct mob_data *) src;
nullpo_retr(1, md);
for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
{
if (md->skilltimerskill[i].timer == -1)
{
md->skilltimerskill[i].timer =
add_timer(tick, skill_timer, src->id, i);
md->skilltimerskill[i].src_id = src->id;
md->skilltimerskill[i].target_id = target;
md->skilltimerskill[i].skill_id = skill_id;
md->skilltimerskill[i].skill_lv = skill_lv;
md->skilltimerskill[i].map = src->m;
md->skilltimerskill[i].x = x;
md->skilltimerskill[i].y = y;
md->skilltimerskill[i].type = type;
md->skilltimerskill[i].flag = flag;
return 0;
}
}
return 1;
}
return 1;
}
/*==========================================
*
*------------------------------------------
*/
int skill_cleartimerskill(struct block_list *src)
{
int i;
nullpo_ret(src);
if (src->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) src;
nullpo_ret(sd);
for (i = 0; i < MAX_SKILLTIMERSKILL; i++)
{
if (sd->skilltimerskill[i].timer != -1)
{
delete_timer(sd->skilltimerskill[i].timer, skill_timer);
sd->skilltimerskill[i].timer = -1;
}
}
}
else if (src->type == BL_MOB)
{
struct mob_data *md = (struct mob_data *) src;
nullpo_ret(md);
for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
{
if (md->skilltimerskill[i].timer != -1)
{
delete_timer(md->skilltimerskill[i].timer, skill_timer);
md->skilltimerskill[i].timer = -1;
}
}
}
return 0;
}
/* 範囲スキル使用処理小分けここまで
* -------------------------------------------------------------------------
*/
// these variables are set in the 'else' branches,
// and used in the (recursive) 'if' branch
static int skill_area_temp_id, skill_area_temp_x, skill_area_temp_y, skill_area_temp_hp;
/*==========================================
* スキル使用(詠唱完了、ID指定攻撃系)
* (スパゲッティに向けて1歩前進!(ダメポ))
*------------------------------------------
*/
int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
SkillID skillid, int skilllv,
unsigned int tick, BCT flag)
{
struct map_session_data *sd = NULL;
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->type == BL_PC)
sd = (struct map_session_data *) src;
if (sd && pc_isdead(sd))
return 1;
if ((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl)
bl = src;
if (bl->prev == NULL)
return 1;
if (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl))
return 1;
map_freeblock_lock();
switch (skillid)
{
/* 武器攻撃系スキル */
case SM_BASH: /* バッシュ */
case MC_MAMMONITE: /* メマーナイト */
case AC_DOUBLE: /* ダブルストレイフィング */
case AS_SONICBLOW: /* ソニックブロー */
case KN_PIERCE: /* ピアース */
case KN_SPEARBOOMERANG: /* スピアブーメラン */
case TF_POISON: /* インベナム */
case TF_SPRINKLESAND: /* 砂まき */
case AC_CHARGEARROW: /* チャージアロー */
case KN_SPEARSTAB: /* スピアスタブ */
case RG_RAID: /* サプライズアタック */
case RG_INTIMIDATE: /* インティミデイト */
case BA_MUSICALSTRIKE: /* ミュージカルストライク */
case DC_THROWARROW: /* 矢撃ち */
case BA_DISSONANCE: /* 不協和音 */
case CR_HOLYCROSS: /* ホーリークロス */
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
/* 以下MOB専用 */
/* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */
case NPC_PIERCINGATT:
case NPC_MENTALBREAKER:
case NPC_RANGEATTACK:
case NPC_CRITICALSLASH:
case NPC_COMBOATTACK:
/* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */
case NPC_GUIDEDATTACK:
case NPC_POISON:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
/* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_RANDOMATTACK:
/* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
/* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_TELEKINESISATTACK:
case LK_AURABLADE: /* オーラブレード */
case LK_SPIRALPIERCE: /* スパイラルピアース */
case LK_HEADCRUSH: /* ヘッドクラッシュ */
case LK_JOINTBEAT: /* ジョイントビート */
case PA_PRESSURE: /* プレッシャー */
case PA_SACRIFICE: /* サクリファイス */
case SN_SHARPSHOOTING: /* シャープシューティング */
case CG_ARROWVULCAN: /* アローバルカン */
case ASC_BREAKER: /* ソウルブレーカー */
case HW_MAGICCRASHER: /* マジッククラッシャー */
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
break;
case NPC_DARKBREATH:
clif_emotion(src, 7);
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick,
flag);
break;
case MO_INVESTIGATE: /* 発勁 */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src);
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
if (sc_data[SC_BLADESTOP].timer != -1)
skill_status_change_end(src, SC_BLADESTOP, -1);
}
break;
case SN_FALCONASSAULT: /* ファルコンアサルト */
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick,
flag);
break;
case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
{
struct mob_data *md = (struct mob_data *) bl;
nullpo_retr(1, md);
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
if (md->hp > 0)
{
skill_blown(src, bl, skill_get_blewcount(skillid, skilllv));
if (bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *) bl);
else
clif_fixpos(bl);
}
}
break;
case RG_BACKSTAP: /* バックスタブ */
{
int dir = map_calc_dir(src, bl->x, bl->y), t_dir =
battle_get_dir(bl);
int dist = distance(src->x, src->y, bl->x, bl->y);
if ((dist > 0 && !map_check_dir(dir, t_dir))
|| bl->type == BL_SKILL)
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src);
if (sc_data && sc_data[SC_HIDING].timer != -1)
skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
skill_blown(src, bl, skill_get_blewcount(skillid, skilllv));
}
else if (src->type == BL_PC)
clif_skill_fail(sd, sd->skillid, 0, 0);
}
break;
case AM_ACIDTERROR: /* アシッドテラー */
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
if (bl->type == BL_PC
&& MRAND(100) < skill_get_time(skillid, skilllv)
&& battle_config.equipment_breaking)
pc_breakarmor((struct map_session_data *) bl);
break;
case MO_FINGEROFFENSIVE: /* 指弾 */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src);
if (!battle_config.finger_offensive_type)
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
else
{
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
if (sd)
{
for (int i = 1; i < sd->spiritball_old; i++)
skill_addtimerskill(src, tick + i * 200, bl->id, 0,
0, skillid, skilllv,
skill_timerskill::sktst::from_bf(BF_WEAPON),
flag);
sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
}
}
if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
skill_status_change_end(src, SC_BLADESTOP, -1);
}
break;
case MO_CHAINCOMBO: /* 連打掌 */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src);
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
skill_status_change_end(src, SC_BLADESTOP, -1);
}
break;
case MO_COMBOFINISH: /* 猛龍拳 */
case CH_TIGERFIST: /* 伏虎拳 */
case CH_CHAINCRUSH: /* 連柱崩撃 */
case CH_PALMSTRIKE: /* 猛虎硬派山 */
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
break;
case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src);
if (sd)
{
struct walkpath_data wpd;
int dx, dy;
dx = bl->x - sd->bl.x;
dy = bl->y - sd->bl.y;
if (dx > 0)
dx++;
else if (dx < 0)
dx--;
if (dy > 0)
dy++;
else if (dy < 0)
dy--;
if (dx == 0 && dy == 0)
dx++;
if (path_search(&wpd, src->m, sd->bl.x, sd->bl.y, sd->bl.x + dx,
sd->bl.y + dy, 1) == -1)
{
dx = bl->x - sd->bl.x;
dy = bl->y - sd->bl.y;
if (path_search(&wpd, src->m, sd->bl.x, sd->bl.y, sd->bl.x + dx,
sd->bl.y + dy, 1) == -1)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
break;
}
}
sd->to_x = sd->bl.x + dx;
sd->to_y = sd->bl.y + dy;
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
clif_walkok(sd);
clif_movechar(sd);
if (dx < 0)
dx = -dx;
if (dy < 0)
dy = -dy;
sd->attackabletime = sd->canmove_tick =
tick + 100 + sd->speed * ((dx > dy) ? dx : dy);
if (sd->canact_tick < sd->canmove_tick)
sd->canact_tick = sd->canmove_tick;
pc_movepos(sd, sd->to_x, sd->to_y);
skill_status_change_end(&sd->bl, SC_COMBO, -1);
}
else
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
skill_status_change_end(src, SC_BLADESTOP, -1);
}
break;
/* 武器系範囲攻撃スキル */
case AC_SHOWER: /* アローシャワー */
case SM_MAGNUM: /* マグナムブレイク */
case AS_GRIMTOOTH: /* グリムトゥース */
case MC_CARTREVOLUTION: /* カートレヴォリューション */
case NPC_SPLASHATTACK: /* スプラッシュアタック */
case ASC_METEORASSAULT: /* メテオアサルト */
case AS_SPLASHER: /* [Valaris] */
{
if (flag & BCT_lo_x01)
{
/* 個別にダメージを与える */
if (bl->id != skill_area_temp_id)
{
BCT dist = BCT_ZERO;
if (skillid == SM_MAGNUM)
{
/* マグナムブレイクなら中心からの距離を計算 */
int dx = abs(bl->x - skill_area_temp_x);
int dy = abs(bl->y - skill_area_temp_y);
dist.lo = ((dx > dy) ? dx : dy);
}
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv,
tick, BCT_mid_x05 | dist);
}
}
else
{
int ar = 1;
int x = bl->x, y = bl->y;
if (skillid == SM_MAGNUM)
{
x = src->x;
y = src->y;
}
else if (skillid == AC_SHOWER || skillid == ASC_METEORASSAULT) /* アローシャワー、メテオアサルト範囲5*5 */
ar = 2;
else if (skillid == AS_SPLASHER) /* ベナムスプラッシャー範囲3*3 */
ar = 1;
else if (skillid == NPC_SPLASHATTACK) /* スプラッシュアタックは範囲7*7 */
ar = 3;
skill_area_temp_id = bl->id;
skill_area_temp_x = x;
skill_area_temp_y = y;
/* まずターゲットに攻撃を加える */
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick,
BCT_ZERO);
/* その後ターゲット以外の範囲内の敵全体に処理を行う */
// the BCT_lo_x01 is the important thing
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, x - ar, y - ar,
x + ar, y + ar, BL_NUL);
}
}
break;
case KN_BOWLINGBASH: /* ボウリングバッシュ */
if (flag & 1)
{
/* 個別にダメージを与える */
if (bl->id != skill_area_temp_id)
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv,
tick, BCT_mid_x05);
}
else
{
int damage;
map_freeblock_lock();
damage =
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv,
tick, BCT_ZERO);
if (damage > 0)
{
int i, c; /* 他人から聞いた動きなので間違ってる可能性大&効率が悪いっす>< */
c = skill_get_blewcount(skillid, skilllv);
for (i = 0; i < c; i++)
{
skill_blown(src, bl, 1);
if (bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *) bl);
else
clif_fixpos(bl);
skill_area_temp_counter = BCT_ZERO;
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY, skill_area_sub_count),
bl->m, bl->x - 1, bl->y - 1,
bl->x + 1, bl->y + 1, BL_NUL);
if (skill_area_temp_counter > 1)
break;
}
skill_area_temp_id = bl->id;
skill_area_temp_x = bl->x;
skill_area_temp_y = bl->y;
/* その後ターゲット以外の範囲内の敵全体に処理を行う */
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, bl->x - 1, bl->y - 1,
bl->x + 1, bl->y + 1, BL_NUL);
battle_damage(src, bl, damage, 1);
if (rdamage > 0)
battle_damage(bl, src, rdamage, 0);
}
map_freeblock_unlock();
}
break;
case ALL_RESURRECTION: /* リザレクション */
case PR_TURNUNDEAD: /* ターンアンデッド */
if (bl->type != BL_PC
&& battle_check_undead(battle_get_race(bl),
battle_get_elem_type(bl)))
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
else
{
map_freeblock_unlock();
return 1;
}
break;
/* 魔法系スキル */
case MG_SOULSTRIKE: /* ソウルストライク */
case MG_COLDBOLT: /* コールドボルト */
case MG_FIREBOLT: /* ファイアーボルト */
case MG_LIGHTNINGBOLT: /* ライトニングボルト */
case WZ_EARTHSPIKE: /* アーススパイク */
case AL_HEAL: /* ヒール */
case AL_HOLYLIGHT: /* ホーリーライト */
case MG_FROSTDIVER: /* フロストダイバー */
case WZ_JUPITEL: /* ユピテルサンダー */
case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */
case PR_ASPERSIO: /* アスペルシオ */
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
break;
case WZ_WATERBALL: /* ウォーターボール */
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
if (skilllv > 1)
skill_status_change_start(src, SC_WATERBALL, skilllv, bl->id,
0, 0, 0, 0);
break;
case PR_BENEDICTIO: /* 聖体降福 */
if (battle_get_race(bl) == 1 || battle_get_race(bl) == 6)
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
break;
/* 魔法系範囲攻撃スキル */
case MG_NAPALMBEAT: /* ナパームビート */
case MG_FIREBALL: /* ファイヤーボール */
if (flag & 1)
{
/* 個別にダメージを与える */
if (bl->id != skill_area_temp_id)
{
BCT dist = BCT_ZERO;
if (skillid == MG_FIREBALL)
{ /* ファイヤーボールなら中心からの距離を計算 */
int dx = abs(bl->x - skill_area_temp_x);
int dy = abs(bl->y - skill_area_temp_y);
dist.lo = ((dx > dy) ? dx : dy);
}
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv,
tick, dist | BCT_mid_x05);
}
}
else
{
int ar = (skillid == MG_NAPALMBEAT) ? 1 : 2;
skill_area_temp_id = bl->id;
skill_area_temp_counter = BCT_ZERO;
if (skillid == MG_NAPALMBEAT)
{
/* ナパームでは先に数える */
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY, skill_area_sub_count),
bl->m, bl->x - 1, bl->y - 1,
bl->x + 1, bl->y + 1, BL_NUL);
}
else
{
skill_area_temp_x = bl->x;
skill_area_temp_y = bl->y;
}
BCT counter = BCT_ZERO;
counter.lo = skill_area_temp_counter;
counter.mid = skill_area_temp_counter >> 8;
/* まずターゲットに攻撃を加える */
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick,
counter);
/* その後ターゲット以外の範囲内の敵全体に処理を行う */
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, bl->x - ar, bl->y - ar,
bl->x + ar, bl->y + ar, BL_NUL);
}
break;
case HW_NAPALMVULCAN: // Fixed By SteelViruZ
if (flag & 1)
{
if (bl->id != skill_area_temp_id)
{
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv,
tick, skill_area_temp_counter/* wtf */);
}
}
else
{
int ar = (skillid == HW_NAPALMVULCAN) ? 1 : 2;
skill_area_temp_id = bl->id;
skill_area_temp_counter = BCT_ZERO;
if (skillid == HW_NAPALMVULCAN)
{
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY, skill_area_sub_count),
bl->m, bl->x - 1, bl->y - 1,
bl->x + 1, bl->y + 1, BL_NUL);
}
else
{
skill_area_temp_x = bl->x;
skill_area_temp_y = bl->y;
}
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick,
skill_area_temp_counter);
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, bl->x - ar, bl->y - ar,
bl->x + ar, bl->y + ar, BL_NUL);
}
break;
case WZ_FROSTNOVA: /* フロストノヴァ */
skill_castend_pos2(src, bl->x, bl->y, skillid, skilllv, tick, BCT_ZERO);
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
break;
case WZ_SIGHTRASHER:
skill_castend_pos2(src, bl->x, bl->y, skillid, skilllv, tick, BCT_ZERO);
skill_status_change_end(src, SC_SIGHT, -1);
break;
/* その他 */
case HT_BLITZBEAT: /* ブリッツビート */
if (flag & 1)
{
/* 個別にダメージを与える */
if (bl->id != skill_area_temp_id)
skill_attack(BF_MISC, src, src, bl, skillid, skilllv,
tick,
skill_area_temp_counter | (flag & BCT_highnib));
}
else
{
skill_area_temp_counter = BCT_ZERO;
skill_area_temp_id = bl->id;
if (flag & BCT_highnib)
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY, skill_area_sub_count),
bl->m, bl->x - 1, bl->y - 1,
bl->x + 1, bl->y + 1, BL_NUL);
/* まずターゲットに攻撃を加える */
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick,
skill_area_temp_counter | (flag & BCT_highnib));
/* その後ターゲット以外の範囲内の敵全体に処理を行う */
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, bl->x - 1, bl->y - 1,
bl->x + 1, bl->y + 1, BL_NUL);
}
break;
case CR_GRANDCROSS: /* グランドクロス */
/* スキルユニット配置 */
skill_castend_pos2(src, bl->x, bl->y, skillid, skilllv, tick, BCT_ZERO);
if (sd)
sd->canmove_tick = tick + 1000;
else if (src->type == BL_MOB)
mob_changestate((struct mob_data *) src, MS_DELAY, 1000);
break;
case TF_THROWSTONE: /* 石投げ */
case NPC_SMOKING: /* スモーキング */
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, BCT_ZERO);
break;
case NPC_SELFDESTRUCTION: /* 自爆 */
case NPC_SELFDESTRUCTION2: /* 自爆2 */
if (flag & 1)
{
/* 個別にダメージを与える */
if (src->type == BL_MOB)
{
struct mob_data *mb = (struct mob_data *) src;
nullpo_retr(1, mb);
mb->hp = skill_area_temp_hp;
if (bl->id != skill_area_temp_id)
skill_attack(BF_MISC, src, src, bl,
NPC_SELFDESTRUCTION, skilllv, tick,
flag);
mb->hp = 1;
}
}
else
{
struct mob_data *md;
if ((md = (struct mob_data *) src))
{
skill_area_temp_id = bl->id;
skill_area_temp_hp = battle_get_hp(src);
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, bl->x - 5, bl->y - 5,
bl->x + 5, bl->y + 5, BL_NUL);
battle_damage(src, src, md->hp, 0);
}
}
break;
/* HP吸収/HP吸収魔法 */
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
{
int heal;
heal =
skill_attack((skillid ==
NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src,
src, bl, skillid, skilllv, tick, flag);
if (heal > 0)
battle_heal(NULL, src, heal, 0, 0);
}
break;
case SkillID::ZERO:
if (sd)
{
if (flag & 3)
{
if (bl->id != skill_area_temp_id)
skill_attack(BF_WEAPON, src, src, bl, skillid,
skilllv, tick, BCT_mid_x05);
}
else
{
int ar = sd->splash_range;
skill_area_temp_id = bl->id;
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, bl->x - ar, bl->y - ar,
bl->x + ar, bl->y + ar, BL_NUL);
}
}
break;
default:
map_freeblock_unlock();
return 1;
}
map_freeblock_unlock();
return 0;
}
/*==========================================
* スキル使用(詠唱完了、ID指定支援系)
*------------------------------------------
*/
int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl,
SkillID skillid, int skilllv,
unsigned int tick, BCT flag)
{
struct map_session_data *sd = NULL;
struct map_session_data *dstsd = NULL;
struct mob_data *md = NULL;
struct mob_data *dstmd = NULL;
int sc_def_vit, sc_def_mdef, strip_fix, strip_time, strip_per;
//クラスチェンジ用ボスモンスターID
int changeclass[] =
{ 1038, 1039, 1046, 1059, 1086, 1087, 1112, 1115, 1157, 1159, 1190,
1272, 1312, 1373, 1492
};
int poringclass[] = { 1002 };
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->type == BL_PC)
sd = (struct map_session_data *) src;
else if (src->type == BL_MOB)
md = (struct mob_data *) src;
sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl) / 3);
sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl) / 3);
sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl) / 3);
strip_fix = battle_get_dex(src) - battle_get_dex(bl);
if (bl->type == BL_PC)
{
nullpo_retr(1, dstsd = (struct map_session_data *) bl);
}
else if (bl->type == BL_MOB)
{
nullpo_retr(1, dstmd = (struct mob_data *) bl);
if (sc_def_vit > 50)
sc_def_vit = 50;
if (sc_def_mdef > 50)
sc_def_mdef = 50;
}
if (sc_def_vit < 0)
sc_def_vit = 0;
if (sc_def_mdef < 0)
sc_def_mdef = 0;
if (strip_fix < 0)
strip_fix = 0;
if (bl == NULL || bl->prev == NULL)
return 1;
if (sd && pc_isdead(sd))
return 1;
if (dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
return 1;
if (battle_get_class(bl) == 1288)
return 1;
if (skillnotok(skillid, (struct map_session_data *) bl)) // [MouseJstr]
return 0;
map_freeblock_lock();
switch (skillid)
{
case AL_HEAL: /* ヒール */
{
int heal = skill_calc_heal(src, skilllv);
int heal_get_jobexp;
int skill;
struct pc_base_job s_class;
if (dstsd && dstsd->special_state.no_magic_damage)
heal = 0; /* 黄金蟲カード(ヒール量0) */
if (sd)
{
s_class = pc_calc_base_job(sd->status.pc_class);
if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // メディテイティオ
heal += heal * (skill * 2 / 100);
if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、自分がスパノビ、自分が♀なら
heal = heal * 2; //スパノビの嫁が旦那にヒールすると2倍になる
}
heal_get_jobexp = battle_heal(NULL, bl, heal, 0, 0);
// JOB経験値獲得
if (src->type == BL_PC && bl->type == BL_PC && heal > 0
&& src != bl && battle_config.heal_exp > 0)
{
heal_get_jobexp =
heal_get_jobexp * battle_config.heal_exp / 100;
if (heal_get_jobexp <= 0)
heal_get_jobexp = 1;
pc_gainexp((struct map_session_data *) src, 0,
heal_get_jobexp);
}
}
break;
case ALL_RESURRECTION: /* リザレクション */
if (bl->type == BL_PC)
{
int per = 0;
struct map_session_data *tsd = (struct map_session_data *) bl;
nullpo_retr(1, tsd);
if ((map[bl->m].flag.pvp) && tsd->pvp_point < 0)
break; /* PVPで復活不可能状態 */
if (pc_isdead(tsd))
{ /* 死亡判定 */
switch (skilllv)
{
case 1:
per = 10;
break;
case 2:
per = 30;
break;
case 3:
per = 50;
break;
case 4:
per = 80;
break;
}
tsd->status.hp = tsd->status.max_hp * per / 100;
if (tsd->status.hp <= 0)
tsd->status.hp = 1;
if (tsd->special_state.restart_full_recover)
{ /* オシリスカード */
tsd->status.hp = tsd->status.max_hp;
tsd->status.sp = tsd->status.max_sp;
}
pc_setstand(tsd);
if (battle_config.pc_invincible_time > 0)
pc_setinvincibletimer(tsd,
battle_config.pc_invincible_time);
clif_updatestatus(tsd, SP_HP);
clif_resurrection(&tsd->bl, 1);
if (src != bl && sd && battle_config.resurrection_exp > 0)
{
int exp = 0, jexp = 0;
int lv =
tsd->status.base_level - sd->status.base_level,
jlv =
tsd->status.job_level - sd->status.job_level;
if (lv > 0)
{
exp =
(int)((double) tsd->status.base_exp *
(double) lv *
(double) battle_config.resurrection_exp
/ 1000000.);
if (exp < 1)
exp = 1;
}
if (jlv > 0)
{
jexp =
(int)((double) tsd->status.job_exp *
(double) lv *
(double) battle_config.resurrection_exp
/ 1000000.);
if (jexp < 1)
jexp = 1;
}
if (exp > 0 || jexp > 0)
pc_gainexp(sd, exp, jexp);
}
}
}
break;
case AL_DECAGI: /* 速度減少 */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (MRAND(100) <
(50 + skilllv * 3 +
(battle_get_lv(src) + battle_get_int(src) / 5) -
sc_def_mdef))
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv),
0);
}
break;
case AL_CRUCIS:
if (flag & 1)
{
int race = battle_get_race(bl), ele =
battle_get_elem_type(bl);
if (battle_check_target(src, bl, BCT_ENEMY)
&& (race == 6 || battle_check_undead(race, ele)))
{
int slv = battle_get_lv(src), tlv =
battle_get_lv(bl), rate;
rate = 25 + skilllv * 2 + slv - tlv;
if (MRAND(100) < rate)
skill_status_change_start(bl,
SkillStatusChangeTable[skillid], skilllv,
0, 0, 0, 0, 0);
}
}
else
{
int range = 15;
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_nodamage_id),
src->m, src->x - range, src->y - range,
src->x + range, src->y + range, BL_NUL);
}
break;
case PR_LEXDIVINA: /* レックスディビーナ */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (sc_data && sc_data[SC_DIVINA].timer != -1)
skill_status_change_end(bl, SC_DIVINA, -1);
else if (MRAND(100) < sc_def_vit)
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv),
0);
}
}
break;
case SA_ABRACADABRA:
break;
case SA_COMA:
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (dstsd)
{
dstsd->status.hp = 1;
dstsd->status.sp = 1;
clif_updatestatus(dstsd, SP_HP);
clif_updatestatus(dstsd, SP_SP);
}
if (dstmd)
dstmd->hp = 1;
break;
case SA_FULLRECOVERY:
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (dstsd)
pc_heal(dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
if (dstmd)
dstmd->hp = battle_get_max_hp(&dstmd->bl);
break;
case SA_SUMMONMONSTER:
if (sd)
mob_once_spawn(sd, map[sd->bl.m].name, sd->bl.x, sd->bl.y,
"--ja--", -1, 1, "");
break;
case SA_LEVELUP:
if (sd && pc_nextbaseexp(sd))
pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
break;
case SA_INSTANTDEATH:
if (sd)
pc_damage(NULL, sd, sd->status.max_hp);
break;
case SA_QUESTION:
case SA_GRAVITY:
break;
case SA_CLASSCHANGE:
if (dstmd)
mob_class_change(dstmd, changeclass);
break;
case SA_MONOCELL:
if (dstmd)
mob_class_change(dstmd, poringclass);
break;
case SA_DEATH:
if (dstsd)
pc_damage(NULL, dstsd, dstsd->status.max_hp);
if (dstmd)
mob_damage(NULL, dstmd, dstmd->hp, 1);
break;
case SA_REVERSEORCISH:
if (dstsd)
pc_setoption(dstsd, dstsd->status.option | Option::ORC_HEAD);
break;
case SA_FORTUNE:
if (sd)
pc_getzeny(sd, battle_get_lv(bl) * 100);
break;
case AL_INCAGI: /* 速度増加 */
case AL_BLESSING: /* ブレッシング */
case PR_SLOWPOISON:
case PR_IMPOSITIO: /* イムポシティオマヌス */
case PR_LEXAETERNA: /* レックスエーテルナ */
case PR_SUFFRAGIUM: /* サフラギウム */
case PR_BENEDICTIO: /* 聖体降福 */
case CR_PROVIDENCE: /* プロヴィデンス */
case CG_MARIONETTE: /* マリオネットコントロール */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
{
}
else
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv),
0);
}
break;
case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
{
break;
}
if (bl->type == BL_PC)
{
struct map_session_data *sd2 = (struct map_session_data *) bl;
if (sd2->status.weapon == 0
|| sd2->sc_data[SC_FLAMELAUNCHER].timer != -1
|| sd2->sc_data[SC_FROSTWEAPON].timer != -1
|| sd2->sc_data[SC_LIGHTNINGLOADER].timer != -1
|| sd2->sc_data[SC_SEISMICWEAPON].timer != -1
|| sd2->sc_data[SC_ENCPOISON].timer != -1)
{
clif_skill_fail(sd, skillid, 0, 0);
break;
}
}
if (MRAND(100) > (75 + skilllv * 1) && (skilllv != 5))
{
clif_skill_fail(sd, skillid, 0, 0);
if (bl->type == BL_PC && battle_config.equipment_breaking)
{
struct map_session_data *sd2 =
(struct map_session_data *) bl;
if (sd != sd2)
clif_displaymessage(sd->fd,
"You broke target's weapon");
pc_breakweapon(sd2);
}
break;
}
else
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv),
0);
}
break;
case PR_ASPERSIO: /* アスペルシオ */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (bl->type == BL_MOB)
break;
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case PR_KYRIE: /* キリエエレイソン */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case KN_AUTOCOUNTER: /* オートカウンター */
case KN_TWOHANDQUICKEN: /* ツーハンドクイッケン */
case CR_SPEARQUICKEN: /* スピアクイッケン */
case CR_REFLECTSHIELD:
case AS_POISONREACT: /* ポイズンリアクト */
case MC_LOUD: /* ラウドボイス */
case MG_ENERGYCOAT: /* エナジーコート */
case SM_ENDURE: /* インデュア */
case MG_SIGHT: /* サイト */
case AL_RUWACH: /* ルアフ */
case MO_EXPLOSIONSPIRITS: // 爆裂波動
case MO_STEELBODY: // 金剛
case LK_AURABLADE: /* オーラブレード */
case LK_PARRYING: /* パリイング */
case LK_CONCENTRATION: /* コンセントレーション */
case LK_BERSERK: /* バーサーク */
case HP_ASSUMPTIO: /* */
case WS_CARTBOOST: /* カートブースト */
case SN_SIGHT: /* トゥルーサイト */
case WS_MELTDOWN: /* メルトダウン */
case ST_REJECTSWORD: /* リジェクトソード */
case HW_MAGICPOWER: /* 魔法力増幅 */
case PF_MEMORIZE: /* メモライズ */
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
if (bl->type == BL_PC)
{
struct map_session_data *sd2 = (struct map_session_data *) bl;
if (sd2->sc_data[SC_FLAMELAUNCHER].timer != -1
|| sd2->sc_data[SC_FROSTWEAPON].timer != -1
|| sd2->sc_data[SC_LIGHTNINGLOADER].timer != -1
|| sd2->sc_data[SC_SEISMICWEAPON].timer != -1
|| sd2->sc_data[SC_ENCPOISON].timer != -1)
{
clif_skill_fail(sd, skillid, 0, 0);
break;
}
}
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case LK_TENSIONRELAX: /* テンションリラックス */
pc_setsit(sd);
clif_sitting(sd->fd, sd);
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case MC_CHANGECART:
break;
case AC_CONCENTRATION: /* 集中力向上 */
{
int range = 1;
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
map_foreachinarea(std::bind(skill_status_change_timer_sub, ph::_1, src, SkillStatusChangeTable[skillid], tick),
src->m, src->x - range, src->y - range,
src->x + range, src->y + range, BL_NUL);
}
break;
case SM_PROVOKE: /* プロボック */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
/* MVPmobと不死には効かない */
if ((bl->type == BL_MOB && battle_get_mode(bl) & 0x20) || battle_check_undead(battle_get_race(bl), battle_get_elem_type(bl))) //不死には効かない
{
map_freeblock_unlock();
return 1;
}
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害
skill_castcancel(bl, 0);
if (dstsd && dstsd->skilltimer != -1
&& !dstsd->special_state.no_castcancel
&& dstsd->state.skillcastcancel
&& !dstsd->special_state.no_castcancel2)
skill_castcancel(bl, 0);
if (sc_data)
{
if (sc_data[SC_FREEZE].timer != -1)
skill_status_change_end(bl, SC_FREEZE, -1);
if (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0)
skill_status_change_end(bl, SC_STONE, -1);
if (sc_data[SC_SLEEP].timer != -1)
skill_status_change_end(bl, SC_SLEEP, -1);
}
if (bl->type == BL_MOB)
{
int range = skill_get_range(skillid, skilllv);
if (range < 0)
range = battle_get_range(src) - (range + 1);
mob_target((struct mob_data *) bl, src, range);
}
}
break;
case CR_DEVOTION: /* ディボーション */
if (sd && dstsd)
{
//転生や養子の場合の元の職業を算出する
int lv = sd->status.base_level - dstsd->status.base_level;
lv = (lv < 0) ? -lv : lv;
if ((dstsd->bl.type != BL_PC) // 相手はPCじゃないとだめ
|| (sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
|| (lv > 10) // レベル差±10まで
|| (!sd->status.party_id) // PTにもギルドにも所属無しはだめ
|| (sd->status.party_id != dstsd->status.party_id) // 同じパーティーか、
// 同じギルドじゃないとだめ
|| (dstsd->status.pc_class == 14 || dstsd->status.pc_class == 21
|| dstsd->status.pc_class == 4015
|| dstsd->status.pc_class == 4022))
{ // クルセだめ
clif_skill_fail(sd, skillid, 0, 0);
map_freeblock_unlock();
return 1;
}
for (int i = 0; i < skilllv; i++)
{
if (!sd->dev.val1[i])
{ // 空きがあったら入れる
sd->dev.val1[i] = bl->id;
sd->dev.val2[i] = bl->id;
break;
}
else if (i == skilllv - 1)
{ // 空きがなかった
clif_skill_fail(sd, skillid, 0, 0);
map_freeblock_unlock();
return 1;
}
}
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
src->id, 1, 0, 0,
1000 * (15 + 15 * skilllv), 0);
}
else
clif_skill_fail(sd, skillid, 0, 0);
break;
case MO_CALLSPIRITS: // 気功
if (sd)
{
pc_addspiritball(sd, skill_get_time(skillid, skilllv),
skilllv);
}
break;
case CH_SOULCOLLECT: // 狂気功
if (sd)
{
for (int i = 0; i < 5; i++)
pc_addspiritball(sd, skill_get_time(skillid, skilllv),
5);
}
break;
case MO_BLADESTOP: // 白刃取り
skill_status_change_start(src, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case MO_ABSORBSPIRITS: // 気奪
{
int i = 0;
if (sd && dstsd)
{
if (sd == dstsd || map[sd->bl.m].flag.pvp)
{
if (dstsd->spiritball > 0)
{
i = dstsd->spiritball * 7;
pc_delspiritball(dstsd, dstsd->spiritball, 0);
if (i > 0x7FFF)
i = 0x7FFF;
if (sd->status.sp + i > sd->status.max_sp)
i = sd->status.max_sp - sd->status.sp;
}
}
}
else if (sd && dstmd)
{ //対象がモンスターの場合
//20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σ゚Д゚)σゲッツ!!
if (MRAND(100) < 20)
{
i = 2 * mob_db[dstmd->mob_class].lv;
mob_target(dstmd, src, 0);
}
}
if (i)
sd->status.sp += i;
break;
}
case AC_MAKINGARROW: /* 矢作成 */
break;
case AM_PHARMACY: /* ポーション作成 */
break;
case WS_CREATECOIN: /* クリエイトコイン */
break;
case WS_CREATENUGGET: /* 塊製造 */
break;
case BS_HAMMERFALL: /* ハンマーフォール */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_weapon_damage)
break;
if (MRAND(100) < (20 + 10 * skilllv) * sc_def_vit / 100)
{
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
}
break;
case RG_RAID: /* サプライズアタック */
{
int x = bl->x, y = bl->y;
skill_area_temp_id = bl->id;
skill_area_temp_x = x;
skill_area_temp_y = y;
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, x - 1, y - 1,
x + 1, y + 1, BL_NUL);
}
skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除
break;
case KN_BRANDISHSPEAR: /*ブランディッシュスピア */
{
int c;
BCT n = BCT_ZERO;
n.lo = 4;
int dir = map_calc_dir(src, bl->x, bl->y);
struct square tc;
int x = bl->x, y = bl->y;
skill_brandishspear_first(&tc, dir, x, y);
skill_brandishspear_dir(&tc, dir, 4);
/* 範囲C */
if (skilllv == 10)
{
for (c = 1; c < 4; c++)
{
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | n, skill_castend_damage_id),
bl->m, tc.val1[c], tc.val2[c],
tc.val1[c], tc.val2[c], BL_NUL);
}
}
/* 範囲BA */
if (skilllv > 6)
{
skill_brandishspear_dir(&tc, dir, -1);
n.lo--;
}
else
{
skill_brandishspear_dir(&tc, dir, -2);
n.lo -= 2;
}
if (skilllv > 3)
{
for (c = 0; c < 5; c++)
{
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | n, skill_castend_damage_id),
bl->m, tc.val1[c], tc.val2[c],
tc.val1[c], tc.val2[c], BL_NUL);
if (skilllv > 6 && n.lo == 3 && c == 4)
{
skill_brandishspear_dir(&tc, dir, -1);
n.lo--;
c = -1;
}
}
}
/* 範囲@ */
for (c = 0; c < 10; c++)
{
if (c == 0 || c == 5)
skill_brandishspear_dir(&tc, dir, -1);
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->m, tc.val1[c % 5], tc.val2[c % 5],
tc.val1[c % 5], tc.val2[c % 5], BL_NUL);
}
}
break;
/* パーティスキル */
case AL_ANGELUS: /* エンジェラス */
case PR_MAGNIFICAT: /* マグニフィカート */
case PR_GLORIA: /* グロリア */
case SN_WINDWALK: /* ウインドウォーク */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
{
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv),
0);
}
else
{
/* パーティ全体への処理 */
party_foreachsamemap(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_PARTY | BCT_lo_x01, skill_castend_nodamage_id),
sd, 1);
}
break;
case BS_ADRENALINE: /* アドレナリンラッシュ */
case BS_WEAPONPERFECT: /* ウェポンパーフェクション */
case BS_OVERTHRUST: /* オーバートラスト */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, (src == bl) ? 1 : 0, 0, 0,
skill_get_time(skillid, skilllv),
0);
}
else
{
/* パーティ全体への処理 */
party_foreachsamemap(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_PARTY | BCT_lo_x01, skill_castend_nodamage_id),
sd, 1);
}
break;
/*(付加と解除が必要) */
case BS_MAXIMIZE: /* マキシマイズパワー */
case NV_TRICKDEAD: /* 死んだふり */
case CR_DEFENDER: /* ディフェンダー */
case CR_AUTOGUARD: /* オートガード */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
StatusChange sc = SkillStatusChangeTable[skillid];
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
/* 付加する */
skill_status_change_start(bl, sc, skilllv, 0, 0, 0,
skill_get_time(skillid,
skilllv), 0);
else
/* 解除する */
skill_status_change_end(bl, sc, -1);
}
}
break;
case TF_HIDING: /* ハイディング */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
StatusChange sc = SkillStatusChangeTable[skillid];
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
/* 付加する */
skill_status_change_start(bl, sc, skilllv, 0, 0, 0,
skill_get_time(skillid,
skilllv), 0);
else
/* 解除する */
skill_status_change_end(bl, sc, -1);
}
}
break;
case AS_CLOAKING: /* クローキング */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
StatusChange sc = SkillStatusChangeTable[skillid];
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
/* 付加する */
skill_status_change_start(bl, sc, skilllv, 0, 0, 0,
skill_get_time(skillid,
skilllv), 0);
else
/* 解除する */
skill_status_change_end(bl, sc, -1);
}
skill_check_cloaking(bl);
}
break;
case ST_CHASEWALK: /* ハイディング */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
StatusChange sc = SkillStatusChangeTable[skillid];
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
/* 付加する */
skill_status_change_start(bl, sc, skilllv, 0, 0, 0,
skill_get_time(skillid,
skilllv), 0);
else
/* 解除する */
skill_status_change_end(bl, sc, -1);
}
}
break;
/* 対地スキル */
case BD_LULLABY: /* 子守唄 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
case BD_ETERNALCHAOS: /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_ROKISWEIL: /* ロキの叫び */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
case BA_DISSONANCE: /* 不協和音 */
case BA_POEMBRAGI: /* ブラギの詩 */
case BA_WHISTLE: /* 口笛 */
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
case BA_APPLEIDUN: /* イドゥンの林檎 */
case DC_UGLYDANCE: /* 自分勝手なダンス */
case DC_HUMMING: /* ハミング */
case DC_DONTFORGETME: /* 私を忘れないで… */
case DC_FORTUNEKISS: /* 幸運のキス */
case DC_SERVICEFORYOU: /* サービスフォーユー */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
skill_unitsetting(src, skillid, skilllv, src->x, src->y, 0);
break;
case HP_BASILICA: /* バジリカ */
case PA_GOSPEL: /* ゴスペル */
skill_clear_unitgroup(src);
skill_unitsetting(src, skillid, skilllv, src->x, src->y, 0);
break;
case BD_ADAPTATION: /* アドリブ */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(src);
if (sc_data && sc_data[SC_DANCING].timer != -1)
skill_stop_dancing(src, 0);
}
break;
case BA_FROSTJOKE: /* 寒いジョーク */
case DC_SCREAM: /* スクリーム */
skill_addtimerskill(src, tick + 3000, bl->id, 0, 0, skillid,
skilllv, skill_timerskill::sktst::from_n(0), flag);
break;
case TF_STEAL: // スティール
break;
case RG_STEALCOIN: // スティールコイン
if (sd)
{
if (pc_steal_coin(sd, bl))
{
int range = skill_get_range(skillid, skilllv);
if (range < 0)
range = battle_get_range(src) - (range + 1);
mob_target((struct mob_data *) bl, src, range);
}
}
break;
case MG_STONECURSE: /* ストーンカース */
if (bl->type == BL_MOB && battle_get_mode(bl) & 0x20)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
break;
}
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (MRAND(100) < skilllv * 4 + 20
&& !battle_check_undead(battle_get_race(bl),
battle_get_elem_type(bl)))
skill_status_change_start(bl, SC_STONE, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
else if (sd)
clif_skill_fail(sd, skillid, 0, 0);
break;
case NV_FIRSTAID: /* 応急手当 */
battle_heal(NULL, bl, 5, 0, 0);
break;
case AL_CURE: /* キュアー */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
skill_status_change_end(bl, SC_SILENCE, -1);
skill_status_change_end(bl, SC_BLIND, -1);
skill_status_change_end(bl, SC_CONFUSION, -1);
if (battle_check_undead(battle_get_race(bl), battle_get_elem_type(bl)))
{ //アンデッドなら暗闇効果
skill_status_change_start(bl, SC_CONFUSION, 1, 0, 0, 0, 6000,
0);
}
break;
case TF_DETOXIFY: /* 解毒 */
skill_status_change_end(bl, SC_POISON, -1);
break;
case PR_STRECOVERY: /* リカバリー */
{
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
skill_status_change_end(bl, SC_FREEZE, -1);
skill_status_change_end(bl, SC_STONE, -1);
skill_status_change_end(bl, SC_SLEEP, -1);
skill_status_change_end(bl, SC_STAN, -1);
if (battle_check_undead(battle_get_race(bl), battle_get_elem_type(bl)))
{ //アンデッドなら暗闇効果
int blind_time;
//blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
blind_time =
30 * (100 -
(battle_get_int(bl) +
battle_get_vit(bl)) / 2) / 100;
if (MRAND(100) <
(100 -
(battle_get_int(bl) / 2 + battle_get_vit(bl) / 3 +
battle_get_luk(bl) / 10)))
skill_status_change_start(bl, SC_BLIND, 1, 0, 0, 0,
blind_time, 0);
}
if (dstmd)
{
dstmd->attacked_id = 0;
dstmd->target_id = 0;
dstmd->state.attackable = false;
dstmd->state.skillstate = MSS_IDLE;
dstmd->next_walktime = tick + MRAND(3000) + 3000;
}
}
break;
case WZ_ESTIMATION: /* モンスター情報 */
break;
case MC_IDENTIFY: /* アイテム鑑定 */
break;
case BS_REPAIRWEAPON: /* 武器修理 */
break;
case AL_TELEPORT: /* テレポート */
if (bl->type == BL_MOB)
mob_warp((struct mob_data *) bl, -1, -1, -1, 3);
break;
case AL_HOLYWATER: /* アクアベネディクタ */
if (sd)
{
struct item item_tmp;
memset(&item_tmp, 0, sizeof(item_tmp));
item_tmp.nameid = 523;
item_tmp.identify = 1;
if (battle_config.holywater_name_input)
{
item_tmp.card[0] = 0xfe;
item_tmp.card[1] = 0;
*((unsigned long *) (&item_tmp.card[2])) = sd->char_id; /* キャラID */
}
PickupFail eflag = pc_additem(sd, &item_tmp, 1);
if (eflag != PickupFail::OKAY)
{
clif_additem(sd, 0, 0, eflag);
map_addflooritem(&item_tmp, 1, sd->bl.m, sd->bl.x,
sd->bl.y, NULL, NULL, NULL, 0);
}
}
break;
case TF_PICKSTONE:
if (sd)
{
struct item item_tmp;
struct block_list tbl;
memset(&item_tmp, 0, sizeof(item_tmp));
memset(&tbl, 0, sizeof(tbl)); // [MouseJstr]
item_tmp.nameid = 7049;
item_tmp.identify = 1;
tbl.id = 0;
clif_takeitem(&sd->bl, &tbl);
PickupFail eflag = pc_additem(sd, &item_tmp, 1);
if (eflag != PickupFail::OKAY)
{
clif_additem(sd, 0, 0, eflag);
map_addflooritem(&item_tmp, 1, sd->bl.m, sd->bl.x,
sd->bl.y, NULL, NULL, NULL, 0);
}
}
break;
case RG_STRIPWEAPON: /* ストリップウェポン */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_CP_WEAPON].timer != -1)
break;
strip_per = 5 + 2 * skilllv + strip_fix / 5;
strip_time = skill_get_time(skillid, skilllv) + strip_fix / 2;
if (MRAND(100) < strip_per)
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0, strip_time, 0);
if (dstsd)
{
for (int i = 0; i < MAX_INVENTORY; i++)
{
if (bool(dstsd->status.inventory[i].equip)
&& bool(dstsd->status.inventory[i].equip & EPOS::WEAPON))
{
pc_unequipitem(dstsd, i, CalcStatus::NOW);
break;
}
}
}
}
}
break;
case RG_STRIPSHIELD: /* ストリップシールド */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_CP_SHIELD].timer != -1)
break;
strip_per = 5 + 2 * skilllv + strip_fix / 5;
strip_time = skill_get_time(skillid, skilllv) + strip_fix / 2;
if (MRAND(100) < strip_per)
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0, strip_time, 0);
if (dstsd)
{
for (int i = 0; i < MAX_INVENTORY; i++)
{
if (bool(dstsd->status.inventory[i].equip)
&& bool(dstsd->status.inventory[i].equip & EPOS::SHIELD))
{
pc_unequipitem(dstsd, i, CalcStatus::NOW);
break;
}
}
}
}
}
break;
case RG_STRIPARMOR: /* ストリップアーマー */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_CP_ARMOR].timer != -1)
break;
strip_per = 5 + 2 * skilllv + strip_fix / 5;
strip_time = skill_get_time(skillid, skilllv) + strip_fix / 2;
if (MRAND(100) < strip_per)
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0, strip_time, 0);
if (dstsd)
{
for (int i = 0; i < MAX_INVENTORY; i++)
{
if (bool(dstsd->status.inventory[i].equip)
&& bool(dstsd->status.inventory[i].equip & EPOS::MISC1))
{
pc_unequipitem(dstsd, i, CalcStatus::NOW);
break;
}
}
}
}
}
break;
case RG_STRIPHELM: /* ストリップヘルム */
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_CP_HELM].timer != -1)
break;
strip_per = 5 + 2 * skilllv + strip_fix / 5;
strip_time = skill_get_time(skillid, skilllv) + strip_fix / 2;
if (MRAND(100) < strip_per)
{
skill_status_change_start(bl,
SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0, strip_time, 0);
if (dstsd)
{
for (int i = 0; i < MAX_INVENTORY; i++)
{
if (bool(dstsd->status.inventory[i].equip)
&& bool(dstsd->status.inventory[i].equip & EPOS::HAT))
{
pc_unequipitem(dstsd, i, CalcStatus::NOW);
break;
}
}
}
}
}
break;
/* PotionPitcher */
case AM_POTIONPITCHER: /* ポーションピッチャー */
{
int i, x, hp = 0, sp = 0;
if (sd)
{
if (sd == dstsd)
{ // cancel use on oneself
map_freeblock_unlock();
return 1;
}
x = skilllv % 11 - 1;
i = pc_search_inventory(sd, skill_db[skillid].itemid[x]);
if (i < 0 || skill_db[skillid].itemid[x] <= 0)
{
clif_skill_fail(sd, skillid, 0, 0);
map_freeblock_unlock();
return 1;
}
if (sd->inventory_data[i] == NULL
|| sd->status.inventory[i].amount <
skill_db[skillid].amount[x])
{
clif_skill_fail(sd, skillid, 0, 0);
map_freeblock_unlock();
return 1;
}
sd->state.potionpitcher_flag = 1;
sd->potion_hp = sd->potion_sp = sd->potion_per_hp =
sd->potion_per_sp = 0;
sd->skilltarget = bl->id;
run_script(sd->inventory_data[i]->use_script, 0, sd->bl.id,
0);
pc_delitem(sd, i, skill_db[skillid].amount[x], 0);
sd->state.potionpitcher_flag = 0;
if (sd->potion_per_hp > 0 || sd->potion_per_sp > 0)
{
hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
hp = hp * (100 +
pc_checkskill(sd,
AM_POTIONPITCHER) * 10 +
pc_checkskill(sd,
AM_LEARNINGPOTION) * 5) / 100;
if (dstsd)
{
sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
sp = sp * (100 +
pc_checkskill(sd,
AM_POTIONPITCHER) +
pc_checkskill(sd,
AM_LEARNINGPOTION) * 5) /
100;
}
}
else
{
if (sd->potion_hp > 0)
{
hp = sd->potion_hp * (100 +
pc_checkskill(sd,
AM_POTIONPITCHER)
* 10 + pc_checkskill(sd,
AM_LEARNINGPOTION)
* 5) / 100;
hp = hp * (100 + (battle_get_vit(bl) << 1)) / 100;
if (dstsd)
hp = hp * (100 +
pc_checkskill(dstsd,
SM_RECOVERY) * 10) /
100;
}
if (sd->potion_sp > 0)
{
sp = sd->potion_sp * (100 +
pc_checkskill(sd,
AM_POTIONPITCHER)
+ pc_checkskill(sd,
AM_LEARNINGPOTION)
* 5) / 100;
sp = sp * (100 + (battle_get_int(bl) << 1)) / 100;
if (dstsd)
sp = sp * (100 +
pc_checkskill(dstsd,
MG_SRECOVERY) * 10) /
100;
}
}
}
else
{
hp = (1 + MRAND(400)) * (100 + skilllv * 10) / 100;
hp = hp * (100 + (battle_get_vit(bl) << 1)) / 100;
if (dstsd)
hp = hp * (100 +
pc_checkskill(dstsd, SM_RECOVERY) * 10) / 100;
}
battle_heal(src, bl, hp, sp, 0);
}
break;
case AM_CP_WEAPON:
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
skill_status_change_end(bl, SC_STRIPWEAPON, -1);
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
}
break;
case AM_CP_SHIELD:
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
skill_status_change_end(bl, SC_STRIPSHIELD, -1);
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
}
break;
case AM_CP_ARMOR:
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
skill_status_change_end(bl, SC_STRIPARMOR, -1);
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
}
break;
case AM_CP_HELM:
{
eptr<struct status_change, StatusChange> tsc_data = battle_get_sc_data(bl);
if (tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
skill_status_change_end(bl, SC_STRIPHELM, -1);
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
}
break;
case SA_DISPELL: /* ディスペル */
{
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
// up to SC_BLIND, exclusive. WTF?
for (StatusChange i : erange(StatusChange(0), StatusChange(136)))
{
if (i == SC_RIDING || i == SC_FALCON || i == SC_HALLUCINATION
|| i == SC_WEIGHT50 || i == SC_WEIGHT90
|| i == SC_STRIPWEAPON || i == SC_STRIPSHIELD
|| i == SC_STRIPARMOR || i == SC_STRIPHELM
|| i == SC_CP_WEAPON || i == SC_CP_SHIELD
|| i == SC_CP_ARMOR || i == SC_CP_HELM || i == SC_COMBO)
continue;
skill_status_change_end(bl, i, -1);
}
}
break;
case TF_BACKSLIDING: /* バックステップ */
battle_stopwalking(src, 1);
skill_blown(src, bl,
skill_get_blewcount(skillid, skilllv) | 0x10000);
if (src->type == BL_MOB)
clif_fixmobpos((struct mob_data *) src);
else if (src->type == BL_PC)
clif_fixpos(src);
skill_addtimerskill(src, tick + 200, src->id, 0, 0, skillid,
skilllv, skill_timerskill::sktst::from_n(0), flag);
break;
case SA_CASTCANCEL:
skill_castcancel(src, 1);
if (sd)
{
int sp = skill_get_sp(sd->skillid_old, sd->skilllv_old);
sp = sp * (90 - (skilllv - 1) * 20) / 100;
if (sp < 0)
sp = 0;
pc_heal(sd, 0, -sp);
}
break;
case SA_SPELLBREAKER: // スペルブレイカー
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
int sp;
if (sc_data && sc_data[SC_MAGICROD].timer != -1)
{
if (dstsd)
{
sp = skill_get_sp(skillid, skilllv);
sp = sp * sc_data[SC_MAGICROD].val2 / 100;
if (sp > 0x7fff)
sp = 0x7fff;
else if (sp < 1)
sp = 1;
if (dstsd->status.sp + sp > dstsd->status.max_sp)
{
sp = dstsd->status.max_sp - dstsd->status.sp;
dstsd->status.sp = dstsd->status.max_sp;
}
else
dstsd->status.sp += sp;
}
if (sd)
{
sp = sd->status.max_sp / 5;
if (sp < 1)
sp = 1;
pc_heal(sd, 0, -sp);
}
}
else
{
SkillID bl_skillid = SkillID::ZERO;
int bl_skilllv = 0;
if (bl->type == BL_PC)
{
if (dstsd && dstsd->skilltimer != -1)
{
bl_skillid = dstsd->skillid;
bl_skilllv = dstsd->skilllv;
}
}
else if (bl->type == BL_MOB)
{
if (dstmd && dstmd->skilltimer != -1)
{
bl_skillid = dstmd->skillid;
bl_skilllv = dstmd->skilllv;
}
}
if (bl_skillid != SkillID::ZERO
&& bl_skillid != SkillID::NEGATIVE
&& skill_db[bl_skillid].skill_type == BF_MAGIC)
{
skill_castcancel(bl, 0);
sp = skill_get_sp(bl_skillid, bl_skilllv);
if (dstsd)
pc_heal(dstsd, 0, -sp);
if (sd)
{
sp = sp * (25 * (skilllv - 1)) / 100;
if (skilllv > 1 && sp < 1)
sp = 1;
if (sp > 0x7fff)
sp = 0x7fff;
else if (sp < 1)
sp = 1;
if (sd->status.sp + sp > sd->status.max_sp)
{
sp = sd->status.max_sp - sd->status.sp;
sd->status.sp = sd->status.max_sp;
}
else
sd->status.sp += sp;
}
}
else if (sd)
clif_skill_fail(sd, skillid, 0, 0);
}
}
break;
case SA_MAGICROD:
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case SA_AUTOSPELL: /* オートスペル */
if (sd)
{}
else
{
int maxlv = 1;
SkillID spellid = SkillID::ZERO;
static const SkillID spellarray[3] =
{
MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT,
};
if (skilllv >= 10)
{
spellid = MG_FROSTDIVER;
maxlv = skilllv - 9;
}
else if (skilllv >= 8)
{
spellid = MG_FIREBALL;
maxlv = skilllv - 7;
}
else if (skilllv >= 5)
{
spellid = MG_SOULSTRIKE;
maxlv = skilllv - 4;
}
else if (skilllv >= 2)
{
int i = MRAND(3);
spellid = spellarray[i];
maxlv = skilllv - 1;
}
else if (skilllv > 0)
{
spellid = MG_NAPALMBEAT;
maxlv = 3;
}
if (spellid != SkillID::ZERO)
skill_status_change_start(src, SC_AUTOSPELL, skilllv,
uint16_t(spellid), maxlv, 0,
skill_get_time(SA_AUTOSPELL,
skilllv), 0);
}
break;
/* ランダム属性変化、水属性変化、地、火、風 */
case NPC_ATTRICHANGE:
case NPC_CHANGEWATER:
case NPC_CHANGEGROUND:
case NPC_CHANGEFIRE:
case NPC_CHANGEWIND:
/* 毒、聖、念、闇 */
case NPC_CHANGEPOISON:
case NPC_CHANGEHOLY:
case NPC_CHANGEDARKNESS:
case NPC_CHANGETELEKINESIS:
if (md)
{
md->def_ele = skill_get_pl(skillid);
if (md->def_ele == 0) /* ランダム変化、ただし、 */
md->def_ele = MRAND(10); /* 不死属性は除く */
md->def_ele += (1 + MRAND(4)) * 20; /* 属性レベルはランダム */
}
break;
case NPC_HALLUCINATION:
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case NPC_KEEPING:
case NPC_BARRIER:
{
int skill_time = skill_get_time(skillid, skilllv);
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0, skill_time, 0);
mob_changestate((struct mob_data *) src, MS_DELAY, skill_time);
}
break;
case NPC_DARKBLESSING:
{
int sc_def = 100 - battle_get_mdef(bl);
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
break;
if (MRAND(100) < sc_def * (50 + skilllv * 5) / 100)
{
if (dstsd)
{
int hp = battle_get_hp(bl) - 1;
pc_heal(dstsd, -hp, 0);
}
else if (dstmd)
dstmd->hp = 1;
}
}
break;
case NPC_SELFDESTRUCTION: /* 自爆 */
case NPC_SELFDESTRUCTION2: /* 自爆2 */
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, uint16_t(skillid), 0, 0,
skill_get_time(skillid, skilllv), 0);
break;
case NPC_LICK:
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_weapon_damage)
break;
if (dstsd)
pc_heal(dstsd, 0, -100);
if (MRAND(100) < (skilllv * 5) * sc_def_vit / 100)
skill_status_change_start(bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2(skillid, skilllv),
0);
break;
case NPC_SUICIDE: /* 自決 */
if (src && bl && md)
mob_damage(NULL, md, md->hp, 0);
break;
case NPC_SUMMONSLAVE: /* 手下召喚 */
case NPC_SUMMONMONSTER: /* MOB召喚 */
if (md && !md->master_id)
{
mob_summonslave(md,
mob_db[md->mob_class].skill[md->skillidx].val,
skilllv,
(skillid == NPC_SUMMONSLAVE) ? 1 : 0);
}
break;
case NPC_TRANSFORMATION:
case NPC_METAMORPHOSIS:
if (md)
mob_class_change(md,
mob_db[md->mob_class].skill[md->skillidx].val);
break;
case NPC_EMOTION: /* エモーション */
if (md)
clif_emotion(&md->bl,
mob_db[md->mob_class].skill[md->skillidx].val[0]);
break;
case NPC_DEFENDER:
break;
case WE_MALE: /* 君だけは護るよ */
if (sd && dstsd)
{
int hp_rate =
(skilllv <=
0) ? 0 : skill_db[skillid].hp_rate[skilllv - 1];
int gain_hp = sd->status.max_hp * abs(hp_rate) / 100; // 15%
battle_heal(NULL, bl, gain_hp, 0, 0);
}
break;
case WE_FEMALE: /* あなたの為に犠牲になります */
if (sd && dstsd)
{
int sp_rate =
(skilllv <=
0) ? 0 : skill_db[skillid].sp_rate[skilllv - 1];
int gain_sp = sd->status.max_sp * abs(sp_rate) / 100; // 15%
battle_heal(NULL, bl, 0, gain_sp, 0);
}
break;
case WE_CALLPARTNER: /* あなたに会いたい */
if (sd && dstsd)
{
if (map[sd->bl.m].flag.nomemo)
{
return 0;
}
if ((dstsd = pc_get_partner(sd)) == NULL)
{
clif_skill_fail(sd, skillid, 0, 0);
return 0;
}
skill_unitsetting(src, skillid, skilllv, sd->bl.x, sd->bl.y,
0);
}
break;
case PF_HPCONVERSION: /* ライフ置き換え */
if (sd)
{
int conv_hp = 0, conv_sp = 0;
conv_hp = sd->status.hp / 10; //基本はHPの10%
sd->status.hp -= conv_hp; //HPを減らす
conv_sp = conv_hp * 20 * skilllv / 100;
conv_sp =
(sd->status.sp + conv_sp >
sd->status.max_sp) ? sd->status.max_sp -
sd->status.sp : conv_sp;
sd->status.sp += conv_sp; //SPを増やす
pc_heal(sd, -conv_hp, conv_sp);
}
break;
case HT_REMOVETRAP: /* リムーブトラップ */
{
struct skill_unit *su = NULL;
struct item item_tmp;
if ((bl->type == BL_SKILL) &&
(su = (struct skill_unit *) bl) &&
(su->group->src_id == src->id || map[bl->m].flag.pvp)
&& (su->group->unit_id >= 0x8f
&& su->group->unit_id <= 0x99)
&& (su->group->unit_id != 0x92))
{ //罠を取り返す
if (sd)
{
if (battle_config.skill_removetrap_type == 1)
{
for (int i = 0; i < 10; i++)
{
if (skill_db[su->group->skill_id].itemid[i] >
0)
{
memset(&item_tmp, 0, sizeof(item_tmp));
item_tmp.nameid =
skill_db[su->group->
skill_id].itemid[i];
item_tmp.identify = 1;
PickupFail item_flag;
if (item_tmp.nameid
&& (item_flag =
pc_additem(sd, &item_tmp,
skill_db[su->group->skill_id].amount[i]))
!= PickupFail::OKAY)
{
clif_additem(sd, 0, 0, item_flag);
map_addflooritem(&item_tmp,
skill_db[su->
group->skill_id].amount
[i], sd->bl.m,
sd->bl.x, sd->bl.y,
NULL, NULL, NULL,
0);
}
}
}
}
else
{
memset(&item_tmp, 0, sizeof(item_tmp));
item_tmp.nameid = 1065;
item_tmp.identify = 1;
PickupFail item_flag;
if (item_tmp.nameid
&& (item_flag = pc_additem(sd, &item_tmp, 1))
!= PickupFail::OKAY)
{
clif_additem(sd, 0, 0, item_flag);
map_addflooritem(&item_tmp, 1, sd->bl.m,
sd->bl.x, sd->bl.y, NULL,
NULL, NULL, 0);
}
}
}
if (su->group->unit_id == 0x91 && su->group->val2)
{
struct block_list *target =
map_id2bl(su->group->val2);
if (target
&& (target->type == BL_PC
|| target->type == BL_MOB))
skill_status_change_end(target, SC_ANKLE, -1);
}
skill_delunit(su);
}
}
break;
case HT_SPRINGTRAP: /* スプリングトラップ */
{
struct skill_unit *su = NULL;
if ((bl->type == BL_SKILL) && (su = (struct skill_unit *) bl)
&& (su->group))
{
switch (su->group->unit_id)
{
case 0x8f: /* ブラストマイン */
case 0x90: /* スキッドトラップ */
case 0x93: /* ランドマイン */
case 0x94: /* ショックウェーブトラップ */
case 0x95: /* サンドマン */
case 0x96: /* フラッシャー */
case 0x97: /* フリージングトラップ */
case 0x98: /* クレイモアートラップ */
case 0x99: /* トーキーボックス */
su->group->unit_id = 0x8c;
clif_changelook(bl, LOOK_BASE,
su->group->unit_id);
su->group->limit =
DIFF_TICK(tick + 1500, su->group->tick);
su->limit =
DIFF_TICK(tick + 1500, su->group->tick);
}
}
}
break;
case BD_ENCORE: /* アンコール */
if (sd)
skill_use_id(sd, src->id, sd->skillid_dance,
sd->skilllv_dance);
break;
case AS_SPLASHER: /* ベナムスプラッシャー */
if ((double) battle_get_max_hp(bl) * 2 / 3 < battle_get_hp(bl)) //HPが2/3以上残っていたら失敗
return 1;
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, uint16_t(skillid), src->id, 0,
skill_get_time(skillid, skilllv), 0);
break;
case PF_MINDBREAKER: /* プロボック */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
/* MVPmobと不死には効かない */
if ((bl->type == BL_MOB && battle_get_mode(bl) & 0x20) || battle_check_undead(battle_get_race(bl), battle_get_elem_type(bl))) //不死には効かない
{
map_freeblock_unlock();
return 1;
}
skill_status_change_start(bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time(skillid, skilllv), 0);
if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害
skill_castcancel(bl, 0);
if (dstsd && dstsd->skilltimer != -1
&& !dstsd->special_state.no_castcancel
&& dstsd->state.skillcastcancel
&& !dstsd->special_state.no_castcancel2)
skill_castcancel(bl, 0);
if (sc_data)
{
if (sc_data[SC_FREEZE].timer != -1)
skill_status_change_end(bl, SC_FREEZE, -1);
if (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0)
skill_status_change_end(bl, SC_STONE, -1);
if (sc_data[SC_SLEEP].timer != -1)
skill_status_change_end(bl, SC_SLEEP, -1);
}
if (bl->type == BL_MOB)
{
int range = skill_get_range(skillid, skilllv);
if (range < 0)
range = battle_get_range(src) - (range + 1);
mob_target((struct mob_data *) bl, src, range);
}
}
break;
case RG_CLEANER: //AppleGirl
{
struct skill_unit *su = NULL;
if ((bl->type == BL_SKILL) &&
(su = (struct skill_unit *) bl) &&
(su->group->src_id == src->id || map[bl->m].flag.pvp)
&& (su->group->unit_id == 0xb0))
{ //罠を取り返す
if (sd)
skill_delunit(su);
}
}
break;
default:
PRINTF("Unknown skill used:%d\n", skillid);
map_freeblock_unlock();
return 1;
}
map_freeblock_unlock();
return 0;
}
/*==========================================
* スキル使用(詠唱完了、ID指定)
*------------------------------------------
*/
static
void skill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t)
{
struct map_session_data *sd = map_id2sd(id) /*,*target_sd=NULL */ ;
struct block_list *bl;
int range, inf2;
nullpo_retv( sd);
if (sd->bl.prev == NULL) //prevが無いのはありなの?
return;
if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* タイマIDの確認 */
return;
if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1
&& pc_checkskill(sd, SA_FREECAST) > 0)
{
sd->speed = sd->prev_speed;
clif_updatestatus(sd, SP_SPEED);
}
if (sd->skillid != SA_CASTCANCEL)
sd->skilltimer = -1;
if ((bl = map_id2bl(sd->skilltarget)) == NULL || bl->prev == NULL)
{
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
if (sd->bl.m != bl->m || pc_isdead(sd))
{ //マップが違うか自分が死んでいる
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
if (sd->skillid == PR_LEXAETERNA)
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
if (sc_data
&& (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0)))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
else if (sd->skillid == RG_BACKSTAP)
{
int dir = map_calc_dir(&sd->bl, bl->x, bl->y), t_dir =
battle_get_dir(bl);
int dist = distance(sd->bl.x, sd->bl.y, bl->x, bl->y);
if (bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir, t_dir)))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
inf2 = skill_get_inf2(sd->skillid);
if (((skill_get_inf(sd->skillid) & 1) || inf2 & 4) && // 彼我敵対関係チェック
battle_check_target(&sd->bl, bl, BCT_ENEMY) <= 0)
{
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
if (inf2 & 0xC00 && sd->bl.id != bl->id)
{
int fail_flag = 1;
if (inf2 & 0x400 && battle_check_target(&sd->bl, bl, BCT_PARTY) > 0)
fail_flag = 0;
if (fail_flag)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
range = skill_get_range(sd->skillid, sd->skilllv);
if (range < 0)
range = battle_get_range(&sd->bl) - (range + 1);
range += battle_config.pc_skill_add_range;
if ((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1
&& SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH)
|| (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1
&& SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH)
|| (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1
&& SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH)
|| (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1
&& SkillID(sd->sc_data[SC_COMBO].val1) == CH_TIGERFIST))
range +=
skill_get_blewcount(MO_COMBOFINISH, sd->sc_data[SC_COMBO].val2);
if (battle_config.skill_out_range_consume)
{
// changed to allow casting when target walks out of range [Valaris]
if (range < distance(sd->bl.x, sd->bl.y, bl->x, bl->y))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
if (!skill_check_condition(sd, 1))
{ /* 使用条件チェック */
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
if (battle_config.skill_out_range_consume)
{
if (range < distance(sd->bl.x, sd->bl.y, bl->x, bl->y))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
return;
}
}
if (battle_config.pc_skill_log)
PRINTF("PC %d skill castend skill=%d\n",
sd->bl.id, sd->skillid);
pc_stop_walking(sd, 0);
switch (skill_get_nk(sd->skillid))
{
/* 攻撃系/吹き飛ばし系 */
case 0:
case 2:
skill_castend_damage_id(&sd->bl, bl, sd->skillid, sd->skilllv,
tick, BCT_ZERO);
break;
case 1: /* 支援系 */
if ((sd->skillid == AL_HEAL
|| (sd->skillid == ALL_RESURRECTION && bl->type != BL_PC)
|| sd->skillid == PR_ASPERSIO)
&& battle_check_undead(battle_get_race(bl),
battle_get_elem_type(bl)))
skill_castend_damage_id(&sd->bl, bl, sd->skillid,
sd->skilllv, tick, BCT_ZERO);
else
skill_castend_nodamage_id(&sd->bl, bl, sd->skillid,
sd->skilllv, tick, BCT_ZERO);
break;
}
}
/*==========================================
* スキル使用(詠唱完了、場所指定の実際の処理)
*------------------------------------------
*/
int skill_castend_pos2(struct block_list *src, int x, int y,
SkillID skillid, int skilllv, unsigned int tick, BCT flag)
{
struct map_session_data *sd = NULL;
int i, tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
nullpo_ret(src);
if (src->type == BL_PC)
{
nullpo_ret(sd = (struct map_session_data *) src);
}
if (skillnotok(skillid, sd)) // [MouseJstr]
return 0;
switch (skillid)
{
case PR_BENEDICTIO: /* 聖体降福 */
skill_area_temp_id = src->id;
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_NOENEMY | BCT_lo_x01, skill_castend_nodamage_id),
src->m, x - 1, y - 1, x + 1, y + 1, BL_NUL);
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
src->m, x - 1, y - 1,
x + 1, y + 1, BL_NUL);
break;
case BS_HAMMERFALL: /* ハンマーフォール */
skill_area_temp_id = src->id;
skill_area_temp_x = x;
skill_area_temp_y = y;
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv, tick, flag | BCT_ENEMY | BCT_lo_x02, skill_castend_nodamage_id),
src->m, x - 2, y - 2, x + 2, y + 2, BL_NUL);
break;
case HT_DETECTING: /* ディテクティング */
{
const int range = 7;
map_foreachinarea(std::bind(skill_status_change_timer_sub, ph::_1, src, SC_SIGHT, tick),
src->m, src->x - range, src->y - range,
src->x + range, src->y + range, BL_NUL);
}
break;
case MG_SAFETYWALL: /* セイフティウォール */
case MG_FIREWALL: /* ファイヤーウォール */
case MG_THUNDERSTORM: /* サンダーストーム */
case AL_PNEUMA: /* ニューマ */
case WZ_ICEWALL: /* アイスウォール */
case WZ_FIREPILLAR: /* ファイアピラー */
case WZ_SIGHTRASHER:
case WZ_QUAGMIRE: /* クァグマイア */
case WZ_VERMILION: /* ロードオブヴァーミリオン */
case WZ_FROSTNOVA: /* フロストノヴァ */
case WZ_STORMGUST: /* ストームガスト */
case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
case PR_SANCTUARY: /* サンクチュアリ */
case PR_MAGNUS: /* マグヌスエクソシズム */
case CR_GRANDCROSS: /* グランドクロス */
case HT_SKIDTRAP: /* スキッドトラップ */
case HT_LANDMINE: /* ランドマイン */
case HT_ANKLESNARE: /* アンクルスネア */
case HT_SHOCKWAVE: /* ショックウェーブトラップ */
case HT_SANDMAN: /* サンドマン */
case HT_FLASHER: /* フラッシャー */
case HT_FREEZINGTRAP: /* フリージングトラップ */
case HT_BLASTMINE: /* ブラストマイン */
case HT_CLAYMORETRAP: /* クレイモアートラップ */
case AS_VENOMDUST: /* ベノムダスト */
case AM_DEMONSTRATION: /* デモンストレーション */
case PF_SPIDERWEB: /* スパイダーウェッブ */
case PF_FOGWALL: /* フォグウォール */
case HT_TALKIEBOX: /* トーキーボックス */
skill_unitsetting(src, skillid, skilllv, x, y, 0);
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
skill_clear_unitgroup(src);
skill_unitsetting(src, skillid, skilllv, x, y, 0);
break;
case SA_VOLCANO: /* ボルケーノ */
case SA_DELUGE: /* デリュージ */
case SA_VIOLENTGALE: /* バイオレントゲイル */
case SA_LANDPROTECTOR: /* ランドプロテクター */
skill_clear_element_field(src); //既に自分が発動している属性場をクリア
skill_unitsetting(src, skillid, skilllv, x, y, 0);
break;
case WZ_METEOR: //メテオストーム
{
BCT flag_ = BCT_ZERO;
for (i = 0; i < 2 + (skilllv >> 1); i++)
{
int j = 0, c;
do
{
tmpx = x + (MRAND(7) - 3);
tmpy = y + (MRAND(7) - 3);
if (tmpx < 0)
tmpx = 0;
else if (tmpx >= map[src->m].xs)
tmpx = map[src->m].xs - 1;
if (tmpy < 0)
tmpy = 0;
else if (tmpy >= map[src->m].ys)
tmpy = map[src->m].ys - 1;
j++;
}
while (((c = map_getcell(src->m, tmpx, tmpy)) == 1 || c == 5)
&& j < 100);
if (j >= 100)
continue;
if (flag_ == BCT_ZERO)
flag_ = BCT_lo_x01;
if (i > 0)
skill_addtimerskill(src, tick + i * 1000, 0, tmpx, tmpy,
skillid, skilllv, skill_timerskill::sktst::from_xy(uint16_t(x1), uint16_t(y1)),
flag_);
x1 = tmpx;
y1 = tmpy;
}
skill_addtimerskill(src, tick + i * 1000, 0, tmpx, tmpy, skillid,
skilllv, skill_timerskill::sktst::from_n(-1), flag_);
}
break;
case AL_WARP: /* ワープポータル */
break;
case MO_BODYRELOCATION:
if (sd)
{
pc_movepos(sd, x, y);
}
else if (src->type == BL_MOB)
mob_warp((struct mob_data *) src, -1, x, y, 0);
break;
case AM_CANNIBALIZE: // バイオプラント
if (sd)
{
int mx, my, id = 0;
struct mob_data *md;
mx = x; // + (rand()%10 - 5);
my = y; // + (rand()%10 - 5);
id = mob_once_spawn(sd, "this", mx, my, "--ja--", 1118, 1,
"");
if ((md = (struct mob_data *) map_id2bl(id)) != NULL)
{
md->master_id = sd->bl.id;
md->hp = 2210 + skilllv * 200;
md->state.special_mob_ai = 1;
md->deletetimer =
add_timer(gettick() +
skill_get_time(skillid, skilllv),
mob_timer_delete, id, 0);
}
}
break;
case AM_SPHEREMINE: // スフィアーマイン
if (sd)
{
int mx, my, id = 0;
struct mob_data *md;
mx = x; // + (rand()%10 - 5);
my = y; // + (rand()%10 - 5);
id = mob_once_spawn(sd, "this", mx, my, "--ja--", 1142, 1,
"");
if ((md = (struct mob_data *) map_id2bl(id)) != NULL)
{
md->master_id = sd->bl.id;
md->hp = 1000 + skilllv * 200;
md->state.special_mob_ai = 2;
md->deletetimer =
add_timer(gettick() +
skill_get_time(skillid, skilllv),
mob_timer_delete, id, 0);
}
}
break;
}
return 0;
}
/*==========================================
* スキル使用(詠唱完了、map指定)
*------------------------------------------
*/
int skill_castend_map(struct map_session_data *sd, SkillID skill_num,
const char *mapname)
{
int x = 0, y = 0;
nullpo_ret(sd);
if (sd->bl.prev == NULL || pc_isdead(sd))
return 0;
if (bool(sd->opt1)
|| bool(sd->status.option & Option::HIDE2))
return 0;
if (sd->sc_data[SC_DIVINA].timer != -1
|| sd->sc_data[SC_ROKISWEIL].timer != -1
|| sd->sc_data[SC_AUTOCOUNTER].timer != -1
|| sd->sc_data[SC_STEELBODY].timer != -1
|| sd->sc_data[SC_DANCING].timer != -1
|| sd->sc_data[SC_BERSERK].timer != -1)
return 0;
if (skill_num != sd->skillid) /* 不正パケットらしい */
return 0;
pc_stopattack(sd);
if (battle_config.pc_skill_log)
PRINTF("PC %d skill castend skill =%d map=%s\n",
sd->bl.id, skill_num, mapname);
pc_stop_walking(sd, 0);
if (strcmp(mapname, "cancel") == 0)
return 0;
switch (skill_num)
{
case AL_TELEPORT: /* テレポート */
if (strcmp(mapname, "Random") == 0)
pc_randomwarp(sd, 3);
else
pc_setpos(sd, sd->status.save_point.map,
sd->status.save_point.x, sd->status.save_point.y,
3);
break;
case AL_WARP: /* ワープポータル */
{
const struct point *p[] = {
&sd->status.save_point, &sd->status.memo_point[0],
&sd->status.memo_point[1], &sd->status.memo_point[2],
};
struct skill_unit_group *group;
int i;
int maxcount = 0;
if ((maxcount = skill_get_maxcount(sd->skillid)) > 0)
{
int c;
for (i = c = 0; i < MAX_SKILLUNITGROUP; i++)
{
if (sd->skillunit[i].alive_count > 0
&& sd->skillunit[i].skill_id == sd->skillid)
c++;
}
if (c >= maxcount)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = gettick();
sd->canmove_tick = gettick();
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return 0;
}
}
for (i = 0; i < sd->skilllv; i++)
{
if (strcmp(mapname, p[i]->map) == 0)
{
x = p[i]->x;
y = p[i]->y;
break;
}
}
if (x == 0 || y == 0) /* 不正パケット? */
return 0;
if (!skill_check_condition(sd, 3))
return 0;
if ((group =
skill_unitsetting(&sd->bl, sd->skillid, sd->skilllv,
sd->skillx, sd->skilly, 0)) == NULL)
return 0;
CREATE(group->valstr, char, 24);
memcpy(group->valstr, map, 24);
group->val2 = (x << 16) | y;
}
break;
}
return 0;
}
/*==========================================
* スキルユニット設定処理
*------------------------------------------
*/
struct skill_unit_group *skill_unitsetting(struct block_list *src,
SkillID skillid, int skilllv,
int x, int y, int flag)
{
struct skill_unit_group *group;
int i, count = 1, limit_ = 10000, val1_ = 0, val2_ = 0;
BCT target = BCT_ENEMY;
int interval = 1000, range_ = 0;
int dir = 0, aoe_diameter = 0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
nullpo_ret(src);
switch (skillid)
{ /* 設定 */
case MG_SAFETYWALL: /* セイフティウォール */
limit_ = skill_get_time(skillid, skilllv);
val2_ = skilllv + 1;
interval = -1;
target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL;
break;
case MG_FIREWALL: /* ファイヤーウォール */
if (src->x == x && src->y == y)
dir = 2;
else
dir = map_calc_dir(src, x, y);
if (dir & 1)
count = 5;
else
count = 3;
limit_ = skill_get_time(skillid, skilllv);
val2_ = 4 + skilllv;
interval = 1;
break;
case AL_PNEUMA: /* ニューマ */
limit_ = skill_get_time(skillid, skilllv);
interval = -1;
target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL;
count = 9;
break;
case AL_WARP: /* ワープポータル */
target = BCT_ALL;
val1_ = skilllv + 6;
if (flag == 0)
limit_ = 2000;
else
limit_ = skill_get_time(skillid, skilllv);
break;
case PR_SANCTUARY: /* サンクチュアリ */
count = 21;
limit_ = skill_get_time(skillid, skilllv);
val1_ = skilllv + 3;
val2_ = (skilllv > 6) ? 777 : skilllv * 100;
target = BCT_ALL;
range_ = 1;
break;
case PR_MAGNUS: /* マグヌスエクソシズム */
count = 33;
limit_ = skill_get_time(skillid, skilllv);
interval = 3000;
break;
case WZ_FIREPILLAR: /* ファイアーピラー */
if (flag == 0)
limit_ = skill_get_time(skillid, skilllv);
else
limit_ = 1000;
interval = 2000;
val1_ = skilllv + 2;
range_ = 1;
break;
case MG_THUNDERSTORM: /* サンダーストーム */
limit_ = 500;
range_ = 1;
break;
case WZ_FROSTNOVA: /* フロストノヴァ */
limit_ = 500;
range_ = 5;
break;
case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
limit_ = 500;
range_ = 2;
break;
case WZ_METEOR: /* メテオストーム */
limit_ = 500;
range_ = 3;
break;
case WZ_SIGHTRASHER:
limit_ = 500;
count = 41;
break;
case WZ_VERMILION: /* ロードオブヴァーミリオン */
limit_ = 4100;
interval = 1000;
range_ = 6;
break;
case WZ_ICEWALL: /* アイスウォール */
limit_ = skill_get_time(skillid, skilllv);
count = 5;
break;
case WZ_STORMGUST: /* ストームガスト */
limit_ = 4600;
interval = 450;
range_ = 5;
break;
case WZ_QUAGMIRE: /* クァグマイア */
limit_ = skill_get_time(skillid, skilllv);
interval = 200;
count = 25;
break;
case HT_SKIDTRAP: /* スキッドトラップ */
case HT_LANDMINE: /* ランドマイン */
case HT_ANKLESNARE: /* アンクルスネア */
case HT_SANDMAN: /* サンドマン */
case PF_SPIDERWEB: /* スパイダーウェッブ */
case HT_FLASHER: /* フラッシャー */
case HT_FREEZINGTRAP: /* フリージングトラップ */
case HT_BLASTMINE: /* ブラストマイン */
case HT_CLAYMORETRAP: /* クレイモアートラップ */
limit_ = skill_get_time(skillid, skilllv);
range_ = 1;
break;
case HT_TALKIEBOX: /* トーキーボックス */
limit_ = skill_get_time(skillid, skilllv);
range_ = 1;
target = BCT_ALL;
break;
case HT_SHOCKWAVE: /* ショックウェーブトラップ */
limit_ = skill_get_time(skillid, skilllv);
range_ = 1;
val1_ = skilllv * 15 + 10;
break;
case AS_VENOMDUST: /* ベノムダスト */
limit_ = skill_get_time(skillid, skilllv);
interval = 1000;
count = 5;
break;
case CR_GRANDCROSS: /* グランドクロス */
count = 29;
limit_ = 1000;
interval = 300;
break;
case SA_VOLCANO: /* ボルケーノ */
case SA_DELUGE: /* デリュージ */
case SA_VIOLENTGALE: /* バイオレントゲイル */
limit_ = skill_get_time(skillid, skilllv);
count = skilllv <= 2 ? 25 : (skilllv <= 4 ? 49 : 81);
target = BCT_ALL;
break;
case SA_LANDPROTECTOR: /* グランドクロス */
limit_ = skill_get_time(skillid, skilllv); // changed to get duration from cast_db (moonsoul)
val1_ = skilllv * 15 + 10;
aoe_diameter = skilllv + skilllv % 2 + 5;
target = BCT_ALL;
count = aoe_diameter * aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
break;
case BD_LULLABY: /* 子守唄 */
case BD_ETERNALCHAOS: /* エターナルカオス */
case BD_ROKISWEIL: /* ロキの叫び */
count = 81;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_ALL;
break;
case BD_RICHMANKIM:
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
count = 81;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_PARTY;
break;
case BA_WHISTLE: /* 口笛 */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_NOENEMY;
if (src->type == BL_PC)
val1_ =
(pc_checkskill((struct map_session_data *) src,
BA_MUSICALLESSON) + 1) >> 1;
val2_ = ((battle_get_agi(src) / 10) & 0xffff) << 16;
val2_ |= (battle_get_luk(src) / 10) & 0xffff;
break;
case DC_HUMMING: /* ハミング */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_NOENEMY;
if (src->type == BL_PC)
val1_ =
(pc_checkskill((struct map_session_data *) src,
DC_DANCINGLESSON) + 1) >> 1;
val2_ = battle_get_dex(src) / 10;
break;
case BA_DISSONANCE: /* 不協和音 */
case DC_UGLYDANCE: /* 自分勝手なダンス */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_ENEMY;
break;
case DC_DONTFORGETME: /* 私を忘れないで… */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_ENEMY;
if (src->type == BL_PC)
val1_ =
(pc_checkskill((struct map_session_data *) src,
DC_DANCINGLESSON) + 1) >> 1;
val2_ = ((battle_get_str(src) / 20) & 0xffff) << 16;
val2_ |= (battle_get_agi(src) / 10) & 0xffff;
break;
case BA_POEMBRAGI: /* ブラギの詩 */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_NOENEMY;
if (src->type == BL_PC)
val1_ =
pc_checkskill((struct map_session_data *) src,
BA_MUSICALLESSON);
val2_ = ((battle_get_dex(src) / 10) & 0xffff) << 16;
val2_ |= (battle_get_int(src) / 5) & 0xffff;
break;
case BA_APPLEIDUN: /* イドゥンの林檎 */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_NOENEMY;
if (src->type == BL_PC)
val1_ =
((pc_checkskill((struct map_session_data *) src,
BA_MUSICALLESSON)) & 0xffff) << 16;
else
val1_ = 0;
val1_ |= (battle_get_vit(src)) & 0xffff;
val2_ = 0; //回復用タイムカウンタ(6秒毎に1増加)
break;
case DC_SERVICEFORYOU: /* サービスフォーユー */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_PARTY;
if (src->type == BL_PC)
val1_ =
(pc_checkskill((struct map_session_data *) src,
DC_DANCINGLESSON) + 1) >> 1;
val2_ = battle_get_int(src) / 10;
break;
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_NOENEMY;
if (src->type == BL_PC)
val1_ =
(pc_checkskill((struct map_session_data *) src,
BA_MUSICALLESSON) + 1) >> 1;
val2_ = battle_get_agi(src) / 20;
break;
case DC_FORTUNEKISS: /* 幸運のキス */
count = 49;
limit_ = skill_get_time(skillid, skilllv);
range_ = 5;
target = BCT_NOENEMY;
if (src->type == BL_PC)
val1_ =
(pc_checkskill((struct map_session_data *) src,
DC_DANCINGLESSON) + 1) >> 1;
val2_ = battle_get_luk(src) / 10;
break;
case AM_DEMONSTRATION: /* デモンストレーション */
limit_ = skill_get_time(skillid, skilllv);
interval = 1000;
range_ = 1;
target = BCT_ENEMY;
break;
case WE_CALLPARTNER: /* あなたに逢いたい */
limit_ = skill_get_time(skillid, skilllv);
range_ = -1;
break;
case HP_BASILICA: /* バジリカ */
limit_ = skill_get_time(skillid, skilllv);
target = BCT_ALL;
range_ = 3;
//Fix to prevent the priest from walking while Basilica is up.
battle_stopwalking(src, 1);
skill_status_change_start(src, SC_ANKLE, skilllv, 0, 0, 0, limit_,
0);
break;
case PA_GOSPEL: /* ゴスペル */
count = 49;
target = BCT_PARTY;
limit_ = skill_get_time(skillid, skilllv);
break;
case PF_FOGWALL: /* フォグウォール */
count = 15;
limit_ = skill_get_time(skillid, skilllv);
break;
case RG_GRAFFITI: /* Graffiti */
count = 1; // Leave this at 1 [Valaris]
limit_ = 600000; // Time length [Valaris]
break;
};
nullpo_retr(NULL, group =
skill_initunitgroup(src, count, skillid, skilllv,
skill_get_unit_id(skillid, flag & 1)));
group->limit = limit_;
group->val1 = val1_;
group->val2 = val2_;
group->target_flag = target;
group->interval = interval;
group->range = range_;
if (skillid == HT_TALKIEBOX || skillid == RG_GRAFFITI)
{
CREATE(group->valstr, char, 80);
memcpy(group->valstr, talkie_mes, 80);
}
for (i = 0; i < count; i++)
{
struct skill_unit *unit;
int ux = x, uy = y, val1 = skilllv, val2 = 0, limit =
group->limit, alive = 1;
int range = group->range;
switch (skillid)
{ /* 設定 */
case AL_PNEUMA: /* ニューマ */
{
static const int dx[9] = { -1, 0, 1, -1, 0, 1, -1, 0, 1 };
static const int dy[9] = { -1, -1, -1, 0, 0, 0, 1, 1, 1 };
ux += dx[i];
uy += dy[i];
}
break;
case MG_FIREWALL: /* ファイヤーウォール */
{
if (dir & 1)
{ /* 斜め配置 */
static const int dx[][5] = {
{1, 1, 0, 0, -1}, {-1, -1, 0, 0, 1},
}, dy[][5] =
{
{
1, 0, 0, -1, -1},
{
1, 0, 0, -1, -1},};
ux += dx[(dir >> 1) & 1][i];
uy += dy[(dir >> 1) & 1][i];
}
else
{ /* 上下配置 */
if (dir % 4 == 0) /* 上下 */
ux += i - 1;
else /* 左右 */
uy += i - 1;
}
val2 = group->val2;
}
break;
case PR_SANCTUARY: /* サンクチュアリ */
{
static const int dx[] = {
-1, 0, 1, -2, -1, 0, 1, 2, -2, -1, 0, 1, 2, -2, -1, 0, 1,
2, -1, 0, 1
};
static const int dy[] = {
-2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 1, 1, 1, 1,
1, 2, 2, 2,
};
ux += dx[i];
uy += dy[i];
}
break;
case PR_MAGNUS: /* マグヌスエクソシズム */
{
static const int dx[] =
{ -1, 0, 1, -1, 0, 1, -3, -2, -1, 0, 1, 2, 3,
-3, -2, -1, 0, 1, 2, 3, -3, -2, -1, 0, 1, 2, 3, -1, 0, 1,
-1, 0, 1,
};
static const int dy[] = {
-3, -3, -3, -2, -2, -2, -1, -1, -1, -1, -1, -1, -1,
0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3
};
ux += dx[i];
uy += dy[i];
}
break;
case WZ_SIGHTRASHER:
{
static const int dx[] = {
-5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5, -4,
-3, -2, -1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3,
0, 3, -4, 0, 4, -5, 0, 5
};
static const int dy[] = {
-5, -5, -5, -4, -4, -4, -3, -3, -3, -2, -2, -2, -1, -1,
-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2,
3, 3, 3, 4, 4, 4, 5, 5, 5
};
ux += dx[i];
uy += dy[i];
}
break;
case WZ_ICEWALL: /* アイスウォール */
{
if (skilllv <= 1)
val1 = 500;
else
val1 = 200 + 200 * skilllv;
if (src->x == x && src->y == y)
dir = 2;
else
dir = map_calc_dir(src, x, y);
ux += (2 - i) * diry[dir];
uy += (i - 2) * dirx[dir];
}
break;
case WZ_QUAGMIRE: /* クァグマイア */
ux += (i % 5 - 2);
uy += (i / 5 - 2);
if (i == 12)
range = 2;
else
range = -1;
break;
case AS_VENOMDUST: /* ベノムダスト */
{
static const int dx[] = { -1, 0, 0, 0, 1 };
static const int dy[] = { 0, -1, 0, 1, 0 };
ux += dx[i];
uy += dy[i];
}
break;
case CR_GRANDCROSS: /* グランドクロス */
{
static const int dx[] = {
0, 0, -1, 0, 1, -2, -1, 0, 1, 2, -4, -3, -2, -1, 0, 1, 2,
3, 4, -2, -1, 0, 1, 2, -1, 0, 1, 0, 0,
};
static const int dy[] = {
-4, -3, -2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 4,
};
ux += dx[i];
uy += dy[i];
}
break;
case SA_VOLCANO: /* ボルケーノ */
case SA_DELUGE: /* デリュージ */
case SA_VIOLENTGALE: /* バイオレントゲイル */
{
int u_range = 0, central = 0;
if (skilllv <= 2)
{
u_range = 2;
central = 12;
}
else if (skilllv <= 4)
{
u_range = 3;
central = 24;
}
else if (skilllv >= 5)
{
u_range = 4;
central = 40;
}
ux += (i % (u_range * 2 + 1) - u_range);
uy += (i / (u_range * 2 + 1) - u_range);
if (i == central)
range = u_range; //中央のユニットの効果範囲は全範囲
else
range = -1; //中央以外のユニットは飾り
}
break;
case SA_LANDPROTECTOR: /* ランドプロテクター */
{
int u_range = 0;
if (skilllv <= 2)
u_range = 3;
else if (skilllv <= 4)
u_range = 4;
else if (skilllv >= 5)
u_range = 5;
ux += (i % (u_range * 2 + 1) - u_range);
uy += (i / (u_range * 2 + 1) - u_range);
range = 0;
}
break;
/* ダンスなど */
case BD_LULLABY: /* 子守歌 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
case BD_ETERNALCHAOS: /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_ROKISWEIL: /* ロキの叫び */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
ux += (i % 9 - 4);
uy += (i / 9 - 4);
if (i == 40)
range = 4; /* 中心の場合は範囲を4にオーバーライド */
else
range = -1; /* 中心じゃない場合は範囲を-1にオーバーライド */
break;
case BA_DISSONANCE: /* 不協和音 */
case BA_WHISTLE: /* 口笛 */
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
case BA_POEMBRAGI: /* ブラギの詩 */
case BA_APPLEIDUN: /* イドゥンの林檎 */
case DC_UGLYDANCE: /* 自分勝手なダンス */
case DC_HUMMING: /* ハミング */
case DC_DONTFORGETME: /* 私を忘れないで… */
case DC_FORTUNEKISS: /* 幸運のキス */
case DC_SERVICEFORYOU: /* サービスフォーユー */
ux += (i % 7 - 3);
uy += (i / 7 - 3);
if (i == 40)
range = 4; /* 中心の場合は範囲を4にオーバーライド */
else
range = -1; /* 中心じゃない場合は範囲を-1にオーバーライド */
break;
case PA_GOSPEL: /* ゴスペル */
ux += (i % 7 - 3);
uy += (i / 7 - 3);
break;
case PF_FOGWALL: /* フォグウォール */
ux += (i % 5 - 2);
uy += (i / 5 - 1);
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
ux += (i % 5 - 2);
uy += (i / 5 - 2);
break;
}
//直上スキルの場合設置座標上にランドプロテクターがないかチェック
if (range <= 0)
map_foreachinarea(std::bind(skill_landprotector, ph::_1, skillid, &alive),
src->m, ux, uy,
ux, uy, BL_SKILL);
if (skillid == WZ_ICEWALL && alive)
{
val2 = map_getcell(src->m, ux, uy);
if (val2 == 5 || val2 == 1)
alive = 0;
else
{
map_setcell(src->m, ux, uy, 5);
}
}
if (alive)
{
nullpo_retr(NULL, unit = skill_initunit(group, i, ux, uy));
unit->val1 = val1;
unit->val2 = val2;
unit->limit = limit;
unit->range = range;
}
}
return group;
}
/*==========================================
* スキルユニットの発動イベント
*------------------------------------------
*/
static
int skill_unit_onplace(struct skill_unit *src, struct block_list *bl,
unsigned int tick)
{
struct skill_unit_group *sg;
struct block_list *ss;
struct skill_unit_group_tickset *ts;
struct map_session_data *srcsd = NULL;
int diff, goflag, splash_count = 0;
nullpo_ret(src);
nullpo_ret(bl);
if (bl->prev == NULL || !src->alive
|| (bl->type == BL_PC && pc_isdead((struct map_session_data *) bl)))
return 0;
nullpo_ret(sg = src->group);
nullpo_ret(ss = map_id2bl(sg->src_id));
if (ss->type == BL_PC)
nullpo_ret(srcsd = (struct map_session_data *) ss);
if (srcsd && srcsd->chatID)
return 0;
if (bl->type != BL_PC && bl->type != BL_MOB)
return 0;
nullpo_ret(ts = skill_unitgrouptickset_search(bl, sg->group_id));
diff = DIFF_TICK(tick, ts->tick);
goflag = (diff > sg->interval || diff < 0);
if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
goflag = (diff > sg->interval * map_count_oncell(bl->m, bl->x, bl->y)
|| diff < 0);
//対象がLP上に居る場合は無効
map_foreachinarea(std::bind(skill_landprotector, ph::_1, SkillID::ZERO, &goflag),
bl->m, bl->x, bl->y,
bl->x, bl->y, BL_SKILL);
if (!goflag)
return 0;
ts->tick = tick;
ts->group_id = sg->group_id;
switch (sg->unit_id)
{
case 0x83: /* サンクチュアリ */
{
int race = battle_get_race(bl);
int damage_flag =
(battle_check_undead(race, battle_get_elem_type(bl))
|| race == 6) ? 1 : 0;
if (battle_get_hp(bl) >= battle_get_max_hp(bl) && !damage_flag)
break;
if ((sg->val1--) <= 0)
{
skill_delunitgroup(sg);
return 0;
}
if (!damage_flag)
{
int heal = sg->val2;
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
heal = 0; /* 黄金蟲カード(ヒール量0) */
battle_heal(NULL, bl, heal, 0, 0);
}
else
skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, BCT_ZERO);
}
break;
case 0x84: /* マグヌスエクソシズム */
{
int race = battle_get_race(bl);
int damage_flag =
(battle_check_undead(race, battle_get_elem_type(bl))
|| race == 6) ? 1 : 0;
if (!damage_flag)
return 0;
skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, BCT_ZERO);
}
break;
case 0x85: /* ニューマ */
{
struct skill_unit *unit2;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type = SC_PNEUMA;
if (sc_data && sc_data[type].timer == -1)
skill_status_change_start(bl, type, sg->skill_lv, (int) src,
0, 0, 0, 0);
else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
&& unit2 != src)
{
if (DIFF_TICK(sg->tick, unit2->group->tick) > 0)
skill_status_change_start(bl, type, sg->skill_lv,
(int) src, 0, 0, 0, 0);
ts->tick -= sg->interval;
}
}
break;
case 0x7e: /* セイフティウォール */
{
struct skill_unit *unit2;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type = SC_SAFETYWALL;
if (sc_data && sc_data[type].timer == -1)
skill_status_change_start(bl, type, sg->skill_lv, (int) src,
0, 0, 0, 0);
else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
&& unit2 != src)
{
if (sg->val1 < unit2->group->val1)
skill_status_change_start(bl, type, sg->skill_lv,
(int) src, 0, 0, 0, 0);
ts->tick -= sg->interval;
}
}
break;
case 0x86: /* ロードオブヴァーミリオン(&ストームガスト &グランドクロス) */
skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, BCT_ZERO);
break;
case 0x7f: /* ファイヤーウォール */
if ((src->val2--) > 0)
skill_attack(BF_MAGIC, ss, &src->bl, bl,
sg->skill_id, sg->skill_lv, tick, BCT_ZERO);
if (src->val2 <= 0)
skill_delunit(src);
break;
case 0x87: /* ファイアーピラー(発動前) */
skill_delunit(src);
skill_unitsetting(ss, sg->skill_id, sg->skill_lv, src->bl.x,
src->bl.y, 1);
break;
case 0x88: /* ファイアーピラー(発動後) */
if (DIFF_TICK(tick, sg->tick) < 150)
skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, BCT_ZERO);
break;
case 0x90: /* スキッドトラップ */
{
int i, c = skill_get_blewcount(sg->skill_id, sg->skill_lv);
for (i = 0; i < c; i++)
skill_blown(&src->bl, bl, 1 | 0x30000);
sg->unit_id = 0x8c;
clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
sg->limit = DIFF_TICK(tick, sg->tick) + 1500;
}
break;
case 0x93: /* ランドマイン */
skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, BCT_ZERO);
sg->unit_id = 0x8c;
clif_changelook(&src->bl, LOOK_BASE, 0x88);
sg->limit = DIFF_TICK(tick, sg->tick) + 1500;
break;
case 0x8f: /* ブラストマイン */
case 0x94: /* ショックウェーブトラップ */
case 0x95: /* サンドマン */
case 0x96: /* フラッシャー */
case 0x97: /* フリージングトラップ */
case 0x98: /* クレイモアートラップ */
map_foreachinarea(std::bind(skill_count_target, ph::_1, &src->bl, &splash_count),
src->bl.m, src->bl.x - src->range, src->bl.y - src->range,
src->bl.x + src->range, src->bl.y + src->range, BL_NUL);
map_foreachinarea(std::bind(skill_trap_splash, ph::_1, &src->bl, tick, splash_count),
src->bl.m, src->bl.x - src->range, src->bl.y - src->range,
src->bl.x + src->range, src->bl.y + src->range, BL_NUL);
sg->unit_id = 0x8c;
clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
sg->limit = DIFF_TICK(tick, sg->tick) + 1500;
break;
case 0x91: /* アンクルスネア */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
if (sg->val2 == 0 && sc_data && sc_data[SC_ANKLE].timer == -1)
{
int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE
|| bl->y / BLOCK_SIZE !=
src->bl.y / BLOCK_SIZE);
int sec = skill_get_time2(sg->skill_id,
sg->skill_lv) -
(double) battle_get_agi(bl) * 0.1;
if (battle_get_mode(bl) & 0x20)
sec = sec / 5;
battle_stopwalking(bl, 1);
skill_status_change_start(bl, SC_ANKLE, sg->skill_lv, 0, 0,
0, sec, 0);
if (moveblock)
map_delblock(bl);
bl->x = src->bl.x;
bl->y = src->bl.y;
if (moveblock)
map_addblock(bl);
if (bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *) bl);
else
clif_fixpos(bl);
sg->limit = DIFF_TICK(tick, sg->tick) + sec;
sg->val2 = bl->id;
}
}
break;
case 0x80: /* ワープポータル(発動後) */
if (bl->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
if (sd && src->bl.m == bl->m && src->bl.x == bl->x
&& src->bl.y == bl->y && src->bl.x == sd->to_x
&& src->bl.y == sd->to_y)
{
if (battle_config.chat_warpportal || !sd->chatID)
{
if ((sg->val1--) > 0)
{
pc_setpos(sd, sg->valstr, sg->val2 >> 16,
sg->val2 & 0xffff, 3);
if (sg->src_id == bl->id
|| (strcmp(map[src->bl.m].name, sg->valstr)
== 0 && src->bl.x == (sg->val2 >> 16)
&& src->bl.y == (sg->val2 & 0xffff)))
skill_delunitgroup(sg);
}
else
skill_delunitgroup(sg);
}
}
}
else if (bl->type == BL_MOB && battle_config.mob_warpportal)
{
int m = map_mapname2mapid(sg->valstr);
mob_warp((struct mob_data *) bl, m, sg->val2 >> 16,
sg->val2 & 0xffff, 3);
}
break;
case 0x8e: /* クァグマイア */
{
StatusChange type = SkillStatusChangeTable[sg->skill_id];
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
break;
if (battle_get_sc_data(bl)[type].timer == -1)
skill_status_change_start(bl, type, sg->skill_lv, (int) src,
0, 0,
skill_get_time2(sg->skill_id,
sg->skill_lv), 0);
}
break;
case 0x92: /* ベノムダスト */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type = SkillStatusChangeTable[sg->skill_id];
if (sc_data && sc_data[type].timer == -1)
skill_status_change_start(bl, type, sg->skill_lv, (int) src,
0, 0,
skill_get_time2(sg->skill_id,
sg->skill_lv), 0);
}
break;
case 0x9a: /* ボルケーノ */
case 0x9b: /* デリュージ */
case 0x9c: /* バイオレントゲイル */
{
struct skill_unit *unit2;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type = SkillStatusChangeTable[sg->skill_id];
if (sc_data && sc_data[type].timer == -1)
skill_status_change_start(bl, type, sg->skill_lv, (int) src,
0, 0,
skill_get_time2(sg->skill_id,
sg->skill_lv), 0);
else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
&& unit2 != src)
{
if (DIFF_TICK(sg->tick, unit2->group->tick) > 0)
skill_status_change_start(bl, type, sg->skill_lv,
(int) src, 0, 0,
skill_get_time2(sg->skill_id,
sg->skill_lv),
0);
ts->tick -= sg->interval;
}
} break;
case 0x9e: /* 子守唄 */
case 0x9f: /* ニヨルドの宴 */
case 0xa0: /* 永遠の混沌 */
case 0xa1: /* 戦太鼓の響き */
case 0xa2: /* ニーベルングの指輪 */
case 0xa3: /* ロキの叫び */
case 0xa4: /* 深淵の中に */
case 0xa5: /* 不死身のジークフリード */
case 0xa6: /* 不協和音 */
case 0xa7: /* 口笛 */
case 0xa8: /* 夕陽のアサシンクロス */
case 0xa9: /* ブラギの詩 */
case 0xab: /* 自分勝手なダンス */
case 0xac: /* ハミング */
case 0xad: /* 私を忘れないで… */
case 0xae: /* 幸運のキス */
case 0xaf: /* サービスフォーユー */
case 0xb4:
{
struct skill_unit *unit2;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type = SkillStatusChangeTable[sg->skill_id];
if (sg->src_id == bl->id)
break;
if (sc_data && sc_data[type].timer == -1)
skill_status_change_start(bl, type, sg->skill_lv, sg->val1,
sg->val2, (int) src,
skill_get_time2(sg->skill_id,
sg->skill_lv), 0);
else if ((unit2 = (struct skill_unit *) sc_data[type].val4)
&& unit2 != src)
{
if (unit2->group
&& DIFF_TICK(sg->tick, unit2->group->tick) > 0)
skill_status_change_start(bl, type, sg->skill_lv,
sg->val1, sg->val2, (int) src,
skill_get_time2(sg->skill_id,
sg->skill_lv),
0);
ts->tick -= sg->interval;
}
} break;
case 0xaa: /* イドゥンの林檎 */
{
struct skill_unit *unit2;
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type = SkillStatusChangeTable[sg->skill_id];
if (sg->src_id == bl->id)
break;
if (sc_data && sc_data[type].timer == -1)
skill_status_change_start(bl, type, sg->skill_lv,
(sg->val1) >> 16,
(sg->val1) & 0xffff, (int) src,
skill_get_time2(sg->skill_id,
sg->skill_lv), 0);
else if ((unit2 = (struct skill_unit *) sc_data[type].val4)
&& unit2 != src)
{
if (DIFF_TICK(sg->tick, unit2->group->tick) > 0)
skill_status_change_start(bl, type, sg->skill_lv,
(sg->val1) >> 16,
(sg->val1) & 0xffff, (int) src,
skill_get_time2(sg->skill_id,
sg->skill_lv),
0);
ts->tick -= sg->interval;
}
} break;
case 0xb1: /* デモンストレーション */
skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, BCT_ZERO);
if (bl->type == BL_PC && MRAND(100) < sg->skill_lv
&& battle_config.equipment_breaking)
pc_breakweapon((struct map_session_data *) bl);
break;
case 0x99: /* トーキーボックス */
if (sg->src_id == bl->id) //自分が踏んでも発動しない
break;
if (sg->val2 == 0)
{
sg->unit_id = 0x8c;
clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
sg->val2 = -1; //踏んだ
}
break;
case 0xb2: /* あなたを_会いたいです */
case 0xb3: /* ゴスペル */
case 0xb6: /* フォグウォール */
//とりあえず何もしない
break;
case 0xb7: /* スパイダーウェッブ */
if (sg->val2 == 0)
{
int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE
|| bl->y / BLOCK_SIZE !=
src->bl.y / BLOCK_SIZE);
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv,
BF_MISC, tick);
if (moveblock)
map_delblock(bl);
bl->x = (&src->bl)->x;
bl->y = (&src->bl)->y;
if (moveblock)
map_addblock(bl);
if (bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *) bl);
else
clif_fixpos(bl);
sg->limit =
DIFF_TICK(tick,
sg->tick) + skill_get_time2(sg->skill_id,
sg->skill_lv);
sg->val2 = bl->id;
}
break;
/* default:
if (battle_config.error_log)
PRINTF("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
break;*/
}
if (bl->type == BL_MOB && ss != bl) /* スキル使用条件のMOBスキル */
{
if (battle_config.mob_changetarget_byskill == 1)
{
int target = ((struct mob_data *) bl)->target_id;
if (ss->type == BL_PC)
((struct mob_data *) bl)->target_id = ss->id;
mobskill_use((struct mob_data *) bl, tick,
MSC_SKILLUSED, sg->skill_id);
((struct mob_data *) bl)->target_id = target;
}
else
mobskill_use((struct mob_data *) bl, tick,
MSC_SKILLUSED, sg->skill_id);
}
return 0;
}
/*==========================================
* スキルユニットから離脱する(もしくはしている)場合
*------------------------------------------
*/
static
int skill_unit_onout(struct skill_unit *src, struct block_list *bl,
unsigned int tick)
{
struct skill_unit_group *sg;
nullpo_ret(src);
nullpo_ret(bl);
nullpo_ret(sg = src->group);
if (bl->prev == NULL || !src->alive)
return 0;
if (bl->type != BL_PC && bl->type != BL_MOB)
return 0;
switch (sg->unit_id)
{
case 0x7e: /* セイフティウォール */
case 0x85: /* ニューマ */
case 0x8e: /* クァグマイア */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
StatusChange type =
(sg->unit_id == 0x85) ? SC_PNEUMA :
((sg->unit_id == 0x7e) ? SC_SAFETYWALL : SC_QUAGMIRE);
if ((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
sc_data && sc_data[type].timer != -1
&& ((struct skill_unit *) sc_data[type].val2) == src)
{
skill_status_change_end(bl, type, -1);
}
} break;
case 0x91: /* アンクルスネア */
{
struct block_list *target = map_id2bl(sg->val2);
if (target && target == bl)
{
skill_status_change_end(bl, SC_ANKLE, -1);
sg->limit = DIFF_TICK(tick, sg->tick) + 1000;
}
}
break;
case 0xb5:
case 0xb8:
{
struct block_list *target = map_id2bl(sg->val2);
if (target == bl)
skill_status_change_end(bl, SC_SPIDERWEB, -1);
sg->limit = DIFF_TICK(tick, sg->tick) + 1000;
}
break;
case 0xb6:
{
struct block_list *target = map_id2bl(sg->val2);
if (target == bl)
skill_status_change_end(bl, SC_FOGWALL, -1);
sg->limit = DIFF_TICK(tick, sg->tick) + 1000;
}
break;
case 0x9a: /* ボルケーノ */
case 0x9b: /* デリュージ */
case 0x9c: /* バイオレントゲイル */
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
struct skill_unit *su;
StatusChange type = SkillStatusChangeTable[sg->skill_id];
if (sc_data && sc_data[type].timer != -1
&& (su = ((struct skill_unit *) sc_data[type].val2))
&& su == src)
{
skill_status_change_end(bl, type, -1);
}
}
break;
case 0x9e: /* 子守唄 */
case 0x9f: /* ニヨルドの宴 */
case 0xa0: /* 永遠の混沌 */
case 0xa1: /* 戦太鼓の響き */
case 0xa2: /* ニーベルングの指輪 */
case 0xa3: /* ロキの叫び */
case 0xa4: /* 深淵の中に */
case 0xa5: /* 不死身のジークフリード */
case 0xa6: /* 不協和音 */
case 0xa7: /* 口笛 */
case 0xa8: /* 夕陽のアサシンクロス */
case 0xa9: /* ブラギの詩 */
case 0xaa: /* イドゥンの林檎 */
case 0xab: /* 自分勝手なダンス */
case 0xac: /* ハミング */
case 0xad: /* 私を忘れないで… */
case 0xae: /* 幸運のキス */
case 0xaf: /* サービスフォーユー */
case 0xb4:
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
struct skill_unit *su;
StatusChange type = SkillStatusChangeTable[sg->skill_id];
if (sc_data && sc_data[type].timer != -1
&& (su = ((struct skill_unit *) sc_data[type].val4))
&& su == src)
{
skill_status_change_end(bl, type, -1);
}
}
break;
case 0xb7: /* スパイダーウェッブ */
{
struct block_list *target = map_id2bl(sg->val2);
if (target && target == bl)
skill_status_change_end(bl, SC_SPIDERWEB, -1);
sg->limit = DIFF_TICK(tick, sg->tick) + 1000;
}
break;
/* default:
if (battle_config.error_log)
PRINTF("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
break;*/
}
skill_unitgrouptickset_delete(bl, sg->group_id);
return 0;
}
/*==========================================
* スキルユニットの削除イベント
*------------------------------------------
*/
static
int skill_unit_ondelete(struct skill_unit *src, struct block_list *bl,
unsigned int tick)
{
struct skill_unit_group *sg;
nullpo_ret(src);
nullpo_ret(bl);
nullpo_ret(sg = src->group);
if (bl->prev == NULL || !src->alive)
return 0;
if (bl->type != BL_PC && bl->type != BL_MOB)
return 0;
switch (sg->unit_id)
{
case 0x85: /* ニューマ */
case 0x7e: /* セイフティウォール */
case 0x8e: /* クァグマイヤ */
case 0x9a: /* ボルケーノ */
case 0x9b: /* デリュージ */
case 0x9c: /* バイオレントゲイル */
case 0x9e: /* 子守唄 */
case 0x9f: /* ニヨルドの宴 */
case 0xa0: /* 永遠の混沌 */
case 0xa1: /* 戦太鼓の響き */
case 0xa2: /* ニーベルングの指輪 */
case 0xa3: /* ロキの叫び */
case 0xa4: /* 深淵の中に */
case 0xa5: /* 不死身のジークフリード */
case 0xa6: /* 不協和音 */
case 0xa7: /* 口笛 */
case 0xa8: /* 夕陽のアサシンクロス */
case 0xa9: /* ブラギの詩 */
case 0xaa: /* イドゥンの林檎 */
case 0xab: /* 自分勝手なダンス */
case 0xac: /* ハミング */
case 0xad: /* 私を忘れないで… */
case 0xae: /* 幸運のキス */
case 0xaf: /* サービスフォーユー */
case 0xb4:
return skill_unit_onout(src, bl, tick);
/* default:
if (battle_config.error_log)
PRINTF("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
break;*/
}
skill_unitgrouptickset_delete(bl, sg->group_id);
return 0;
}
/*==========================================
* スキルユニットの限界イベント
*------------------------------------------
*/
static
int skill_unit_onlimit(struct skill_unit *src, unsigned int)
{
struct skill_unit_group *sg;
nullpo_ret(src);
nullpo_ret(sg = src->group);
switch (sg->unit_id)
{
case 0x81: /* ワープポータル(発動前) */
{
struct skill_unit_group *group =
skill_unitsetting(map_id2bl(sg->src_id), sg->skill_id,
sg->skill_lv,
src->bl.x, src->bl.y, 1);
if (group == NULL)
return 0;
CREATE(group->valstr, char, 24);
memcpy(group->valstr, sg->valstr, 24);
group->val2 = sg->val2;
}
break;
case 0x8d: /* アイスウォール */
map_setcell(src->bl.m, src->bl.x, src->bl.y, src->val2);
break;
case 0xb2: /* あなたに会いたい */
{
struct map_session_data *sd = NULL;
struct map_session_data *p_sd = NULL;
if ((sd =
(struct map_session_data *)(map_id2bl(sg->src_id))) ==
NULL)
return 0;
if ((p_sd = pc_get_partner(sd)) == NULL)
return 0;
pc_setpos(p_sd, map[src->bl.m].name, src->bl.x, src->bl.y, 3);
}
break;
}
return 0;
}
/*==========================================
* スキルユニットのダメージイベント
*------------------------------------------
*/
int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl,
int damage, unsigned int)
{
struct skill_unit_group *sg;
nullpo_ret(src);
nullpo_ret(sg = src->group);
switch (sg->unit_id)
{
case 0x8d: /* アイスウォール */
src->val1 -= damage;
break;
case 0x8f: /* ブラストマイン */
case 0x98: /* クレイモアートラップ */
skill_blown(bl, &src->bl, 2); //吹き飛ばしてみる
break;
default:
damage = 0;
break;
}
return damage;
}
/*---------------------------------------------------------------------------- */
/*==========================================
* スキル使用(詠唱完了、場所指定)
*------------------------------------------
*/
static
void skill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t)
{
struct map_session_data *sd = map_id2sd(id) /*,*target_sd=NULL */ ;
int range, maxcount;
nullpo_retv(sd);
if (sd->bl.prev == NULL)
return;
if (sd->skilltimer != tid) /* タイマIDの確認 */
return;
if (sd->skilltimer != -1 && pc_checkskill(sd, SA_FREECAST) > 0)
{
sd->speed = sd->prev_speed;
clif_updatestatus(sd, SP_SPEED);
}
sd->skilltimer = -1;
if (pc_isdead(sd))
{
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
if (battle_config.pc_skill_reiteration == 0)
{
range = -1;
switch (sd->skillid)
{
case MG_SAFETYWALL:
case WZ_FIREPILLAR:
case HT_SKIDTRAP:
case HT_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case HT_TALKIEBOX:
case AL_WARP:
case PF_SPIDERWEB: /* スパイダーウェッブ */
case RG_GRAFFITI: /* グラフィティ */
range = 0;
break;
case AL_PNEUMA:
range = 1;
break;
}
if (range >= 0)
{
if (skill_check_unit_range(sd->bl.m, sd->skillx, sd->skilly, range, sd->skillid) > 0)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
}
if (battle_config.pc_skill_nofootset)
{
range = -1;
switch (sd->skillid)
{
case WZ_FIREPILLAR:
case HT_SKIDTRAP:
case HT_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case HT_TALKIEBOX:
case PF_SPIDERWEB: /* スパイダーウェッブ */
case WZ_ICEWALL:
range = 1;
break;
case AL_WARP:
range = 0;
break;
}
if (range >= 0)
{
if (skill_check_unit_range2(sd->bl.m, sd->skillx, sd->skilly, range) > 0)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
}
if (battle_config.pc_land_skill_limit)
{
maxcount = skill_get_maxcount(sd->skillid);
if (maxcount > 0)
{
int i, c;
for (i = c = 0; i < MAX_SKILLUNITGROUP; i++)
{
if (sd->skillunit[i].alive_count > 0
&& sd->skillunit[i].skill_id == sd->skillid)
c++;
}
if (c >= maxcount)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
}
range = skill_get_range(sd->skillid, sd->skilllv);
if (range < 0)
range = battle_get_range(&sd->bl) - (range + 1);
range += battle_config.pc_skill_add_range;
if (battle_config.skill_out_range_consume)
{ // changed to allow casting when target walks out of range [Valaris]
if (range < distance(sd->bl.x, sd->bl.y, sd->skillx, sd->skilly))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
}
if (!skill_check_condition(sd, 1))
{ /* 使用条件チェック */
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return;
}
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
if (battle_config.skill_out_range_consume)
{
if (range < distance(sd->bl.x, sd->bl.y, sd->skillx, sd->skilly))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
return;
}
}
if (battle_config.pc_skill_log)
PRINTF("PC %d skill castend skill=%d\n",
sd->bl.id, sd->skillid);
pc_stop_walking(sd, 0);
skill_castend_pos2(&sd->bl, sd->skillx, sd->skilly, sd->skillid,
sd->skilllv, tick, BCT_ZERO);
}
/*==========================================
* 範囲内キャラ存在確認判定処理(foreachinarea)
*------------------------------------------
*/
static
void skill_check_condition_char_sub(struct block_list *bl, struct block_list *src, int *c)
{
struct map_session_data *sd;
struct map_session_data *ssd;
struct pc_base_job s_class;
struct pc_base_job ss_class;
nullpo_retv(bl);
sd = (struct map_session_data *) bl;
nullpo_retv(src);
nullpo_retv(c);
ssd = (struct map_session_data *) src;
s_class = pc_calc_base_job(sd->status.pc_class);
//チェックしない設定ならcにありえない大きな数字を返して終了
if (!battle_config.player_skill_partner_check)
{ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
(*c) = 99;
return;
}
;
ss_class = pc_calc_base_job(ssd->status.pc_class);
switch (ssd->skillid)
{
case PR_BENEDICTIO: /* 聖体降福 */
if (sd != ssd
&& (sd->status.pc_class == 4 || sd->status.pc_class == 8
|| sd->status.pc_class == 15 || sd->status.pc_class == 4005
|| sd->status.pc_class == 4009 || sd->status.pc_class == 4016)
&& (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1)
&& sd->status.sp >= 10)
(*c)++;
break;
case BD_LULLABY: /* 子守歌 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
case BD_ETERNALCHAOS: /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_ROKISWEIL: /* ロキの叫び */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
case BD_RAGNAROK: /* 神々の黄昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
if (sd != ssd &&
((ssd->status.pc_class == 19 && sd->status.pc_class == 20) ||
(ssd->status.pc_class == 20 && sd->status.pc_class == 19) ||
(ssd->status.pc_class == 4020 && sd->status.pc_class == 4021) ||
(ssd->status.pc_class == 4021 && sd->status.pc_class == 4020) ||
(ssd->status.pc_class == 20 && sd->status.pc_class == 4020) ||
(ssd->status.pc_class == 19 && sd->status.pc_class == 4021)) &&
pc_checkskill(sd, ssd->skillid) > 0 &&
(*c) == 0 &&
sd->status.party_id == ssd->status.party_id &&
!pc_issit(sd) && sd->sc_data[SC_DANCING].timer == -1)
(*c) = pc_checkskill(sd, ssd->skillid);
break;
}
return;
}
/*==========================================
* 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea)
*------------------------------------------
*/
static
void skill_check_condition_use_sub(struct block_list *bl, struct block_list *src, int *c)
{
struct map_session_data *sd;
struct map_session_data *ssd;
struct pc_base_job s_class;
struct pc_base_job ss_class;
int skilllv;
nullpo_retv(bl);
sd = (struct map_session_data *) bl;
nullpo_retv(src);
nullpo_retv(c);
ssd = (struct map_session_data *) src;
s_class = pc_calc_base_job(sd->status.pc_class);
//チェックしない設定ならcにありえない大きな数字を返して終了
if (!battle_config.player_skill_partner_check)
{ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
(*c) = 99;
return;
}
ss_class = pc_calc_base_job(ssd->status.pc_class);
SkillID skillid = ssd->skillid;
skilllv = ssd->skilllv;
switch (skillid)
{
case PR_BENEDICTIO: /* 聖体降福 */
if (sd != ssd
&& (sd->status.pc_class == 4 || sd->status.pc_class == 8
|| sd->status.pc_class == 15 || sd->status.pc_class == 4005
|| sd->status.pc_class == 4009 || sd->status.pc_class == 4016)
&& (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1)
&& sd->status.sp >= 10)
{
sd->status.sp -= 10;
pc_calcstatus(sd, 0);
(*c)++;
}
break;
case BD_LULLABY: /* 子守歌 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
case BD_ETERNALCHAOS: /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_ROKISWEIL: /* ロキの叫び */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
case BD_RAGNAROK: /* 神々の黄昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
if (sd != ssd && //本人以外で
((ssd->status.pc_class == 19 && sd->status.pc_class == 20) ||
(ssd->status.pc_class == 20 && sd->status.pc_class == 19) ||
(ssd->status.pc_class == 4020 && sd->status.pc_class == 4021) ||
(ssd->status.pc_class == 4021 && sd->status.pc_class == 4020) ||
(ssd->status.pc_class == 20 && sd->status.pc_class == 4020) ||
(ssd->status.pc_class == 19 && sd->status.pc_class == 4021)) && //自分がダンサーならバードで
pc_checkskill(sd, skillid) > 0 && //スキルを持っていて
(*c) == 0 && //最初の一人で
sd->status.party_id == ssd->status.party_id && //パーティーが同じで
!pc_issit(sd) && //座ってない
sd->sc_data[SC_DANCING].timer == -1 //ダンス中じゃない
)
{
ssd->sc_data[SC_DANCING].val4 = bl->id;
skill_status_change_start(bl, SC_DANCING, uint16_t(skillid),
ssd->sc_data[SC_DANCING].val2, 0,
src->id, skill_get_time(skillid,
skilllv) +
1000, 0);
sd->skillid_dance = sd->skillid = skillid;
sd->skilllv_dance = sd->skilllv = skilllv;
(*c)++;
}
break;
}
}
/*==========================================
* 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(foreachinarea)
*------------------------------------------
*/
static
void skill_check_condition_mob_master_sub(struct block_list *bl, int src_id, int mob_class, int *c)
{
struct mob_data *md;
nullpo_retv(bl);
md = (struct mob_data *) bl;
if (!src_id)
return;
if (!mob_class)
return;
nullpo_retv(c);
if (md->mob_class == mob_class && md->master_id == src_id)
(*c)++;
}
/*==========================================
* スキル使用条件(偽で使用失敗)
*------------------------------------------
*/
int skill_check_condition(struct map_session_data *sd, int type)
{
int hp, sp, hp_rate, sp_rate, zeny, weapon, spiritball,
lv, mhp;
int index[10], itemid[10], amount[10];
nullpo_ret(sd);
if (battle_config.gm_skilluncond > 0
&& pc_isGM(sd) >= battle_config.gm_skilluncond)
{
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return 1;
}
if (bool(sd->opt1))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return 0;
}
if (pc_is90overweight(sd))
{
clif_skill_fail(sd, sd->skillid, 9, 0);
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return 0;
}
if (sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1)
{
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
return 0;
}
/*if (sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) {
* sd->skillitem = sd->skillitemlv = -1;
* return 0;
* } */
if (sd->skillitem == sd->skillid)
{ /* アイテムの場合無条件成功 */
if (type & 1)
{
sd->skillitem = SkillID::NEGATIVE;
sd->skillitemlv = -1;
}
return 1;
}
if (bool(sd->opt1))
{
clif_skill_fail(sd, sd->skillid, 0, 0);
return 0;
}
if (sd->sc_data[SC_DIVINA].timer != -1 ||
sd->sc_data[SC_ROKISWEIL].timer != -1 ||
(sd->sc_data[SC_AUTOCOUNTER].timer != -1
&& sd->skillid != KN_AUTOCOUNTER)
|| sd->sc_data[SC_STEELBODY].timer != -1
|| sd->sc_data[SC_BERSERK].timer != -1)
{
clif_skill_fail(sd, sd->skillid, 0, 0);
return 0; /* 状態異常や沈黙など */
}
SkillID skill = sd->skillid;
lv = sd->skilllv;
hp = skill_get_hp(skill, lv); /* 消費HP */
sp = skill_get_sp(skill, lv); /* 消費SP */
if ((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
sp = sp / 2; //アンコール時はSP消費が半分
hp_rate = (lv <= 0) ? 0 : skill_db[skill].hp_rate[lv - 1];
sp_rate = (lv <= 0) ? 0 : skill_db[skill].sp_rate[lv - 1];
zeny = skill_get_zeny(skill, lv);
weapon = skill_db[skill].weapon;
spiritball = (lv <= 0) ? 0 : skill_db[skill].spiritball[lv - 1];
mhp = skill_get_mhp(skill, lv); /* 消費HP */
for (int i = 0; i < 10; i++)
{
itemid[i] = skill_db[skill].itemid[i];
amount[i] = skill_db[skill].amount[i];
}
if (mhp > 0)
hp += (sd->status.max_hp * mhp) / 100;
if (hp_rate > 0)
hp += (sd->status.hp * hp_rate) / 100;
else
hp += (sd->status.max_hp * abs(hp_rate)) / 100;
if (sp_rate > 0)
sp += (sd->status.sp * sp_rate) / 100;
else
sp += (sd->status.max_sp * abs(sp_rate)) / 100;
if (sd->dsprate != 100)
sp = sp * sd->dsprate / 100; /* 消費SP修正 */
switch (skill)
{
case SA_CASTCANCEL:
if (sd->skilltimer == -1)
{
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
break;
case BS_MAXIMIZE: /* マキシマイズパワー */
case NV_TRICKDEAD: /* 死んだふり */
case TF_HIDING: /* ハイディング */
case AS_CLOAKING: /* クローキング */
case CR_AUTOGUARD: /* オートガード */
case CR_DEFENDER: /* ディフェンダー */
case ST_CHASEWALK:
if (sd->sc_data[SkillStatusChangeTable[skill]].timer != -1)
return 1; /* 解除する場合はSP消費しない */
break;
case AL_TELEPORT:
case AL_WARP:
if (map[sd->bl.m].flag.noteleport)
return 0;
break;
case MO_CALLSPIRITS: /* 気功 */
if (sd->spiritball >= lv)
{
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
break;
case CH_SOULCOLLECT: /* 狂気功 */
if (sd->spiritball >= 5)
{
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
break;
case MO_FINGEROFFENSIVE: //指弾
if (sd->spiritball > 0 && sd->spiritball < spiritball)
{
spiritball = sd->spiritball;
sd->spiritball_old = sd->spiritball;
}
else
sd->spiritball_old = lv;
break;
case MO_CHAINCOMBO: //連打掌
if (sd->sc_data[SC_BLADESTOP].timer == -1)
{
if (sd->sc_data[SC_COMBO].timer == -1
|| SkillID(sd->sc_data[SC_COMBO].val1) != MO_TRIPLEATTACK)
return 0;
}
break;
case MO_COMBOFINISH: //猛龍拳
if (sd->sc_data[SC_COMBO].timer == -1
|| SkillID(sd->sc_data[SC_COMBO].val1) != MO_CHAINCOMBO)
return 0;
break;
case CH_TIGERFIST: //伏虎拳
if (sd->sc_data[SC_COMBO].timer == -1
|| SkillID(sd->sc_data[SC_COMBO].val1) != MO_COMBOFINISH)
return 0;
break;
case CH_CHAINCRUSH: //連柱崩撃
if (sd->sc_data[SC_COMBO].timer == -1)
return 0;
if (SkillID(sd->sc_data[SC_COMBO].val1) != MO_COMBOFINISH
&& SkillID(sd->sc_data[SC_COMBO].val1) != CH_TIGERFIST)
return 0;
break;
case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
if ((sd->sc_data[SC_COMBO].timer != -1
&& (SkillID(sd->sc_data[SC_COMBO].val1) == MO_COMBOFINISH
|| SkillID(sd->sc_data[SC_COMBO].val1) == CH_CHAINCRUSH))
|| sd->sc_data[SC_BLADESTOP].timer != -1)
spiritball--;
break;
case BD_ADAPTATION: /* アドリブ */
{
struct skill_unit_group *group = NULL;
if (sd->sc_data[SC_DANCING].timer == -1
||
((group =
(struct skill_unit_group *) sd->sc_data[SC_DANCING].val2)
&&
(skill_get_time(SkillID(sd->sc_data[SC_DANCING].val1),
group->skill_lv) - sd->sc_data[SC_DANCING].val3 * 1000) <=
skill_get_time2(skill, lv)))
{ //ダンス中で使用後5秒以上のみ?
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
}
break;
case PR_BENEDICTIO: /* 聖体降福 */
{
int range = 1;
int c = 0;
if (!(type & 1))
{
map_foreachinarea(std::bind(skill_check_condition_char_sub, ph::_1, &sd->bl, &c),
sd->bl.m, sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
if (c < 2)
{
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
}
else
{
map_foreachinarea(std::bind(skill_check_condition_use_sub, ph::_1, &sd->bl, &c),
sd->bl.m, sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
}
}
break;
case WE_CALLPARTNER: /* あなたに逢いたい */
if (!sd->status.partner_id)
{
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
break;
case AM_CANNIBALIZE: /* バイオプラント */
case AM_SPHEREMINE: /* スフィアーマイン */
if (type & 1)
{
int c = 0;
int maxcount = skill_get_maxcount(skill);
int mob_class = (skill == AM_CANNIBALIZE) ? 1118 : 1142;
if (battle_config.pc_land_skill_limit && maxcount > 0)
{
map_foreachinarea(std::bind(skill_check_condition_mob_master_sub, ph::_1, sd->bl.id, mob_class, &c),
sd->bl.m, 0, 0,
map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB);
if (c >= maxcount)
{
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
}
}
break;
case MG_FIREWALL: /* ファイアーウォール */
/* 数制限 */
if (battle_config.pc_land_skill_limit)
{
int maxcount = skill_get_maxcount(skill);
if (maxcount > 0)
{
int i, c;
for (i = c = 0; i < MAX_SKILLUNITGROUP; i++)
{
if (sd->skillunit[i].alive_count > 0
&& sd->skillunit[i].skill_id == skill)
c++;
}
if (c >= maxcount)
{
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
}
}
break;
}
if (!(type & 2))
{
if (hp > 0 && sd->status.hp < hp)
{ /* HPチェック */
clif_skill_fail(sd, skill, 2, 0); /* HP不足:失敗通知 */
return 0;
}
if (sp > 0 && sd->status.sp < sp)
{ /* SPチェック */
clif_skill_fail(sd, skill, 1, 0); /* SP不足:失敗通知 */
return 0;
}
if (zeny > 0 && sd->status.zeny < zeny)
{
clif_skill_fail(sd, skill, 5, 0);
return 0;
}
if (!(weapon & (1 << sd->status.weapon)))
{
clif_skill_fail(sd, skill, 6, 0);
return 0;
}
if (spiritball > 0 && sd->spiritball < spiritball)
{
clif_skill_fail(sd, skill, 0, 0); // 氣球不足
return 0;
}
}
for (int i = 0; i < 10; i++)
{
int x = lv % 11 - 1;
index[i] = -1;
if (itemid[i] <= 0)
continue;
if (itemid[i] >= 715 && itemid[i] <= 717
&& sd->special_state.no_gemstone)
continue;
if (((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
&& sd->sc_data[SC_INTOABYSS].timer != -1)
continue;
if (skill == AM_POTIONPITCHER && i != x)
continue;
index[i] = pc_search_inventory(sd, itemid[i]);
if (index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
{
if (itemid[i] == 716 || itemid[i] == 717)
clif_skill_fail(sd, skill, (7 + (itemid[i] - 716)), 0);
else
clif_skill_fail(sd, skill, 0, 0);
return 0;
}
}
if (!(type & 1))
return 1;
if (skill != AM_POTIONPITCHER)
{
if (skill == AL_WARP && !(type & 2))
return 1;
for (int i = 0; i < 10; i++)
{
if (index[i] >= 0)
pc_delitem(sd, index[i], amount[i], 0); // アイテム消費
}
}
if (type & 2)
return 1;
pc_heal(sd, -sp, -hp); // [Fate] This might suppress some dupe messages
/* if (sp > 0) { // SP消費 */
/* sd->status.sp-=sp; */
/* clif_updatestatus(sd,SP_SP); */
/* } */
/* if (hp > 0) { // HP消費 */
/* sd->status.hp-=hp; */
/* clif_updatestatus(sd,SP_HP); */
/* } */
if (zeny > 0) // Zeny消費
pc_payzeny(sd, zeny);
if (spiritball > 0) // 氣球消費
pc_delspiritball(sd, spiritball, 0);
return 1;
}
/*==========================================
* 詠唱時間計算
*------------------------------------------
*/
int skill_castfix(struct block_list *bl, int time)
{
struct map_session_data *sd;
struct mob_data *md; // [Valaris]
eptr<struct status_change, StatusChange> sc_data;
int dex;
int castrate = 100;
SkillID skill;
int lv, castnodex;
nullpo_ret(bl);
if (bl->type == BL_MOB)
{ // Crash fix [Valaris]
md = (struct mob_data *) bl;
skill = md->skillid;
lv = md->skilllv;
}
else
{
sd = (struct map_session_data *) bl;
skill = sd->skillid;
lv = sd->skilllv;
}
sc_data = battle_get_sc_data(bl);
dex = battle_get_dex(bl);
if (skill > MAX_SKILL_DB /*|| skill < SkillID()*/)
return 0;
castnodex = skill_get_castnodex(skill, lv);
if (time == 0)
return 0;
if (castnodex > 0 && bl->type == BL_PC)
castrate = ((struct map_session_data *) bl)->castrate;
else if (castnodex <= 0 && bl->type == BL_PC)
{
castrate = ((struct map_session_data *) bl)->castrate;
time =
time * castrate * (battle_config.castrate_dex_scale -
dex) / (battle_config.castrate_dex_scale *
100);
time = time * battle_config.cast_rate / 100;
}
/* サフラギウム */
if (sc_data && sc_data[SC_SUFFRAGIUM].timer != -1)
{
time = time * (100 - sc_data[SC_SUFFRAGIUM].val1 * 15) / 100;
skill_status_change_end(bl, SC_SUFFRAGIUM, -1);
}
/* ブラギの詩 */
if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
time =
time * (100 -
(sc_data[SC_POEMBRAGI].val1 * 3 +
sc_data[SC_POEMBRAGI].val2 +
(sc_data[SC_POEMBRAGI].val3 >> 16))) / 100;
return (time > 0) ? time : 0;
}
/*==========================================
* ディレイ計算
*------------------------------------------
*/
int skill_delayfix(struct block_list *bl, int time)
{
eptr<struct status_change, StatusChange> sc_data;
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
if (time <= 0)
return 0;
if (bl->type == BL_PC)
{
if (battle_config.delay_dependon_dex) /* dexの影響を計算する */
time =
time * (battle_config.castrate_dex_scale -
battle_get_dex(bl)) /
battle_config.castrate_dex_scale;
time = time * battle_config.delay_rate / 100;
}
/* ブラギの詩 */
if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
time =
time * (100 -
(sc_data[SC_POEMBRAGI].val1 * 3 +
sc_data[SC_POEMBRAGI].val2 +
(sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100;
return (time > 0) ? time : 0;
}
/*==========================================
* スキル使用(ID指定)
*------------------------------------------
*/
int skill_use_id(struct map_session_data *sd, int target_id,
SkillID skill_num, int skill_lv)
{
unsigned int tick;
int casttime = 0, delay = 0, skill, range_;
struct map_session_data *target_sd = NULL;
int forcecast = 0;
struct block_list *bl;
eptr<struct status_change, StatusChange> sc_data;
tick = gettick();
nullpo_ret(sd);
if ((bl = map_id2bl(target_id)) == NULL)
{
/* if (battle_config.error_log)
PRINTF("skill target not found %d\n",target_id); */
return 0;
}
if (sd->bl.m != bl->m || pc_isdead(sd))
return 0;
if (skillnotok(skill_num, sd)) // [MouseJstr]
return 0;
if (sd->skillid == WZ_ICEWALL && map[sd->bl.m].flag.noicewall
&& !map[sd->bl.m].flag.pvp)
{ // noicewall flag [Valaris]
clif_skill_fail(sd, sd->skillid, 0, 0);
return 0;
}
sc_data = sd->sc_data;
/* 沈黙や異常(ただし、グリムなどの判定をする) */
if (bool(sd->opt1))
return 0;
if (sc_data[SC_CHASEWALK].timer != -1)
return 0;
if (sc_data[SC_VOLCANO].timer != -1)
{
if (skill_num == WZ_ICEWALL)
return 0;
}
if (sc_data[SC_ROKISWEIL].timer != -1)
{
if (skill_num == BD_ADAPTATION)
return 0;
}
if (sd->sc_data[SC_DIVINA].timer != -1 ||
sd->sc_data[SC_ROKISWEIL].timer != -1 ||
(sd->sc_data[SC_AUTOCOUNTER].timer != -1
&& sd->skillid != KN_AUTOCOUNTER)
|| sd->sc_data[SC_STEELBODY].timer != -1
|| sd->sc_data[SC_BERSERK].timer != -1)
{
return 0; /* 状態異常や沈黙など */
}
if (sc_data[SC_BLADESTOP].timer != -1)
{
int lv = sc_data[SC_BLADESTOP].val1;
if (sc_data[SC_BLADESTOP].val2 == 1)
return 0; //白羽された側なのでダメ
if (lv == 1)
return 0;
if (lv == 2 && skill_num != MO_FINGEROFFENSIVE)
return 0;
if (lv == 3 && skill_num != MO_FINGEROFFENSIVE
&& skill_num != MO_INVESTIGATE)
return 0;
if (lv == 4 && skill_num != MO_FINGEROFFENSIVE
&& skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO)
return 0;
if (lv == 5 && skill_num != MO_FINGEROFFENSIVE
&& skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO
&& skill_num != MO_EXTREMITYFIST)
return 0;
}
if (bool(sd->status.option & Option::CLOAK)
&& skill_num == TF_HIDING)
return 0;
if (bool(sd->status.option & Option::HIDE2)
&& skill_num != TF_HIDING
&& skill_num != AS_GRIMTOOTH
&& skill_num != RG_BACKSTAP
&& skill_num != RG_RAID)
return 0;
/* 演奏/ダンス中 */
if (sc_data && sc_data[SC_DANCING].timer != -1)
{
// if(battle_config.pc_skill_log)
// PRINTF("dancing! %d\n",skill_num);
if (sc_data[SC_DANCING].val4 && skill_num != BD_ADAPTATION) //合奏中はアドリブ以外不可
return 0;
if (skill_num != BD_ADAPTATION && skill_num != BA_MUSICALSTRIKE
&& skill_num != DC_THROWARROW)
{
return 0;
}
}
if (skill_get_inf2(skill_num) & 0x200 && sd->bl.id == target_id)
return 0;
//直前のスキルが何か覚える必要のあるスキル
switch (skill_num)
{
case SA_CASTCANCEL:
if (sd->skillid != skill_num)
{ //キャストキャンセル自体は覚えない
sd->skillid_old = sd->skillid;
sd->skilllv_old = sd->skilllv;
break;
}
// TODO: determine if this was supposed to fallthrough instead
break;
case BD_ENCORE: /* アンコール */
if (sd->skillid_dance == SkillID::ZERO)
{ //前回使用した踊りがないとだめ
clif_skill_fail(sd, skill_num, 0, 0);
return 0;
}
else
{
sd->skillid_old = skill_num;
}
break;
}
sd->skillid = skill_num;
sd->skilllv = skill_lv;
switch (skill_num)
{ //事前にレベルが変わったりするスキル
case BD_LULLABY: /* 子守歌 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
case BD_ETERNALCHAOS: /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_ROKISWEIL: /* ロキの叫び */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
case BD_RAGNAROK: /* 神々の黄昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
{
int range = 1;
int c = 0;
map_foreachinarea(std::bind(skill_check_condition_char_sub, ph::_1, &sd->bl, &c),
sd->bl.m, sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
if (c < 1)
{
clif_skill_fail(sd, skill_num, 0, 0);
return 0;
}
else if (c == 99)
{ //相方不要設定だった
;
}
else
{
sd->skilllv = (c + skill_lv) / 2;
}
}
break;
}
if (!skill_check_condition(sd, 0))
return 0;
/* 射程と障害物チェック */
range_ = skill_get_range(skill_num, skill_lv);
if (range_ < 0)
range_ = battle_get_range(&sd->bl) - (range_ + 1);
if (!battle_check_range(&sd->bl, bl, range_))
return 0;
if (bl->type == BL_PC)
{
target_sd = (struct map_session_data *) bl;
if (target_sd && skill_num == ALL_RESURRECTION
&& !pc_isdead(target_sd))
return 0;
}
if ((skill_num != MO_CHAINCOMBO &&
skill_num != MO_COMBOFINISH &&
skill_num != MO_EXTREMITYFIST &&
skill_num != CH_TIGERFIST &&
skill_num != CH_CHAINCRUSH) ||
(skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
pc_stopattack(sd);
casttime = skill_castfix(&sd->bl, skill_get_cast(skill_num, skill_lv));
if (skill_num != SA_MAGICROD)
delay =
skill_delayfix(&sd->bl, skill_get_delay(skill_num, skill_lv));
sd->state.skillcastcancel = skill_db[skill_num].castcancel;
switch (skill_num)
{ /* 何か特殊な処理が必要 */
// case AL_HEAL: /* ヒール */
// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
// forcecast=1; /* ヒールアタックなら詠唱エフェクト有り */
// break;
case ALL_RESURRECTION: /* リザレクション */
if (bl->type != BL_PC
&& battle_check_undead(battle_get_race(bl),
battle_get_elem_type(bl)))
{ /* 敵がアンデッドなら */
forcecast = 1; /* ターンアンデットと同じ詠唱時間 */
casttime =
skill_castfix(&sd->bl,
skill_get_cast(PR_TURNUNDEAD, skill_lv));
}
break;
case MO_FINGEROFFENSIVE: /* 指弾 */
casttime +=
casttime *
((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
break;
case MO_CHAINCOMBO: /*連打掌 */
target_id = sd->attacktarget;
if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
{
struct block_list *tbl;
if ((tbl = (struct block_list *) sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットがいない?
return 0;
target_id = tbl->id;
}
break;
case MO_COMBOFINISH: /*猛龍拳 */
case CH_TIGERFIST: /* 伏虎拳 */
case CH_CHAINCRUSH: /* 連柱崩撃 */
target_id = sd->attacktarget;
break;
// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
//
case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */
if (sc_data && sc_data[SC_COMBO].timer != -1
&& (SkillID(sc_data[SC_COMBO].val1) == MO_COMBOFINISH
|| SkillID(sc_data[SC_COMBO].val1) == CH_CHAINCRUSH))
{
casttime = 0;
target_id = sd->attacktarget;
}
forcecast = 1;
break;
case SA_MAGICROD:
case SA_SPELLBREAKER:
forcecast = 1;
break;
case WE_MALE:
case WE_FEMALE:
{
struct map_session_data *p_sd = NULL;
if ((p_sd = pc_get_partner(sd)) == NULL)
return 0;
target_id = p_sd->bl.id;
//rangeをもう1回検査
range_ = skill_get_range(skill_num, skill_lv);
if (range_ < 0)
range_ = battle_get_range(&sd->bl) - (range_ + 1);
if (!battle_check_range(&sd->bl, &p_sd->bl, range_))
{
return 0;
}
}
break;
case AS_SPLASHER: /* ベナムスプラッシャー */
{
eptr<struct status_change, StatusChange> t_sc_data = battle_get_sc_data(bl);
if (t_sc_data && t_sc_data[SC_POISON].timer == -1)
{
clif_skill_fail(sd, skill_num, 0, 10);
return 0;
}
}
break;
case PF_MEMORIZE: /* メモライズ */
casttime = 12000;
break;
}
//メモライズ状態ならキャストタイムが1/3
if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
{
casttime = casttime / 3;
if ((--sc_data[SC_MEMORIZE].val2) <= 0)
skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
}
if (battle_config.pc_skill_log)
PRINTF("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
sd->bl.id, target_id, skill_num, skill_lv, casttime);
// if(sd->skillitem == skill_num)
// casttime = delay = 0;
if (casttime > 0 || forcecast)
{ /* 詠唱が必要 */
struct mob_data *md;
/* 詠唱反応モンスター */
if (bl->type == BL_MOB && (md = (struct mob_data *) bl)
&& mob_db[md->mob_class].mode & 0x10 && md->state.state != MS_ATTACK
&& sd->invincible_timer == -1)
{
md->target_id = sd->bl.id;
md->state.attackable = true;
md->min_chase = 13;
}
}
if (casttime <= 0) /* 詠唱の無いものはキャンセルされない */
sd->state.skillcastcancel = 0;
sd->skilltarget = target_id;
/* sd->cast_target_bl = bl; */
sd->skillx = 0;
sd->skilly = 0;
sd->canact_tick = tick + casttime + delay;
sd->canmove_tick = tick;
if (!(battle_config.pc_cloak_check_type & 2) && sc_data
&& sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
if (casttime > 0)
{
sd->skilltimer =
add_timer(tick + casttime, skill_castend_id, sd->bl.id, 0);
if ((skill = pc_checkskill(sd, SA_FREECAST)) > 0)
{
sd->prev_speed = sd->speed;
sd->speed = sd->speed * (175 - skill * 5) / 100;
clif_updatestatus(sd, SP_SPEED);
}
else
pc_stop_walking(sd, 0);
}
else
{
if (skill_num != SA_CASTCANCEL)
sd->skilltimer = -1;
skill_castend_id(sd->skilltimer, tick, sd->bl.id, 0);
}
//マジックパワーの効果終了
if (sc_data && sc_data[SC_MAGICPOWER].timer != -1
&& skill_num != HW_MAGICPOWER)
skill_status_change_end(&sd->bl, SC_MAGICPOWER, -1);
return 0;
}
/*==========================================
* スキル使用(場所指定)
*------------------------------------------
*/
int skill_use_pos(struct map_session_data *sd,
int skill_x, int skill_y,
SkillID skill_num, int skill_lv)
{
struct block_list bl;
eptr<struct status_change, StatusChange> sc_data;
unsigned int tick;
int casttime = 0, delay = 0, skill, range;
nullpo_ret(sd);
if (pc_isdead(sd))
return 0;
if (skillnotok(skill_num, sd)) // [MoueJstr]
return 0;
sc_data = sd->sc_data;
if (bool(sd->opt1))
return 0;
if (sc_data)
{
if (sc_data[SC_DIVINA].timer != -1 ||
sc_data[SC_ROKISWEIL].timer != -1 ||
sc_data[SC_AUTOCOUNTER].timer != -1 ||
sc_data[SC_STEELBODY].timer != -1 ||
sc_data[SC_DANCING].timer != -1 ||
sc_data[SC_BERSERK].timer != -1)
return 0; /* 状態異常や沈黙など */
}
if (bool(sd->status.option & Option::HIDE2))
return 0;
sd->skillid = skill_num;
sd->skilllv = skill_lv;
sd->skillx = skill_x;
sd->skilly = skill_y;
if (!skill_check_condition(sd, 0))
return 0;
/* 射程と障害物チェック */
bl.type = BL_NUL;
bl.m = sd->bl.m;
bl.x = skill_x;
bl.y = skill_y;
range = skill_get_range(skill_num, skill_lv);
if (range < 0)
range = battle_get_range(&sd->bl) - (range + 1);
if (!battle_check_range(&sd->bl, &bl, range))
return 0;
pc_stopattack(sd);
casttime = skill_castfix(&sd->bl, skill_get_cast(skill_num, skill_lv));
delay = skill_delayfix(&sd->bl, skill_get_delay(skill_num, skill_lv));
sd->state.skillcastcancel = skill_db[skill_num].castcancel;
if (battle_config.pc_skill_log)
PRINTF("PC %d skill use target_pos= (%d,%d) skill=%d lv=%d cast=%d\n",
sd->bl.id, skill_x, skill_y,
skill_num, skill_lv, casttime);
// if(sd->skillitem == skill_num)
// casttime = delay = 0;
//メモライズ状態ならキャストタイムが1/3
if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
{
casttime = casttime / 3;
if ((--sc_data[SC_MEMORIZE].val2) <= 0)
skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
}
if (casttime <= 0) /* 詠唱の無いものはキャンセルされない */
sd->state.skillcastcancel = 0;
sd->skilltarget = 0;
/* sd->cast_target_bl = NULL; */
tick = gettick();
sd->canact_tick = tick + casttime + delay;
sd->canmove_tick = tick;
if (!(battle_config.pc_cloak_check_type & 2) && sc_data
&& sc_data[SC_CLOAKING].timer != -1)
skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
if (casttime > 0)
{
sd->skilltimer =
add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
if ((skill = pc_checkskill(sd, SA_FREECAST)) > 0)
{
sd->prev_speed = sd->speed;
sd->speed = sd->speed * (175 - skill * 5) / 100;
clif_updatestatus(sd, SP_SPEED);
}
else
pc_stop_walking(sd, 0);
}
else
{
sd->skilltimer = -1;
skill_castend_pos(sd->skilltimer, tick, sd->bl.id, 0);
}
//マジックパワーの効果終了
if (sc_data && sc_data[SC_MAGICPOWER].timer != -1
&& skill_num != HW_MAGICPOWER)
skill_status_change_end(&sd->bl, SC_MAGICPOWER, -1);
return 0;
}
/*==========================================
* スキル詠唱キャンセル
*------------------------------------------
*/
int skill_castcancel(struct block_list *bl, int type)
{
int inf;
nullpo_ret(bl);
if (bl->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
unsigned long tick = gettick();
nullpo_ret(sd);
sd->canact_tick = tick;
sd->canmove_tick = tick;
if (sd->skilltimer != -1)
{
if (pc_checkskill(sd, SA_FREECAST) > 0)
{
sd->speed = sd->prev_speed;
clif_updatestatus(sd, SP_SPEED);
}
if (!type)
{
if ((inf = skill_get_inf(sd->skillid)) == 2 || inf == 32)
delete_timer(sd->skilltimer, skill_castend_pos);
else
delete_timer(sd->skilltimer, skill_castend_id);
}
else
{
if ((inf = skill_get_inf(sd->skillid_old)) == 2 || inf == 32)
delete_timer(sd->skilltimer, skill_castend_pos);
else
delete_timer(sd->skilltimer, skill_castend_id);
}
sd->skilltimer = -1;
clif_skillcastcancel(bl);
}
return 0;
}
else if (bl->type == BL_MOB)
{
struct mob_data *md = (struct mob_data *) bl;
nullpo_ret(md);
if (md->skilltimer != -1)
{
if ((inf = skill_get_inf(md->skillid)) == 2 || inf == 32)
delete_timer(md->skilltimer, mobskill_castend_pos);
else
delete_timer(md->skilltimer, mobskill_castend_id);
md->skilltimer = -1;
clif_skillcastcancel(bl);
}
return 0;
}
return 1;
}
/*=========================================
* ブランディッシュスピア 初期範囲決定
*----------------------------------------
*/
void skill_brandishspear_first(struct square *tc, int dir, int x, int y)
{
nullpo_retv(tc);
if (dir == 0)
{
tc->val1[0] = x - 2;
tc->val1[1] = x - 1;
tc->val1[2] = x;
tc->val1[3] = x + 1;
tc->val1[4] = x + 2;
tc->val2[0] =
tc->val2[1] = tc->val2[2] = tc->val2[3] = tc->val2[4] = y - 1;
}
else if (dir == 2)
{
tc->val1[0] =
tc->val1[1] = tc->val1[2] = tc->val1[3] = tc->val1[4] = x + 1;
tc->val2[0] = y + 2;
tc->val2[1] = y + 1;
tc->val2[2] = y;
tc->val2[3] = y - 1;
tc->val2[4] = y - 2;
}
else if (dir == 4)
{
tc->val1[0] = x - 2;
tc->val1[1] = x - 1;
tc->val1[2] = x;
tc->val1[3] = x + 1;
tc->val1[4] = x + 2;
tc->val2[0] =
tc->val2[1] = tc->val2[2] = tc->val2[3] = tc->val2[4] = y + 1;
}
else if (dir == 6)
{
tc->val1[0] =
tc->val1[1] = tc->val1[2] = tc->val1[3] = tc->val1[4] = x - 1;
tc->val2[0] = y + 2;
tc->val2[1] = y + 1;
tc->val2[2] = y;
tc->val2[3] = y - 1;
tc->val2[4] = y - 2;
}
else if (dir == 1)
{
tc->val1[0] = x - 1;
tc->val1[1] = x;
tc->val1[2] = x + 1;
tc->val1[3] = x + 2;
tc->val1[4] = x + 3;
tc->val2[0] = y - 4;
tc->val2[1] = y - 3;
tc->val2[2] = y - 1;
tc->val2[3] = y;
tc->val2[4] = y + 1;
}
else if (dir == 3)
{
tc->val1[0] = x + 3;
tc->val1[1] = x + 2;
tc->val1[2] = x + 1;
tc->val1[3] = x;
tc->val1[4] = x - 1;
tc->val2[0] = y - 1;
tc->val2[1] = y;
tc->val2[2] = y + 1;
tc->val2[3] = y + 2;
tc->val2[4] = y + 3;
}
else if (dir == 5)
{
tc->val1[0] = x + 1;
tc->val1[1] = x;
tc->val1[2] = x - 1;
tc->val1[3] = x - 2;
tc->val1[4] = x - 3;
tc->val2[0] = y + 3;
tc->val2[1] = y + 2;
tc->val2[2] = y + 1;
tc->val2[3] = y;
tc->val2[4] = y - 1;
}
else if (dir == 7)
{
tc->val1[0] = x - 3;
tc->val1[1] = x - 2;
tc->val1[2] = x - 1;
tc->val1[3] = x;
tc->val1[4] = x + 1;
tc->val2[1] = y;
tc->val2[0] = y + 1;
tc->val2[2] = y - 1;
tc->val2[3] = y - 2;
tc->val2[4] = y - 3;
}
}
/*=========================================
* ブランディッシュスピア 方向判定 範囲拡張
*-----------------------------------------
*/
void skill_brandishspear_dir(struct square *tc, int dir, int are)
{
int c;
nullpo_retv(tc);
for (c = 0; c < 5; c++)
{
if (dir == 0)
{
tc->val2[c] += are;
}
else if (dir == 1)
{
tc->val1[c] -= are;
tc->val2[c] += are;
}
else if (dir == 2)
{
tc->val1[c] -= are;
}
else if (dir == 3)
{
tc->val1[c] -= are;
tc->val2[c] -= are;
}
else if (dir == 4)
{
tc->val2[c] -= are;
}
else if (dir == 5)
{
tc->val1[c] += are;
tc->val2[c] -= are;
}
else if (dir == 6)
{
tc->val1[c] += are;
}
else if (dir == 7)
{
tc->val1[c] += are;
tc->val2[c] += are;
}
}
}
/*==========================================
* ディボーション 有効確認
*------------------------------------------
*/
void skill_devotion(struct map_session_data *md, int)
{
// 総確認
int n;
nullpo_retv(md);
for (n = 0; n < 5; n++)
{
if (md->dev.val1[n])
{
struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
// 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
if (sd == NULL
|| (md->bl.id != sd->sc_data[SC_DEVOTION].val1)
|| skill_devotion3(&md->bl, md->dev.val1[n]))
{
skill_devotion_end(md, sd, n);
}
}
}
}
void skill_devotion2(struct block_list *bl, int crusader)
{
// 被ディボーションが歩いた時の距離チェック
struct map_session_data *sd = map_id2sd(crusader);
nullpo_retv(bl);
if (sd)
skill_devotion3(&sd->bl, bl->id);
}
int skill_devotion3(struct block_list *bl, int target)
{
// クルセが歩いた時の距離チェック
struct map_session_data *md;
struct map_session_data *sd;
int n, r = 0;
nullpo_retr(1, bl);
if ((md = (struct map_session_data *) bl) == NULL
|| (sd = map_id2sd(target)) == NULL)
return 1;
else
r = distance(bl->x, bl->y, sd->bl.x, sd->bl.y);
if (pc_checkskill(sd, CR_DEVOTION) + 6 < r)
{ // 許容範囲を超えてた
for (n = 0; n < 5; n++)
if (md->dev.val1[n] == target)
md->dev.val2[n] = 0; // 離れた時は、糸を切るだけ
return 1;
}
return 0;
}
void skill_devotion_end(struct map_session_data *md,
struct map_session_data *sd, int target)
{
// クルセと被ディボキャラのリセット
nullpo_retv(md);
nullpo_retv(sd);
md->dev.val1[target] = md->dev.val2[target] = 0;
if (sd)
{
// skill_status_change_end(sd->bl,SC_DEVOTION,-1);
sd->sc_data[SC_DEVOTION].val1 = 0;
sd->sc_data[SC_DEVOTION].val2 = 0;
clif_status_change(&sd->bl, SC_DEVOTION, 0);
}
}
/*==========================================
* ギャングスターパラダイス判定処理(foreachinarea)
*------------------------------------------
*/
static
void skill_gangster_count(struct block_list *bl, int *c)
{
struct map_session_data *sd;
nullpo_retv(bl);
nullpo_retv(c);
sd = (struct map_session_data *) bl;
if (pc_issit(sd) && pc_checkskill(sd, RG_GANGSTER) > 0)
(*c)++;
}
static
void skill_gangster_in(struct block_list *bl)
{
struct map_session_data *sd;
nullpo_retv(bl);
sd = (struct map_session_data *) bl;
if (pc_issit(sd) && pc_checkskill(sd, RG_GANGSTER) > 0)
sd->state.gangsterparadise = 1;
}
static
void skill_gangster_out(struct block_list *bl)
{
struct map_session_data *sd;
nullpo_retv(bl);
sd = (struct map_session_data *) bl;
if (sd->state.gangsterparadise)
sd->state.gangsterparadise = 0;
}
int skill_gangsterparadise(struct map_session_data *sd, int type)
{
int range = 1;
int c = 0;
nullpo_ret(sd);
if (pc_checkskill(sd, RG_GANGSTER) <= 0)
return 0;
if (type == 1)
{ /* 座った時の処理 */
map_foreachinarea(std::bind(skill_gangster_count, ph::_1, &c),
sd->bl.m, sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
if (c > 0)
{ /*ギャングスター成功したら自分にもギャングスター属性付与 */
map_foreachinarea(skill_gangster_in, sd->bl.m,
sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
sd->state.gangsterparadise = 1;
}
return 0;
}
else if (type == 0)
{ /* 立ち上がったときの処理 */
map_foreachinarea(std::bind(skill_gangster_count, ph::_1, &c),
sd->bl.m, sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
if (c < 1)
map_foreachinarea(skill_gangster_out, sd->bl.m,
sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
sd->state.gangsterparadise = 0;
return 0;
}
return 0;
}
/*==========================================
* 寒いジョーク・スクリーム判定処理(foreachinarea)
*------------------------------------------
*/
void skill_frostjoke_scream(struct block_list *bl,
struct block_list *src, SkillID skillnum, int skilllv, unsigned int tick)
{
nullpo_retv(bl);
nullpo_retv(src);
if (src == bl) //自分には効かない
return;
if (battle_check_target(src, bl, BCT_ENEMY) > 0)
skill_additional_effect(src, bl, skillnum, skilllv, BF_MISC, tick);
else if (battle_check_target(src, bl, BCT_PARTY) > 0)
{
if (MRAND(100) < 10) //PTメンバにも低確率でかかる(とりあえず10%)
skill_additional_effect(src, bl, skillnum, skilllv, BF_MISC,
tick);
}
}
/*==========================================
*
*------------------------------------------
*/
void skill_clear_element_field(struct block_list *bl)
{
struct mob_data *md = NULL;
struct map_session_data *sd = NULL;
int i;
nullpo_retv(bl);
if (bl->type == BL_MOB)
md = (struct mob_data *) bl;
if (bl->type == BL_PC)
sd = (struct map_session_data *) bl;
for (i = 0; i < MAX_MOBSKILLUNITGROUP; i++)
{
if (sd)
{
SkillID skillid = sd->skillunit[i].skill_id;
if (skillid == SA_DELUGE || skillid == SA_VOLCANO
|| skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR)
skill_delunitgroup(&sd->skillunit[i]);
}
else if (md)
{
SkillID skillid = md->skillunit[i].skill_id;
if (skillid == SA_DELUGE || skillid == SA_VOLCANO
|| skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR)
skill_delunitgroup(&md->skillunit[i]);
}
}
}
/*==========================================
* ランドプロテクターチェック(foreachinarea)
*------------------------------------------
*/
void skill_landprotector(struct block_list *bl, SkillID skillid, int *alive)
{
struct skill_unit *unit;
nullpo_retv(bl);
unit = (struct skill_unit *) bl;
if (skillid == SA_LANDPROTECTOR)
{
skill_delunit(unit);
}
else
{
if (alive && unit->group->skill_id == SA_LANDPROTECTOR)
(*alive) = 0;
}
}
/*==========================================
* イドゥンの林檎の回復処理(foreachinarea)
*------------------------------------------
*/
static
void skill_idun_heal(struct block_list *bl, struct skill_unit *unit)
{
struct skill_unit_group *sg;
int heal;
nullpo_retv(bl);
nullpo_retv(unit);
nullpo_retv(sg = unit->group);
heal =
30 + sg->skill_lv * 5 + ((sg->val1) >> 16) * 5 +
((sg->val1) & 0xfff) / 2;
if (bl->type == BL_SKILL || bl->id == sg->src_id)
return;
if (bl->type == BL_PC || bl->type == BL_MOB)
{
battle_heal(NULL, bl, heal, 0, 0);
}
}
/*==========================================
* 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea)
*------------------------------------------
*/
void skill_count_target(struct block_list *bl,
struct block_list *src, int *c)
{
nullpo_retv(bl);
if (src == NULL)
return;
if (c == NULL)
return;
if (battle_check_target(src, bl, BCT_ENEMY) > 0)
(*c)++;
}
/*==========================================
* トラップ範囲処理(foreachinarea)
*------------------------------------------
*/
void skill_trap_splash(struct block_list *bl,
struct block_list *src, int tick, int splash_count)
{
struct skill_unit *unit;
struct skill_unit_group *sg;
struct block_list *ss;
int i;
nullpo_retv(bl);
nullpo_retv(src);
unit = (struct skill_unit *) src;
nullpo_retv(sg = unit->group);
nullpo_retv(ss = map_id2bl(sg->src_id));
if (battle_check_target(src, bl, BCT_ENEMY) > 0)
{
switch (sg->unit_id)
{
case 0x95: /* サンドマン */
case 0x96: /* フラッシャー */
case 0x94: /* ショックウェーブトラップ */
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv,
BF_MISC, tick);
break;
case 0x8f: /* ブラストマイン */
case 0x98: /* クレイモアートラップ */
for (i = 0; i < splash_count; i++)
{
skill_attack(BF_MISC, ss, src, bl, sg->skill_id,
sg->skill_lv, tick,
(sg->val2) ? BCT_mid_x05 : BCT_ZERO);
}
// TODO: determine if this was supposed to break
FALLTHROUGH;
case 0x97: /* フリージングトラップ */
skill_attack(BF_WEAPON, ss, src, bl, sg->skill_id,
sg->skill_lv, tick, (sg->val2) ? BCT_mid_x05 : BCT_ZERO);
break;
default:
break;
}
}
}
/*----------------------------------------------------------------------------
* ステータス異常
*----------------------------------------------------------------------------
*/
/*==========================================
* ステータス異常タイマー範囲処理
*------------------------------------------
*/
void skill_status_change_timer_sub(struct block_list *bl,
struct block_list *src, StatusChange type, unsigned int tick)
{
nullpo_retv(bl);
nullpo_retv(src);
if (bl->type != BL_PC && bl->type != BL_MOB)
return;
switch (type)
{
case SC_SIGHT: /* サイト */
case SC_CONCENTRATE:
if (bool((*battle_get_option(bl)) & (Option::HIDE2 | Option::CLOAK)))
{
skill_status_change_end(bl, SC_HIDING, -1);
skill_status_change_end(bl, SC_CLOAKING, -1);
}
break;
case SC_RUWACH: /* ルアフ */
if (bool((*battle_get_option(bl)) & (Option::HIDE2 | Option::CLOAK)))
{
skill_status_change_end(bl, SC_HIDING, -1);
skill_status_change_end(bl, SC_CLOAKING, -1);
if (battle_check_target(src, bl, BCT_ENEMY) > 0)
{
eptr<struct status_change, StatusChange> sc_data = battle_get_sc_data(bl);
skill_attack(BF_MAGIC, src, src, bl, AL_RUWACH,
sc_data[type].val1, tick, BCT_ZERO);
}
}
break;
}
}
/*==========================================
* ステータス異常終了
*------------------------------------------
*/
int skill_status_change_active(struct block_list *bl, StatusChange type)
{
eptr<struct status_change, StatusChange> sc_data;
nullpo_ret(bl);
if (bl->type != BL_PC && bl->type != BL_MOB)
{
if (battle_config.error_log)
PRINTF("skill_status_change_active: neither MOB nor PC !\n");
return 0;
}
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
return sc_data[type].timer != -1;
}
int skill_status_change_end(struct block_list *bl, StatusChange type, int tid)
{
eptr<struct status_change, StatusChange> sc_data;
int opt_flag = 0, calc_flag = 0;
short *sc_count;
Option *option;
Opt1 *opt1;
Opt2 *opt2;
Opt3 *opt3;
nullpo_ret(bl);
if (bl->type != BL_PC && bl->type != BL_MOB)
{
if (battle_config.error_log)
PRINTF("skill_status_change_end: neither MOB nor PC !\n");
return 0;
}
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
nullpo_ret(sc_count = battle_get_sc_count(bl));
nullpo_ret(option = battle_get_option(bl));
nullpo_ret(opt1 = battle_get_opt1(bl));
nullpo_ret(opt2 = battle_get_opt2(bl));
nullpo_ret(opt3 = battle_get_opt3(bl));
if ((*sc_count) > 0 && sc_data[type].timer != -1
&& (sc_data[type].timer == tid || tid == -1))
{
if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
delete_timer(sc_data[type].timer, skill_status_change_timer);
/* 該当の異常を正常に戻す */
sc_data[type].timer = -1;
(*sc_count)--;
switch (type)
{ /* 異常の種類ごとの処理 */
case SC_PROVOKE: /* プロボック */
case SC_CONCENTRATE: /* 集中力向上 */
case SC_BLESSING: /* ブレッシング */
case SC_ANGELUS: /* アンゼルス */
case SC_INCREASEAGI: /* 速度上昇 */
case SC_DECREASEAGI: /* 速度減少 */
case SC_SIGNUMCRUCIS: /* シグナムクルシス */
case SC_HIDING:
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_ADRENALINE: /* アドレナリンラッシュ */
case SC_ENCPOISON: /* エンチャントポイズン */
case SC_IMPOSITIO: /* インポシティオマヌス */
case SC_GLORIA: /* グロリア */
case SC_LOUD: /* ラウドボイス */
case SC_QUAGMIRE: /* クァグマイア */
case SC_PROVIDENCE: /* プロヴィデンス */
case SC_SPEARSQUICKEN: /* スピアクイッケン */
case SC_VOLCANO:
case SC_DELUGE:
case SC_VIOLENTGALE:
case SC_ETERNALCHAOS: /* エターナルカオス */
case SC_DRUMBATTLE: /* 戦太鼓の響き */
case SC_NIBELUNGEN: /* ニーベルングの指輪 */
case SC_SIEGFRIED: /* 不死身のジークフリード */
case SC_WHISTLE: /* 口笛 */
case SC_ASSNCROS: /* 夕陽のアサシンクロス */
case SC_HUMMING: /* ハミング */
case SC_DONTFORGETME: /* 私を忘れないで */
case SC_FORTUNE: /* 幸運のキス */
case SC_SERVICE4U: /* サービスフォーユー */
case SC_EXPLOSIONSPIRITS: // 爆裂波動
case SC_STEELBODY: // 金剛
case SC_DEFENDER:
case SC_SPEEDPOTION0: /* 増速ポーション */
case SC_SPEEDPOTION1:
case SC_SPEEDPOTION2:
case SC_APPLEIDUN: /* イドゥンの林檎 */
case SC_RIDING:
case SC_BLADESTOP_WAIT:
case SC_AURABLADE: /* オーラブレード */
case SC_PARRYING: /* パリイング */
case SC_CONCENTRATION: /* コンセントレーション */
case SC_TENSIONRELAX: /* テンションリラックス */
case SC_ASSUMPTIO: /* アシャンプティオ */
case SC_WINDWALK: /* ウインドウォーク */
case SC_TRUESIGHT: /* トゥルーサイト */
case SC_SPIDERWEB: /* スパイダーウェッブ */
case SC_MAGICPOWER: /* 魔法力増幅 */
case SC_CHASEWALK:
case SC_ATKPOT: /* attack potion [Valaris] */
case SC_MATKPOT: /* magic attack potion [Valaris] */
case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
case SC_MELTDOWN: /* メルトダウン */
case SC_PHYS_SHIELD:
case SC_HASTE:
calc_flag = 1;
break;
case SC_BERSERK: /* バーサーク */
calc_flag = 1;
clif_status_change(bl, SC_INCREASEAGI, 0); /* アイコン消去 */
break;
case SC_DEVOTION: /* ディボーション */
{
struct map_session_data *md = map_id2sd(sc_data[type].val1);
sc_data[type].val1 = sc_data[type].val2 = 0;
skill_devotion(md, bl->id);
calc_flag = 1;
}
break;
case SC_BLADESTOP:
{
eptr<struct status_change, StatusChange> t_sc_data =
battle_get_sc_data((struct block_list *)
sc_data[type].val4);
//片方が切れたので相手の白刃状態が切れてないのなら解除
if (t_sc_data && t_sc_data[SC_BLADESTOP].timer != -1)
skill_status_change_end((struct block_list *)
sc_data[type].val4, SC_BLADESTOP,
-1);
}
break;
case SC_DANCING:
{
struct map_session_data *dsd;
eptr<struct status_change, StatusChange> d_sc_data;
if (sc_data[type].val4
&& (dsd = map_id2sd(sc_data[type].val4)))
{
d_sc_data = dsd->sc_data;
//合奏で相手がいる場合相手のval4を0にする
if (d_sc_data && d_sc_data[type].timer != -1)
d_sc_data[type].val4 = 0;
}
}
calc_flag = 1;
break;
case SC_GRAFFITI:
{
struct skill_unit_group *sg = (struct skill_unit_group *) sc_data[type].val4; //val4がグラフィティのgroup_id
if (sg)
skill_delunitgroup(sg);
}
break;
case SC_NOCHAT: //チャット禁止状態
break;
case SC_SPLASHER: /* ベナムスプラッシャー */
{
struct block_list *src = map_id2bl(sc_data[type].val3);
if (src && tid != -1)
{
//自分にダメージ&周囲3*3にダメージ
skill_castend_damage_id(src, bl,
SkillID(sc_data[type].val2), sc_data[type].val1,
gettick(), BCT_ZERO);
}
}
break;
case SC_SELFDESTRUCTION: /* 自爆 */
{
//自分のダメージは0にして
struct mob_data *md = NULL;
if (bl->type == BL_MOB && (md = (struct mob_data *) bl))
skill_castend_damage_id(bl, bl,
SkillID( sc_data[type].val2), sc_data[type].val1,
gettick(), BCT_ZERO);
}
break;
/* option1 */
case SC_FREEZE:
sc_data[type].val3 = 0;
break;
/* option2 */
case SC_POISON: /* 毒 */
case SC_BLIND: /* 暗黒 */
case SC_CURSE:
calc_flag = 1;
break;
}
if (bl->type == BL_PC && type < SC_SENDMAX)
clif_status_change(bl, type, 0); /* アイコン消去 */
switch (type)
{ /* 正常に戻るときなにか処理が必要 */
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
case SC_SLEEP:
*opt1 = Opt1::ZERO;
opt_flag = 1;
break;
case SC_POISON:
*opt2 &= ~Opt2::_poison;
opt_flag = 1;
break;
case SC_CURSE:
*opt2 &= ~Opt2::_curse;
opt_flag = 1;
break;
case SC_SILENCE:
*opt2 &= ~Opt2::_silence;
opt_flag = 1;
break;
case SC_BLIND:
*opt2 &= ~Opt2::BLIND;
opt_flag = 1;
break;
case SC_SLOWPOISON:
if (sc_data[SC_POISON].timer != -1)
*opt2 |= Opt2::_poison;
*opt2 &= ~Opt2::_slowpoison;
opt_flag = 1;
break;
case SC_SIGNUMCRUCIS:
*opt2 &= ~Opt2::_signumcrucis;
opt_flag = 1;
break;
case SC_SPEEDPOTION0:
*opt2 &= ~Opt2::_speedpotion0;
opt_flag = 1;
break;
case SC_ATKPOT:
*opt2 &= ~Opt2::_atkpot;
opt_flag = 1;
break;
case SC_HIDING:
*option &= ~Option::HIDE2;
opt_flag = 1;
break;
case SC_CLOAKING:
*option &= ~Option::CLOAK;
opt_flag = 1;
break;
case SC_CHASEWALK:
*option &= ~Option::CHASEWALK;
opt_flag = 1;
break;
case SC_SIGHT:
*option &= ~Option::SIGHT;
opt_flag = 1;
break;
case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
*option &= ~Option::_wedding;
opt_flag = 1;
break;
case SC_RUWACH:
*option &= ~Option::_ruwach;
opt_flag = 1;
break;
//opt3
case SC_TWOHANDQUICKEN: /* 2HQ */
case SC_SPEARSQUICKEN: /* スピアクイッケン */
case SC_CONCENTRATION: /* コンセントレーション */
*opt3 &= ~Opt3::_concentration;
break;
case SC_OVERTHRUST: /* オーバースラスト */
*opt3 &= ~Opt3::_overthrust;
break;
case SC_ENERGYCOAT: /* エナジーコート */
*opt3 &= ~Opt3::_energycoat;
break;
case SC_EXPLOSIONSPIRITS: // 爆裂波動
*opt3 &= ~Opt3::_explosionspirits;
break;
case SC_STEELBODY: // 金剛
*opt3 &= ~Opt3::_steelbody;
break;
case SC_BLADESTOP: /* 白刃取り */
*opt3 &= ~Opt3::_bladestop;
break;
case SC_BERSERK: /* バーサーク */
*opt3 &= ~Opt3::_berserk;
break;
case SC_MARIONETTE: /* マリオネットコントロール */
*opt3 &= ~Opt3::_marionette;
break;
case SC_ASSUMPTIO: /* アスムプティオ */
*opt3 &= ~Opt3::_assumptio;
break;
}
if (night_flag == 1
&& !bool(*opt2 & Opt2::BLIND)
&& bl->type == BL_PC)
{ // by [Yor]
*opt2 |= Opt2::BLIND;
opt_flag = 1;
}
if (opt_flag) /* optionの変更を伝える */
clif_changeoption(bl);
if (bl->type == BL_PC && calc_flag)
pc_calcstatus((struct map_session_data *) bl, 0); /* ステータス再計算 */
}
return 0;
}
int skill_update_heal_animation(struct map_session_data *sd)
{
const Opt2 mask = Opt2::_heal;
nullpo_ret(sd);
bool was_active = bool(sd->opt2 & mask);
bool is_active = sd->quick_regeneration_hp.amount > 0;
if (was_active == is_active)
return 0; // no update
if (is_active)
sd->opt2 |= mask;
else
sd->opt2 &= ~mask;
return clif_changeoption(&sd->bl);
}
/*==========================================
* ステータス異常終了タイマー
*------------------------------------------
*/
void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
StatusChange type = StatusChange(data);
struct block_list *bl;
struct map_session_data *sd = NULL;
eptr<struct status_change, StatusChange> sc_data;
//short *sc_count; //使ってない?
if ((bl = map_id2bl(id)) == NULL)
return;
//該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return;
if (bl->type == BL_PC)
sd = (struct map_session_data *) bl;
//sc_count=battle_get_sc_count(bl); //使ってない?
if (sc_data[type].timer != tid)
{
if (battle_config.error_log)
PRINTF("skill_status_change_timer %d != %d\n", tid,
sc_data[type].timer);
}
if (sc_data[type].spell_invocation)
{ // Must report termination
spell_effect_report_termination(sc_data[type].spell_invocation,
bl->id, type, 0);
sc_data[type].spell_invocation = 0;
}
switch (type)
{ /* 特殊な処理になる場合 */
case SC_MAXIMIZEPOWER: /* マキシマイズパワー */
case SC_CLOAKING: /* クローキング */
case SC_CHASEWALK:
if (sd)
{
if (sd->status.sp > 0)
{ /* SP切れるまで持続 */
sd->status.sp--;
clif_updatestatus(sd, SP_SP);
sc_data[type].timer = add_timer( /* タイマー再設定 */
sc_data[type].val2 +
tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_HIDING: /* ハイディング */
if (sd)
{ /* SPがあって、時間制限の間は持続 */
if (sd->status.sp > 0 && (--sc_data[type].val2) > 0)
{
if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0)
{
sd->status.sp--;
clif_updatestatus(sd, SP_SP);
}
sc_data[type].timer = add_timer( /* タイマー再設定 */
1000 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_SIGHT: /* サイト */
{
const int range = 7;
map_foreachinarea(std::bind(skill_status_change_timer_sub, ph::_1, bl, type, tick),
bl->m, bl->x - range, bl->y - range,
bl->x + range, bl->y + range, BL_NUL);
if ((--sc_data[type].val2) > 0)
{
sc_data[type].timer = add_timer( /* タイマー再設定 */
250 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_RUWACH: /* ルアフ */
{
const int range = 5;
map_foreachinarea(std::bind(skill_status_change_timer_sub, ph::_1, bl, type, tick),
bl->m, bl->x - range, bl->y - range,
bl->x + range, bl->y + range, BL_NUL);
if ((--sc_data[type].val2) > 0)
{
sc_data[type].timer = add_timer( /* タイマー再設定 */
250 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_SIGNUMCRUCIS: /* シグナムクルシス */
{
int race = battle_get_race(bl);
if (race == 6
|| battle_check_undead(race, battle_get_elem_type(bl)))
{
sc_data[type].timer =
add_timer(1000 * 600 + tick, skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_PROVOKE: /* プロボック/オートバーサーク */
if (sc_data[type].val2 != 0)
{ /* オートバーサーク(1秒ごとにHPチェック) */
if (sd && sd->status.hp > sd->status.max_hp >> 2) /* 停止 */
break;
sc_data[type].timer =
add_timer(1000 + tick, skill_status_change_timer, bl->id,
data);
return;
}
break;
case SC_WATERBALL: /* ウォーターボール */
{
struct block_list *target = map_id2bl(sc_data[type].val2);
if (target == NULL || target->prev == NULL)
break;
skill_attack(BF_MAGIC, bl, bl, target, WZ_WATERBALL,
sc_data[type].val1, tick, BCT_ZERO);
if ((--sc_data[type].val3) > 0)
{
sc_data[type].timer =
add_timer(150 + tick, skill_status_change_timer, bl->id,
data);
return;
}
}
break;
case SC_ENDURE: /* インデュア */
if (sd && sd->special_state.infinite_endure)
{
sc_data[type].timer =
add_timer(1000 * 600 + tick, skill_status_change_timer,
bl->id, data);
sc_data[type].val2 = 1;
return;
}
break;
case SC_DISSONANCE: /* 不協和音 */
if ((--sc_data[type].val2) > 0)
{
struct skill_unit *unit =
(struct skill_unit *) sc_data[type].val4;
struct block_list *src;
if (!unit || !unit->group)
break;
src = map_id2bl(unit->group->src_id);
if (!src)
break;
skill_attack(BF_MISC, src, &unit->bl, bl,
unit->group->skill_id, sc_data[type].val1, tick,
BCT_ZERO);
sc_data[type].timer =
add_timer(skill_get_time2(unit->group->skill_id,
unit->group->skill_lv) + tick,
skill_status_change_timer, bl->id, data);
return;
}
break;
case SC_LULLABY: /* 子守唄 */
if ((--sc_data[type].val2) > 0)
{
struct skill_unit *unit =
(struct skill_unit *) sc_data[type].val4;
if (!unit || !unit->group || unit->group->src_id == bl->id)
break;
skill_additional_effect(bl, bl, unit->group->skill_id,
sc_data[type].val1,
BF_LONG | BF_SKILL | BF_MISC, tick);
sc_data[type].timer =
add_timer(skill_get_time(unit->group->skill_id,
unit->group->skill_lv) / 10 + tick,
skill_status_change_timer, bl->id, data);
return;
}
break;
case SC_STONE:
if (sc_data[type].val2 != 0)
{
Opt1 *opt1 = battle_get_opt1(bl);
sc_data[type].val2 = 0;
sc_data[type].val4 = 0;
battle_stopwalking(bl, 1);
if (opt1)
{
*opt1 = Opt1::_stone1;
clif_changeoption(bl);
}
sc_data[type].timer =
add_timer(1000 + tick, skill_status_change_timer, bl->id,
data);
return;
}
else if ((--sc_data[type].val3) > 0)
{
int hp = battle_get_max_hp(bl);
if ((++sc_data[type].val4) % 5 == 0
&& battle_get_hp(bl) > hp >> 2)
{
hp = hp / 100;
if (hp < 1)
hp = 1;
if (bl->type == BL_PC)
pc_heal((struct map_session_data *) bl, -hp, 0);
else if (bl->type == BL_MOB)
{
struct mob_data *md;
if ((md = ((struct mob_data *) bl)) == NULL)
break;
md->hp -= hp;
}
}
sc_data[type].timer =
add_timer(1000 + tick, skill_status_change_timer, bl->id,
data);
return;
}
break;
case SC_POISON:
if (sc_data[SC_SLOWPOISON].timer == -1)
{
const int resist_poison =
skill_power_bl(bl, TMW_RESIST_POISON) >> 3;
if (resist_poison)
sc_data[type].val1 -= MRAND(resist_poison + 1);
if ((--sc_data[type].val1) > 0)
{
int hp = battle_get_max_hp(bl);
if (battle_get_hp(bl) > hp >> 4)
{
if (bl->type == BL_PC)
{
hp = 3 + hp * 3 / 200;
pc_heal((struct map_session_data *) bl, -hp, 0);
}
else if (bl->type == BL_MOB)
{
struct mob_data *md;
if ((md = ((struct mob_data *) bl)) == NULL)
break;
hp = 3 + hp / 200;
md->hp -= hp;
}
}
sc_data[type].timer =
add_timer(1000 + tick, skill_status_change_timer,
bl->id, data);
}
}
else
sc_data[type].timer =
add_timer(2000 + tick, skill_status_change_timer, bl->id,
data);
break;
case SC_TENSIONRELAX: /* テンションリラックス */
if (sd)
{ /* SPがあって、HPが満タンでなければ継続 */
if (sd->status.sp > 12 && sd->status.max_hp > sd->status.hp)
{
if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0)
{
sd->status.sp -= 12;
clif_updatestatus(sd, SP_SP);
}
sc_data[type].timer = add_timer( /* タイマー再設定 */
10000 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
if (sd->status.max_hp <= sd->status.hp)
skill_status_change_end(&sd->bl, SC_TENSIONRELAX, -1);
}
break;
/* 時間切れ無し?? */
case SC_AETERNA:
case SC_TRICKDEAD:
case SC_RIDING:
case SC_FALCON:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_MAGICPOWER: /* 魔法力増幅 */
case SC_REJECTSWORD: /* リジェクトソード */
case SC_MEMORIZE: /* メモライズ */
case SC_BROKNWEAPON:
case SC_BROKNARMOR:
if (sc_data[type].timer == tid)
sc_data[type].timer =
add_timer(1000 * 600 + tick, skill_status_change_timer,
bl->id, data);
return;
case SC_DANCING: //ダンススキルの時間SP消費
{
int s = 0;
if (sd)
{
if (sd->status.sp > 0 && (--sc_data[type].val3) > 0)
{
switch (SkillID(sc_data[type].val1))
{
case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き 3秒にSP1 */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 3秒にSP1 */
case BD_SIEGFRIED: /* 不死身のジークフリード 3秒にSP1 */
case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
s = 3;
break;
case BD_LULLABY: /* 子守歌 4秒にSP1 */
case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
s = 4;
break;
case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
case BA_WHISTLE: /* 口笛 5秒でSP1 */
case DC_HUMMING: /* ハミング 5秒でSP1 */
case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
case DC_SERVICEFORYOU: /* サービスフォーユー 5秒でSP1 */
s = 5;
break;
case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
s = 6;
break;
case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
s = 10;
break;
}
if (s && ((sc_data[type].val3 % s) == 0))
{
sd->status.sp--;
clif_updatestatus(sd, SP_SP);
}
sc_data[type].timer = add_timer( /* タイマー再設定 */
1000 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
}
break;
case SC_BERSERK: /* バーサーク */
if (sd)
{ /* HPが100以上なら継続 */
if ((sd->status.hp - sd->status.hp / 100) > 100)
{
sd->status.hp -= sd->status.hp / 100;
clif_updatestatus(sd, SP_HP);
sc_data[type].timer = add_timer( /* タイマー再設定 */
15000 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
if (sd)
{
time_t timer;
if (time(&timer) < ((sc_data[type].val2) + 3600))
{ //1時間たっていないので継続
sc_data[type].timer = add_timer( /* タイマー再設定 */
10000 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_NOCHAT: //チャット禁止状態
if (sd && battle_config.muting_players)
{
time_t timer;
if ((++sd->status.manner)
&& time(&timer) <
((sc_data[type].val2) + 60 * (0 - sd->status.manner)))
{ //開始からstatus.manner分経ってないので継続
sc_data[type].timer = add_timer( /* タイマー再設定(60秒) */
60000 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
}
break;
case SC_SELFDESTRUCTION: /* 自爆 */
if (--sc_data[type].val3 > 0)
{
struct mob_data *md;
if (bl->type == BL_MOB && (md = (struct mob_data *) bl)
&& md->stats[MOB_SPEED] > 250)
{
md->stats[MOB_SPEED] -= 250;
md->next_walktime = tick;
}
sc_data[type].timer = add_timer( /* タイマー再設定 */
1000 + tick,
skill_status_change_timer,
bl->id, data);
return;
}
break;
case SC_FLYING_BACKPACK:
clif_updatestatus(sd, SP_WEIGHT);
break;
}
skill_status_change_end(bl, type, tid);
}
/*==========================================
* ステータス異常終了
*------------------------------------------
*/
int skill_encchant_eremental_end(struct block_list *bl, StatusChange type)
{
eptr<struct status_change, StatusChange> sc_data;
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解除 */
skill_status_change_end(bl, SC_ENCPOISON, -1);
if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解除 */
skill_status_change_end(bl, SC_ASPERSIO, -1);
if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* フレイムランチャ解除 */
skill_status_change_end(bl, SC_FLAMELAUNCHER, -1);
if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* フロストウェポン解除 */
skill_status_change_end(bl, SC_FROSTWEAPON, -1);
if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ライトニングローダー解除 */
skill_status_change_end(bl, SC_LIGHTNINGLOADER, -1);
if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* サイスミックウェポン解除 */
skill_status_change_end(bl, SC_SEISMICWEAPON, -1);
return 0;
}
/*==========================================
* ステータス異常開始
*------------------------------------------
*/
int skill_status_change_start(struct block_list *bl, StatusChange type,
int val1, int val2, int val3, int val4,
int tick, int flag)
{
return skill_status_effect(bl, type, val1, val2, val3, val4, tick, flag,
0);
}
int skill_status_effect(struct block_list *bl, StatusChange type,
int val1, int val2, int val3, int val4,
int tick, int flag, int spell_invocation)
{
struct map_session_data *sd = NULL;
eptr<struct status_change, StatusChange> sc_data;
short *sc_count;
Option *option;
Opt1 *opt1;
Opt2 *opt2;
Opt3 *opt3;
int opt_flag = 0, calc_flag = 0;
int race, mode, elem, undead_flag;
SP updateflag = SP::ZERO;
int scdef = 0;
nullpo_ret(bl);
if (bl->type == BL_SKILL)
return 0;
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
nullpo_ret(sc_count = battle_get_sc_count(bl));
nullpo_ret(option = battle_get_option(bl));
nullpo_ret(opt1 = battle_get_opt1(bl));
nullpo_ret(opt2 = battle_get_opt2(bl));
nullpo_ret(opt3 = battle_get_opt3(bl));
race = battle_get_race(bl);
mode = battle_get_mode(bl);
elem = battle_get_elem_type(bl);
undead_flag = battle_check_undead(race, elem);
if (type == SC_AETERNA
&& (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1))
return 0;
switch (type)
{
case SC_STONE:
case SC_FREEZE:
scdef = 3 + battle_get_mdef(bl) + battle_get_luk(bl) / 3;
break;
case SC_STAN:
case SC_SILENCE:
case SC_POISON:
scdef = 3 + battle_get_vit(bl) + battle_get_luk(bl) / 3;
break;
case SC_SLEEP:
case SC_BLIND:
scdef = 3 + battle_get_int(bl) + battle_get_luk(bl) / 3;
break;
case SC_CURSE:
scdef = 3 + battle_get_luk(bl);
break;
// case SC_CONFUSION:
default:
scdef = 0;
}
if (scdef >= 100)
return 0;
if (bl->type == BL_PC)
{
sd = (struct map_session_data *) bl;
if (sd && type == SC_ADRENALINE
&& !(skill_get_weapontype(BS_ADRENALINE) &
(1 << sd->status.weapon)))
return 0;
if (SC_STONE <= type && type <= SC_BLIND)
{
BadSC bsc = BadSC_from_SC(type);
/* カードによる耐性 */
if (sd && sd->reseff[bsc] > 0
&& MRAND(10000) < sd->reseff[bsc])
{
if (battle_config.battle_log)
PRINTF("PC %d skill_sc_start: cardによる異常耐性発動\n",
sd->bl.id);
return 0;
}
}
}
else if (bl->type == BL_MOB)
{
}
else
{
if (battle_config.error_log)
PRINTF("skill_status_change_start: neither MOB nor PC !\n");
return 0;
}
if (type == SC_FREEZE && undead_flag && !(flag & 1))
return 0;
if ((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION
|| type == SC_OVERTHRUST) && sc_data[type].timer != -1
&& sc_data[type].val2 && !val2)
return 0;
if (mode & 0x20 && (type == SC_STONE || type == SC_FREEZE ||
type == SC_STAN || type == SC_SLEEP
|| type == SC_SILENCE || type == SC_QUAGMIRE
|| type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS
|| type == SC_PROVOKE || (type == SC_BLESSING
&& (undead_flag
|| race == 6)))
&& !(flag & 1))
{
/* ボスには効かない(ただしカードによる効果は適用される) */
return 0;
}
if (type == SC_FREEZE || type == SC_STAN || type == SC_SLEEP)
battle_stopwalking(bl, 1);
if (sc_data[type].timer != -1)
{ /* すでに同じ異常になっている場合タイマ解除 */
if (sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
return 0;
if (type >= SC_STAN && type <= SC_BLIND)
return 0; /* 継ぎ足しができない状態異常である時は状態異常を行わない */
if (type == SC_GRAFFITI)
{ //異常中にもう一度状態異常になった時に解除してから再度かかる
skill_status_change_end(bl, type, -1);
}
else
{
(*sc_count)--;
delete_timer(sc_data[type].timer, skill_status_change_timer);
sc_data[type].timer = -1;
}
}
switch (type)
{ /* 異常の種類ごとの処理 */
case SC_PROVOKE: /* プロボック */
calc_flag = 1;
if (tick <= 0)
tick = 1000; /* (オートバーサーク) */
break;
case SC_ENDURE: /* インデュア */
if (tick <= 0)
tick = 1000 * 60;
break;
case SC_CONCENTRATE: /* 集中力向上 */
calc_flag = 1;
break;
case SC_BLESSING: /* ブレッシング */
{
if (bl->type == BL_PC || (!undead_flag && race != 6))
{
if (sc_data[SC_CURSE].timer != -1)
skill_status_change_end(bl, SC_CURSE, -1);
if (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0)
skill_status_change_end(bl, SC_STONE, -1);
}
calc_flag = 1;
}
break;
case SC_ANGELUS: /* アンゼルス */
calc_flag = 1;
break;
case SC_INCREASEAGI: /* 速度上昇 */
calc_flag = 1;
if (sc_data[SC_DECREASEAGI].timer != -1)
skill_status_change_end(bl, SC_DECREASEAGI, -1);
if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
skill_status_change_end(bl, SC_WINDWALK, -1);
break;
case SC_DECREASEAGI: /* 速度減少 */
calc_flag = 1;
if (sc_data[SC_INCREASEAGI].timer != -1)
skill_status_change_end(bl, SC_INCREASEAGI, -1);
break;
case SC_SIGNUMCRUCIS: /* シグナムクルシス */
calc_flag = 1;
// val2 = 14 + val1;
val2 = 10 + val1 * 2;
tick = 600 * 1000;
clif_emotion(bl, 4);
break;
case SC_SLOWPOISON:
if (sc_data[SC_POISON].timer == -1)
return 0;
break;
case SC_TWOHANDQUICKEN: /* 2HQ */
*opt3 |= Opt3::_concentration;
calc_flag = 1;
break;
case SC_ADRENALINE: /* アドレナリンラッシュ */
calc_flag = 1;
break;
case SC_WEAPONPERFECTION: /* ウェポンパーフェクション */
if (battle_config.party_skill_penaly && !val2)
tick /= 5;
break;
case SC_OVERTHRUST: /* オーバースラスト */
*opt3 |= Opt3::_overthrust;
if (battle_config.party_skill_penaly && !val2)
tick /= 10;
break;
case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPが1減る時間,val2にも) */
if (bl->type == BL_PC)
val2 = tick;
else
tick = 5000 * val1;
break;
case SC_ENCPOISON: /* エンチャントポイズン */
calc_flag = 1;
val2 = (((val1 - 1) / 2) + 3) * 100; /* 毒付与確率 */
skill_encchant_eremental_end(bl, SC_ENCPOISON);
break;
case SC_POISONREACT: /* ポイズンリアクト */
break;
case SC_IMPOSITIO: /* インポシティオマヌス */
calc_flag = 1;
break;
case SC_ASPERSIO: /* アスペルシオ */
skill_encchant_eremental_end(bl, SC_ASPERSIO);
break;
case SC_SUFFRAGIUM: /* サフラギム */
case SC_BENEDICTIO: /* 聖体 */
case SC_MAGNIFICAT: /* マグニフィカート */
case SC_AETERNA: /* エーテルナ */
break;
case SC_ENERGYCOAT: /* エナジーコート */
*opt3 |= Opt3::_energycoat;
break;
case SC_MAGICROD:
val2 = val1 * 20;
break;
case SC_KYRIE: /* キリエエレイソン */
val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100; /* 耐久度 */
val3 = (val1 / 2 + 5); /* 回数 */
// -- moonsoul (added to undo assumptio status if target has it)
if (sc_data[SC_ASSUMPTIO].timer != -1)
skill_status_change_end(bl, SC_ASSUMPTIO, -1);
break;
case SC_MINDBREAKER:
calc_flag = 1;
if (tick <= 0)
tick = 1000; /* (オートバーサーク) */
break;
case SC_GLORIA: /* グロリア */
calc_flag = 1;
break;
case SC_LOUD: /* ラウドボイス */
calc_flag = 1;
break;
case SC_TRICKDEAD: /* 死んだふり */
break;
case SC_QUAGMIRE: /* クァグマイア */
calc_flag = 1;
if (sc_data[SC_CONCENTRATE].timer != -1) /* 集中力向上解除 */
skill_status_change_end(bl, SC_CONCENTRATE, -1);
if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
skill_status_change_end(bl, SC_INCREASEAGI, -1);
if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
skill_status_change_end(bl, SC_TWOHANDQUICKEN, -1);
if (sc_data[SC_SPEARSQUICKEN].timer != -1)
skill_status_change_end(bl, SC_SPEARSQUICKEN, -1);
if (sc_data[SC_ADRENALINE].timer != -1)
skill_status_change_end(bl, SC_ADRENALINE, -1);
if (sc_data[SC_LOUD].timer != -1)
skill_status_change_end(bl, SC_LOUD, -1);
if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
skill_status_change_end(bl, SC_TRUESIGHT, -1);
if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
skill_status_change_end(bl, SC_WINDWALK, -1);
if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
skill_status_change_end(bl, SC_CARTBOOST, -1);
break;
case SC_FLAMELAUNCHER: /* フレームランチャー */
skill_encchant_eremental_end(bl, SC_FLAMELAUNCHER);
break;
case SC_FROSTWEAPON: /* フロストウェポン */
skill_encchant_eremental_end(bl, SC_FROSTWEAPON);
break;
case SC_LIGHTNINGLOADER: /* ライトニングローダー */
skill_encchant_eremental_end(bl, SC_LIGHTNINGLOADER);
break;
case SC_SEISMICWEAPON: /* サイズミックウェポン */
skill_encchant_eremental_end(bl, SC_SEISMICWEAPON);
break;
case SC_DEVOTION: /* ディボーション */
calc_flag = 1;
break;
case SC_PROVIDENCE: /* プロヴィデンス */
calc_flag = 1;
val2 = val1 * 5;
break;
case SC_REFLECTSHIELD:
val2 = 10 + val1 * 3;
break;
case SC_STRIPWEAPON:
case SC_STRIPSHIELD:
case SC_STRIPARMOR:
case SC_STRIPHELM:
case SC_CP_WEAPON:
case SC_CP_SHIELD:
case SC_CP_ARMOR:
case SC_CP_HELM:
break;
case SC_AUTOSPELL: /* オートスペル */
val4 = 5 + val1 * 2;
break;
case SC_VOLCANO:
calc_flag = 1;
val3 = val1 * 10;
val4 =
val1 >= 5 ? 20 : (val1 ==
4 ? 19 : (val1 ==
3 ? 17 : (val1 == 2 ? 14 : 10)));
break;
case SC_DELUGE:
calc_flag = 1;
val3 =
val1 >= 5 ? 15 : (val1 ==
4 ? 14 : (val1 ==
3 ? 12 : (val1 == 2 ? 9 : 5)));
val4 =
val1 >= 5 ? 20 : (val1 ==
4 ? 19 : (val1 ==
3 ? 17 : (val1 == 2 ? 14 : 10)));
break;
case SC_VIOLENTGALE:
calc_flag = 1;
val3 = val1 * 3;
val4 =
val1 >= 5 ? 20 : (val1 ==
4 ? 19 : (val1 ==
3 ? 17 : (val1 == 2 ? 14 : 10)));
break;
case SC_SPEARSQUICKEN: /* スピアクイッケン */
calc_flag = 1;
val2 = 20 + val1;
*opt3 |= Opt3::_concentration;
break;
case SC_COMBO:
break;
case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
break;
case SC_BLADESTOP: /* 白刃取り */
*opt3 |= Opt3::_bladestop;
break;
case SC_LULLABY: /* 子守唄 */
val2 = 11;
break;
case SC_RICHMANKIM:
break;
case SC_ETERNALCHAOS: /* エターナルカオス */
calc_flag = 1;
break;
case SC_DRUMBATTLE: /* 戦太鼓の響き */
calc_flag = 1;
val2 = (val1 + 1) * 25;
val3 = (val1 + 1) * 2;
break;
case SC_NIBELUNGEN: /* ニーベルングの指輪 */
calc_flag = 1;
val2 = (val1 + 2) * 50;
val3 = (val1 + 2) * 25;
break;
case SC_ROKISWEIL: /* ロキの叫び */
break;
case SC_INTOABYSS: /* 深淵の中に */
break;
case SC_SIEGFRIED: /* 不死身のジークフリード */
calc_flag = 1;
val2 = 40 + val1 * 5;
val3 = val1 * 10;
break;
case SC_DISSONANCE: /* 不協和音 */
val2 = 10;
break;
case SC_WHISTLE: /* 口笛 */
calc_flag = 1;
break;
case SC_ASSNCROS: /* 夕陽のアサシンクロス */
calc_flag = 1;
break;
case SC_POEMBRAGI: /* ブラギの詩 */
break;
case SC_APPLEIDUN: /* イドゥンの林檎 */
calc_flag = 1;
break;
case SC_UGLYDANCE: /* 自分勝手なダンス */
val2 = 10;
break;
case SC_HUMMING: /* ハミング */
calc_flag = 1;
break;
case SC_DONTFORGETME: /* 私を忘れないで */
calc_flag = 1;
if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
skill_status_change_end(bl, SC_INCREASEAGI, -1);
if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
skill_status_change_end(bl, SC_TWOHANDQUICKEN, -1);
if (sc_data[SC_SPEARSQUICKEN].timer != -1)
skill_status_change_end(bl, SC_SPEARSQUICKEN, -1);
if (sc_data[SC_ADRENALINE].timer != -1)
skill_status_change_end(bl, SC_ADRENALINE, -1);
if (sc_data[SC_ASSNCROS].timer != -1)
skill_status_change_end(bl, SC_ASSNCROS, -1);
if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
skill_status_change_end(bl, SC_TRUESIGHT, -1);
if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
skill_status_change_end(bl, SC_WINDWALK, -1);
if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
skill_status_change_end(bl, SC_CARTBOOST, -1);
break;
case SC_FORTUNE: /* 幸運のキス */
calc_flag = 1;
break;
case SC_SERVICE4U: /* サービスフォーユー */
calc_flag = 1;
break;
case SC_DANCING: /* ダンス/演奏中 */
calc_flag = 1;
val3 = tick / 1000;
tick = 1000;
break;
case SC_EXPLOSIONSPIRITS: // 爆裂波動
calc_flag = 1;
val2 = 75 + 25 * val1;
*opt3 |= Opt3::_explosionspirits;
break;
case SC_STEELBODY: // 金剛
calc_flag = 1;
*opt3 |= Opt3::_steelbody;
break;
case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
break;
case SC_AUTOCOUNTER:
val3 = val4 = 0;
break;
case SC_SPEEDPOTION0: /* 増速ポーション */
*opt2 |= Opt2::_speedpotion0;
FALLTHROUGH;
case SC_SPEEDPOTION1:
case SC_SPEEDPOTION2:
calc_flag = 1;
tick = 1000 * tick;
// val2 = 5*(2+type-SC_SPEEDPOTION0);
break;
/* atk & matk potions [Valaris] */
case SC_ATKPOT:
*opt2 |= Opt2::_atkpot;
FALLTHROUGH;
case SC_MATKPOT:
calc_flag = 1;
tick = 1000 * tick;
break;
case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
{
time_t timer;
calc_flag = 1;
tick = 10000;
if (!val2)
val2 = time(&timer);
}
break;
case SC_NOCHAT: //チャット禁止状態
{
time_t timer;
if (!battle_config.muting_players)
break;
tick = 60000;
if (!val2)
val2 = time(&timer);
// updateflag = SP_MANNER;
}
break;
case SC_SELFDESTRUCTION: //自爆
val3 = tick / 1000;
tick = 1000;
break;
/* option1 */
case SC_STONE: /* 石化 */
if (!(flag & 2))
{
int sc_def = battle_get_mdef(bl) * 200;
tick = tick - sc_def;
}
val3 = tick / 1000;
if (val3 < 1)
val3 = 1;
tick = 5000;
val2 = 1;
break;
case SC_SLEEP: /* 睡眠 */
if (!(flag & 2))
{
// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
// tick = tick * sc_def / 100;
// if(tick < 1000) tick = 1000;
tick = 30000; //睡眠はステータス耐性に関わらず30秒
}
break;
case SC_FREEZE: /* 凍結 */
if (!(flag & 2))
{
int sc_def = 100 - battle_get_mdef(bl);
tick = tick * sc_def / 100;
}
break;
case SC_STAN: /* スタン(val2にミリ秒セット) */
if (!(flag & 2))
{
int sc_def =
100 - (battle_get_vit(bl) + battle_get_luk(bl) / 3);
tick = tick * sc_def / 100;
}
break;
/* option2 */
case SC_POISON: /* 毒 */
calc_flag = 1;
if (!(flag & 2))
{
int sc_def =
100 - (battle_get_vit(bl) + battle_get_luk(bl) / 5);
tick = tick * sc_def / 100;
}
val3 = tick / 1000;
if (val3 < 1)
val3 = 1;
tick = 1000;
break;
case SC_SILENCE: /* 沈黙(レックスデビーナ) */
if (!(flag & 2))
{
int sc_def = 100 - battle_get_vit(bl);
tick = tick * sc_def / 100;
}
break;
case SC_BLIND: /* 暗黒 */
calc_flag = 1;
if (!(flag & 2))
{
int sc_def =
battle_get_lv(bl) / 10 + battle_get_int(bl) / 15;
tick = 30000 - sc_def;
}
break;
case SC_CURSE:
calc_flag = 1;
if (!(flag & 2))
{
int sc_def = 100 - battle_get_vit(bl);
tick = tick * sc_def / 100;
}
break;
/* option */
case SC_HIDING: /* ハイディング */
calc_flag = 1;
if (bl->type == BL_PC)
{
val2 = tick / 1000; /* 持続時間 */
tick = 1000;
}
break;
case SC_CHASEWALK:
case SC_CLOAKING: /* クローキング */
if (bl->type == BL_PC)
val2 = tick;
else
tick = 5000 * val1;
break;
case SC_SIGHT: /* サイト/ルアフ */
case SC_RUWACH:
val2 = tick / 250;
tick = 10;
break;
/* セーフティウォール、ニューマ */
case SC_SAFETYWALL:
case SC_PNEUMA:
tick = ((struct skill_unit *) val2)->group->limit;
break;
/* アンクル */
case SC_ANKLE:
break;
/* ウォーターボール */
case SC_WATERBALL:
tick = 150;
if (val1 > 5) //レベルが5以上の場合は25発に制限(1発目はすでに打ってるので-1)
val3 = 5 * 5 - 1;
else
val3 = (val1 | 1) * (val1 | 1) - 1;
break;
/* スキルじゃない/時間に関係しない */
case SC_RIDING:
calc_flag = 1;
tick = 600 * 1000;
break;
case SC_FALCON:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_BROKNWEAPON:
case SC_BROKNARMOR:
tick = 600 * 1000;
break;
case SC_AUTOGUARD:
{
int i, t;
for (i = val2 = 0; i < val1; i++)
{
t = 5 - (i >> 1);
val2 += (t < 0) ? 1 : t;
}
}
break;
case SC_DEFENDER:
calc_flag = 1;
val2 = 5 + val1 * 15;
break;
case SC_KEEPING:
case SC_BARRIER:
case SC_HALLUCINATION:
break;
case SC_CONCENTRATION: /* コンセントレーション */
*opt3 |= Opt3::_concentration;
calc_flag = 1;
break;
case SC_TENSIONRELAX: /* テンションリラックス */
calc_flag = 1;
if (bl->type == BL_PC)
{
tick = 10000;
}
break;
case SC_AURABLADE: /* オーラブレード */
case SC_PARRYING: /* パリイング */
// case SC_ASSUMPTIO: /* */
case SC_HEADCRUSH: /* ヘッドクラッシュ */
case SC_JOINTBEAT: /* ジョイントビート */
// case SC_MARIONETTE: /* マリオネットコントロール */
//とりあえず手抜き
break;
// -- moonsoul (for new upper class related skill status effects)
/*
case SC_AURABLADE:
val2 = val1*10;
break;
case SC_PARRYING:
val2=val1*3;
break;
case SC_CONCENTRATION:
calc_flag=1;
val2=val1*10;
val3=val1*5;
break;
case SC_TENSIONRELAX:
// val2 = 10;
// val3 = 15;
break;
case SC_BERSERK:
calc_flag=1;
break;
case SC_ASSUMPTIO:
if (sc_data[SC_KYRIE].timer!=-1 )
skill_status_change_end(bl,SC_KYRIE,-1);
break;
*/
case SC_WINDWALK: /* ウインドウォーク */
calc_flag = 1;
val2 = (val1 / 2); //Flee上昇率
break;
case SC_BERSERK: /* バーサーク */
if (sd)
{
sd->status.sp = 0;
clif_updatestatus(sd, SP_SP);
clif_status_change(bl, SC_INCREASEAGI, 1); /* アイコン表示 */
}
*opt3 |= Opt3::_berserk;
tick = 1000;
calc_flag = 1;
break;
case SC_ASSUMPTIO: /* アスムプティオ */
*opt3 |= Opt3::_assumptio;
break;
case SC_MARIONETTE: /* マリオネットコントロール */
*opt3 |= Opt3::_marionette;
break;
case SC_MELTDOWN: /* メルトダウン */
case SC_CARTBOOST: /* カートブースト */
case SC_TRUESIGHT: /* トゥルーサイト */
case SC_SPIDERWEB: /* スパイダーウェッブ */
case SC_MAGICPOWER: /* 魔法力増幅 */
calc_flag = 1;
break;
case SC_REJECTSWORD: /* リジェクトソード */
val2 = 3; //3回攻撃を跳ね返す
break;
case SC_MEMORIZE: /* メモライズ */
val2 = 3; //3回詠唱を1/3にする
break;
case SC_GRAFFITI: /* グラフィティ */
{
struct skill_unit_group *sg =
skill_unitsetting(bl, RG_GRAFFITI, val1, val2, val3, 0);
if (sg)
val4 = (int) sg;
}
break;
case SC_HASTE:
calc_flag = 1;
break;
case SC_SPLASHER: /* ベナムスプラッシャー */
case SC_PHYS_SHIELD:
case SC_MBARRIER:
case SC_HALT_REGENERATE:
case SC_HIDE:
break;
case SC_FLYING_BACKPACK:
updateflag = SP_WEIGHT;
break;
default:
if (battle_config.error_log)
PRINTF("UnknownStatusChange [%d]\n", type);
return 0;
}
if (bl->type == BL_PC && type < SC_SENDMAX)
clif_status_change(bl, type, 1); /* アイコン表示 */
/* optionの変更 */
switch (type)
{
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
case SC_SLEEP:
battle_stopattack(bl); /* 攻撃停止 */
skill_stop_dancing(bl, 0); /* 演奏/ダンスの中断 */
/* 同時に掛からないステータス異常を解除 */
for (StatusChange i : MAJOR_STATUS_EFFECTS_1)
{
if (sc_data[i].timer != -1)
{
(*sc_count)--;
delete_timer(sc_data[i].timer,
skill_status_change_timer);
sc_data[i].timer = -1;
}
}
switch (type)
{
case SC_STONE: *opt1 = Opt1::_stone6; break;
case SC_FREEZE: *opt1 = Opt1::_freeze; break;
case SC_STAN: *opt1 = Opt1::_stan; break;
case SC_SLEEP: *opt1 = Opt1::_sleep; break;
}
opt_flag = 1;
break;
case SC_POISON:
if (sc_data[SC_SLOWPOISON].timer == -1)
{
*opt2 |= Opt2::_poison;
opt_flag = 1;
}
break;
case SC_CURSE:
*opt2 |= Opt2::_curse;
opt_flag = 1;
break;
case SC_SILENCE:
*opt2 |= Opt2::_silence;
opt_flag = 1;
break;
case SC_BLIND:
*opt2 |= Opt2::BLIND;
opt_flag = 1;
break;
case SC_SLOWPOISON:
*opt2 &= ~Opt2::_poison;
*opt2 |= Opt2::_slowpoison;
opt_flag = 1;
break;
case SC_SIGNUMCRUCIS:
*opt2 |= Opt2::_signumcrucis;
opt_flag = 1;
break;
case SC_HIDING:
battle_stopattack(bl); /* 攻撃停止 */
*option |= Option::HIDE2;
opt_flag = 1;
break;
case SC_CLOAKING:
battle_stopattack(bl); /* 攻撃停止 */
*option |= Option::CLOAK;
opt_flag = 1;
break;
case SC_CHASEWALK:
battle_stopattack(bl); /* 攻撃停止 */
*option |= Option::CHASEWALK | Option::CLOAK;
opt_flag = 1;
break;
case SC_SIGHT:
*option |= Option::SIGHT;
opt_flag = 1;
break;
case SC_RUWACH:
*option |= Option::_ruwach;
opt_flag = 1;
break;
case SC_WEDDING:
*option |= Option::_wedding;
opt_flag = 1;
}
if (opt_flag) /* optionの変更 */
clif_changeoption(bl);
(*sc_count)++; /* ステータス異常の数 */
sc_data[type].val1 = val1;
sc_data[type].val2 = val2;
sc_data[type].val3 = val3;
sc_data[type].val4 = val4;
if (sc_data[type].spell_invocation) // Supplant by newer spell
spell_effect_report_termination(sc_data[type].spell_invocation,
bl->id, type, 1);
sc_data[type].spell_invocation = spell_invocation;
/* タイマー設定 */
sc_data[type].timer =
add_timer(gettick() + tick, skill_status_change_timer, bl->id,
custom_data_t(type));
if (bl->type == BL_PC && calc_flag)
pc_calcstatus(sd, 0); /* ステータス再計算 */
if (bl->type == BL_PC && updateflag != SP::ZERO)
clif_updatestatus(sd, updateflag); /* ステータスをクライアントに送る */
return 0;
}
/*==========================================
* ステータス異常全解除
*------------------------------------------
*/
int skill_status_change_clear(struct block_list *bl, int type)
{
eptr<struct status_change, StatusChange> sc_data;
short *sc_count;
Option *option;
Opt1 *opt1;
Opt2 *opt2;
Opt3 *opt3;
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
nullpo_ret(sc_count = battle_get_sc_count(bl));
nullpo_ret(option = battle_get_option(bl));
nullpo_ret(opt1 = battle_get_opt1(bl));
nullpo_ret(opt2 = battle_get_opt2(bl));
nullpo_ret(opt3 = battle_get_opt3(bl));
if (*sc_count == 0)
return 0;
for (StatusChange i : erange(StatusChange(), MAX_STATUSCHANGE))
{
if (sc_data[i].timer != -1)
{ /* 異常があるならタイマーを削除する */
/*
delete_timer(sc_data[i].timer, skill_status_change_timer);
sc_data[i].timer = -1;
if (!type && i < SC_SENDMAX)
clif_status_change(bl, i, 0);
*/
skill_status_change_end(bl, i, -1);
}
}
*sc_count = 0;
*opt1 = Opt1::ZERO;
*opt2 = Opt2::ZERO;
*opt3 = Opt3::ZERO;
*option &= Option::MASK;
if (night_flag == 1 && type == 1) // by [Yor]
*opt2 |= Opt2::BLIND;
if (type == 0 || type & 2)
clif_changeoption(bl);
return 0;
}
/* クローキング検査(周りに移動不可能地帯があるか) */
int skill_check_cloaking(struct block_list *bl)
{
struct map_session_data *sd = NULL;
static int dx[] = { -1, 0, 1, -1, 1, -1, 0, 1 };
static int dy[] = { -1, -1, -1, 0, 0, 1, 1, 1 };
int end = 1, i;
nullpo_ret(bl);
if (pc_checkskill(sd, AS_CLOAKING) > 2)
return 0;
if (bl->type == BL_PC && battle_config.pc_cloak_check_type & 1)
return 0;
if (bl->type == BL_MOB && battle_config.monster_cloak_check_type & 1)
return 0;
for (i = 0; i < sizeof(dx) / sizeof(dx[0]); i++)
{
int c = map_getcell(bl->m, bl->x + dx[i], bl->y + dy[i]);
if (c == 1 || c == 5)
end = 0;
}
if (end)
{
skill_status_change_end(bl, SC_CLOAKING, -1);
*battle_get_option(bl) &= ~Option::CLOAK; /* 念のための処理 */
}
return end;
}
/*
*----------------------------------------------------------------------------
* スキルユニット
*----------------------------------------------------------------------------
*/
/*==========================================
* 演奏/ダンススキルかどうか判定
* 引数 スキルID
* 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1
*------------------------------------------
*/
static
int skill_is_danceskill(SkillID id)
{
switch (id)
{
case BD_LULLABY: /* 子守歌 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
case BD_ETERNALCHAOS: /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_ROKISWEIL: /* ロキの叫び */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
case BD_RAGNAROK: /* 神々の黄昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
return 2;
case BA_DISSONANCE: /* 不協和音 */
case BA_FROSTJOKE: /* 寒いジョーク */
case BA_WHISTLE: /* 口笛 */
case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
case BA_POEMBRAGI: /* ブラギの詩 */
case BA_APPLEIDUN: /* イドゥンの林檎 */
case DC_UGLYDANCE: /* 自分勝手なダンス */
case DC_SCREAM: /* スクリーム */
case DC_HUMMING: /* ハミング */
case DC_DONTFORGETME: /* 私を忘れないで… */
case DC_FORTUNEKISS: /* 幸運のキス */
case DC_SERVICEFORYOU: /* サービスフォーユー */
return 1;
default:
return 0;
}
}
/*==========================================
* 演奏/ダンスをやめる
* flag 1で合奏中なら相方にユニットを任せる
*
*------------------------------------------
*/
void skill_stop_dancing(struct block_list *src, int flag)
{
eptr<struct status_change, StatusChange> sc_data;
struct skill_unit_group *group;
nullpo_retv(src);
sc_data = battle_get_sc_data(src);
if (sc_data && sc_data[SC_DANCING].timer == -1)
return;
group = (struct skill_unit_group *) sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
if (group && src->type == BL_PC && sc_data && sc_data[SC_DANCING].val4)
{ //合奏中断
struct map_session_data *dsd = map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
if (flag)
{ //ログアウトなど片方が落ちても演奏が継続される
if (dsd && src->id == group->src_id)
{ //グループを持ってるPCが落ちる
group->src_id = sc_data[SC_DANCING].val4; //相方にグループを任せる
if (flag & 1) //ログアウト
dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態
if (flag & 2) //ハエ飛びなど
return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
}
else if (dsd && dsd->bl.id == group->src_id)
{ //相方がグループを持っているPCが落ちる(自分はグループを持っていない)
if (flag & 1) //ログアウト
dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態
if (flag & 2) //ハエ飛びなど
return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
}
skill_status_change_end(src, SC_DANCING, -1); //自分のステータスを終了させる
//そしてグループは消さない&消さないのでステータス計算もいらない?
return;
}
else
{
if (dsd && src->id == group->src_id)
{ //グループを持ってるPCが止める
skill_status_change_end((struct block_list *) dsd, SC_DANCING, -1); //相手のステータスを終了させる
}
if (dsd && dsd->bl.id == group->src_id)
{ //相方がグループを持っているPCが止める(自分はグループを持っていない)
skill_status_change_end(src, SC_DANCING, -1); //自分のステータスを終了させる
}
}
}
if (flag & 2 && group && src->type == BL_PC)
{ //ハエで飛んだときとかはユニットも飛ぶ
struct map_session_data *sd = (struct map_session_data *) src;
skill_unit_move_unit_group(group, sd->bl.m, (sd->to_x - sd->bl.x),
(sd->to_y - sd->bl.y));
return;
}
skill_delunitgroup(group);
if (src->type == BL_PC)
pc_calcstatus((struct map_session_data *) src, 0);
}
/*==========================================
* スキルユニット初期化
*------------------------------------------
*/
struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx,
int x, int y)
{
struct skill_unit *unit;
nullpo_retr(NULL, group);
nullpo_retr(NULL, unit = &group->unit[idx]);
if (!unit->alive)
group->alive_count++;
unit->bl.id = map_addobject(&unit->bl);
unit->bl.type = BL_SKILL;
unit->bl.m = group->map;
unit->bl.x = x;
unit->bl.y = y;
unit->group = group;
unit->val1 = unit->val2 = 0;
unit->alive = 1;
map_addblock(&unit->bl);
return unit;
}
void skill_unit_timer_sub_ondelete(struct block_list *bl,
struct block_list *src, unsigned int tick);
/*==========================================
* スキルユニット削除
*------------------------------------------
*/
int skill_delunit(struct skill_unit *unit)
{
struct skill_unit_group *group;
int range;
nullpo_ret(unit);
if (!unit->alive)
return 0;
nullpo_ret(group = unit->group);
/* onlimitイベント呼び出し */
skill_unit_onlimit(unit, gettick());
/* ondeleteイベント呼び出し */
range = group->range;
map_foreachinarea(std::bind(skill_unit_timer_sub_ondelete, ph::_1, &unit->bl, gettick()),
unit->bl.m, unit->bl.x - range, unit->bl.y - range,
unit->bl.x + range, unit->bl.y + range, BL_NUL);
unit->group = NULL;
unit->alive = 0;
map_delobjectnofree(unit->bl.id, BL_SKILL);
if (group->alive_count > 0 && (--group->alive_count) <= 0)
skill_delunitgroup(group);
return 0;
}
/*==========================================
* スキルユニットグループ初期化
*------------------------------------------
*/
static
int skill_unit_group_newid = 10;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
int count, SkillID skillid, int skilllv, int unit_id)
{
int i;
struct skill_unit_group *group = NULL, *list = NULL;
int maxsug = 0;
nullpo_retr(NULL, src);
if (src->type == BL_PC)
{
list = ((struct map_session_data *) src)->skillunit;
maxsug = MAX_SKILLUNITGROUP;
}
else if (src->type == BL_MOB)
{
list = ((struct mob_data *) src)->skillunit;
maxsug = MAX_MOBSKILLUNITGROUP;
}
if (list)
{
for (i = 0; i < maxsug; i++) /* 空いているもの検索 */
if (list[i].group_id == 0)
{
group = &list[i];
break;
}
if (group == NULL)
{ /* 空いてないので古いもの検索 */
int j = 0;
unsigned maxdiff = 0, x, tick = gettick();
for (i = 0; i < maxsug; i++)
if ((x = DIFF_TICK(tick, list[i].tick)) > maxdiff)
{
maxdiff = x;
j = i;
}
skill_delunitgroup(&list[j]);
group = &list[j];
}
}
if (group == NULL)
{
PRINTF("skill_initunitgroup: error unit group !\n");
exit(1);
}
group->src_id = src->id;
group->party_id = battle_get_party_id(src);
group->group_id = skill_unit_group_newid++;
if (skill_unit_group_newid <= 0)
skill_unit_group_newid = 10;
CREATE(group->unit, struct skill_unit, count);
group->unit_count = count;
group->val1 = group->val2 = 0;
group->skill_id = skillid;
group->skill_lv = skilllv;
group->unit_id = unit_id;
group->map = src->m;
group->range = 0;
group->limit = 10000;
group->interval = 1000;
group->tick = gettick();
group->valstr = NULL;
if (skill_is_danceskill(skillid))
{
struct map_session_data *sd = NULL;
if (src->type == BL_PC && (sd = (struct map_session_data *) src))
{
sd->skillid_dance = skillid;
sd->skilllv_dance = skilllv;
}
skill_status_change_start(src, SC_DANCING,
uint16_t(skillid), (int) group, 0, 0,
skill_get_time(skillid, skilllv) + 1000, 0);
switch (skillid)
{ //合奏スキルは相方をダンス状態にする
case BD_LULLABY: /* 子守歌 */
case BD_RICHMANKIM: /* ニヨルドの宴 */
case BD_ETERNALCHAOS: /* 永遠の混沌 */
case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
case BD_ROKISWEIL: /* ロキの叫び */
case BD_INTOABYSS: /* 深淵の中に */
case BD_SIEGFRIED: /* 不死身のジークフリード */
case BD_RAGNAROK: /* 神々の黄昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
{
int range = 1;
int c = 0;
if (sd)
{
map_foreachinarea(std::bind(skill_check_condition_use_sub, ph::_1, &sd->bl, &c),
sd->bl.m, sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
}
}
}
}
return group;
}
/*==========================================
* スキルユニットグループ削除
*------------------------------------------
*/
int skill_delunitgroup(struct skill_unit_group *group)
{
struct block_list *src;
int i;
nullpo_ret(group);
if (group->unit_count <= 0)
return 0;
src = map_id2bl(group->src_id);
if (skill_is_danceskill(group->skill_id))
{ //ダンススキルはダンス状態を解除する
if (src)
skill_status_change_end(src, SC_DANCING, -1);
}
group->alive_count = 0;
if (group->unit != NULL)
{
for (i = 0; i < group->unit_count; i++)
if (group->unit[i].alive)
skill_delunit(&group->unit[i]);
}
if (group->valstr != NULL)
{
map_freeblock(group->valstr);
group->valstr = NULL;
}
map_freeblock(group->unit); /* free()の替わり */
group->unit = NULL;
group->src_id = 0;
group->group_id = 0;
group->unit_count = 0;
return 0;
}
/*==========================================
* スキルユニットグループ全削除
*------------------------------------------
*/
int skill_clear_unitgroup(struct block_list *src)
{
struct skill_unit_group *group = NULL;
int maxsug = 0;
nullpo_ret(src);
if (src->type == BL_PC)
{
group = ((struct map_session_data *) src)->skillunit;
maxsug = MAX_SKILLUNITGROUP;
}
else if (src->type == BL_MOB)
{
group = ((struct mob_data *) src)->skillunit;
maxsug = MAX_MOBSKILLUNITGROUP;
}
if (group)
{
int i;
for (i = 0; i < maxsug; i++)
if (group[i].group_id > 0 && group[i].src_id == src->id)
skill_delunitgroup(&group[i]);
}
return 0;
}
/*==========================================
* スキルユニットグループの被影響tick検索
*------------------------------------------
*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
struct block_list *bl, int group_id)
{
int i, j = 0, k, s = group_id % MAX_SKILLUNITGROUPTICKSET;
struct skill_unit_group_tickset *set = NULL;
nullpo_ret(bl);
if (bl->type == BL_PC)
{
set = ((struct map_session_data *) bl)->skillunittick;
}
else
{
set = ((struct mob_data *) bl)->skillunittick;
}
if (set == NULL)
return 0;
for (i = 0; i < MAX_SKILLUNITGROUPTICKSET; i++)
if (set[(k = (i + s) % MAX_SKILLUNITGROUPTICKSET)].group_id ==
group_id)
return &set[k];
else if (set[k].group_id == 0)
j = k;
return &set[j];
}
/*==========================================
* スキルユニットグループの被影響tick削除
*------------------------------------------
*/
int skill_unitgrouptickset_delete(struct block_list *bl, int group_id)
{
int i, s = group_id % MAX_SKILLUNITGROUPTICKSET;
struct skill_unit_group_tickset *set = NULL, *ts;
nullpo_ret(bl);
if (bl->type == BL_PC)
{
set = ((struct map_session_data *) bl)->skillunittick;
}
else
{
set = ((struct mob_data *) bl)->skillunittick;
}
if (set != NULL)
{
for (i = 0; i < MAX_SKILLUNITGROUPTICKSET; i++)
if ((ts =
&set[(i + s) % MAX_SKILLUNITGROUPTICKSET])->group_id ==
group_id)
ts->group_id = 0;
}
return 0;
}
/*==========================================
* スキルユニットタイマー発動処理用(foreachinarea)
*------------------------------------------
*/
static
void skill_unit_timer_sub_onplace(struct block_list *bl,
struct block_list *src, unsigned int tick)
{
struct skill_unit *su;
nullpo_retv(bl);
su = (struct skill_unit *) src;
if (su && su->alive)
{
struct skill_unit_group *sg;
sg = su->group;
if (sg && battle_check_target(src, bl, sg->target_flag) > 0)
skill_unit_onplace(su, bl, tick);
}
}
/*==========================================
* スキルユニットタイマー削除処理用(foreachinarea)
*------------------------------------------
*/
void skill_unit_timer_sub_ondelete(struct block_list *bl,
struct block_list *src, unsigned int tick)
{
struct skill_unit *su;
nullpo_retv(bl);
su = (struct skill_unit *) src;
if (su && su->alive)
{
struct skill_unit_group *sg;
sg = su->group;
if (sg && battle_check_target(src, bl, sg->target_flag) > 0)
skill_unit_ondelete(su, bl, tick);
}
}
/*==========================================
* スキルユニットタイマー処理用(foreachobject)
*------------------------------------------
*/
static
void skill_unit_timer_sub(struct block_list *bl, unsigned int tick)
{
struct skill_unit *unit;
struct skill_unit_group *group;
int range;
nullpo_retv(bl);
unit = (struct skill_unit *) bl;
nullpo_retv(group = unit->group);
if (!unit->alive)
return;
range = (unit->range != 0) ? unit->range : group->range;
/* onplaceイベント呼び出し */
if (unit->alive && unit->range >= 0)
{
map_foreachinarea(std::bind(skill_unit_timer_sub_onplace, ph::_1, bl, tick),
bl->m, bl->x - range, bl->y - range,
bl->x + range, bl->y + range, BL_NUL);
if (group->unit_id == 0xaa
&& DIFF_TICK(tick, group->tick) >= 6000 * group->val2)
{
map_foreachinarea(std::bind(skill_idun_heal, ph::_1, unit),
bl->m, bl->x - range, bl->y - range,
bl->x + range, bl->y + range, BL_NUL);
group->val2++;
}
}
/* 時間切れ削除 */
if (unit->alive &&
(DIFF_TICK(tick, group->tick) >= group->limit
|| DIFF_TICK(tick, group->tick) >= unit->limit))
{
switch (group->unit_id)
{
case 0x8f: /* ブラストマイン */
group->unit_id = 0x8c;
clif_changelook(bl, LOOK_BASE, group->unit_id);
group->limit = DIFF_TICK(tick + 1500, group->tick);
unit->limit = DIFF_TICK(tick + 1500, group->tick);
break;
case 0x90: /* スキッドトラップ */
case 0x91: /* アンクルスネア */
case 0x93: /* ランドマイン */
case 0x94: /* ショックウェーブトラップ */
case 0x95: /* サンドマン */
case 0x96: /* フラッシャー */
case 0x97: /* フリージングトラップ */
case 0x98: /* クレイモアートラップ */
case 0x99: /* トーキーボックス */
{
struct block_list *src = map_id2bl(group->src_id);
if (group->unit_id == 0x91 && group->val2)
;
else
{
if (src && src->type == BL_PC)
{
struct item item_tmp;
memset(&item_tmp, 0, sizeof(item_tmp));
item_tmp.nameid = 1065;
item_tmp.identify = 1;
map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, NULL, NULL, NULL, 0); // 罠返還
}
}
}
// TODO: determine if this was supposed to be break
FALLTHROUGH;
default:
skill_delunit(unit);
}
}
if (group->unit_id == 0x8d)
{
unit->val1 -= 5;
if (unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
unit->limit = DIFF_TICK(tick + 700, group->tick);
}
}
/*==========================================
* スキルユニットタイマー処理
*------------------------------------------
*/
static
void skill_unit_timer(timer_id, tick_t tick, custom_id_t, custom_data_t)
{
map_freeblock_lock();
map_foreachobject(std::bind(skill_unit_timer_sub, ph::_1, tick), BL_SKILL);
map_freeblock_unlock();
}
/*==========================================
* スキルユニット移動時処理用(foreachinarea)
*------------------------------------------
*/
static
void skill_unit_out_all_sub(struct block_list *bl,
struct block_list *src, unsigned int tick)
{
struct skill_unit *unit;
struct skill_unit_group *group;
int range;
nullpo_retv(bl);
nullpo_retv(src);
unit = (struct skill_unit *) bl;
nullpo_retv(group = unit->group);
if (!unit->alive || src->prev == NULL)
return;
range = (unit->range != 0) ? unit->range : group->range;
if (range < 0 || battle_check_target(bl, src, group->target_flag) <= 0)
return;
if (src->x >= bl->x - range && src->x <= bl->x + range &&
src->y >= bl->y - range && src->y <= bl->y + range)
skill_unit_onout(unit, src, tick);
}
/*==========================================
* スキルユニット移動時処理
*------------------------------------------
*/
int skill_unit_out_all(struct block_list *bl, unsigned int tick, int range)
{
nullpo_ret(bl);
if (bl->prev == NULL)
return 0;
if (range < 7)
range = 7;
map_foreachinarea(std::bind(skill_unit_out_all_sub, ph::_1, bl, tick),
bl->m, bl->x - range, bl->y - range,
bl->x + range, bl->y + range, BL_SKILL);
return 0;
}
/*==========================================
* スキルユニット移動時処理用(foreachinarea)
*------------------------------------------
*/
static
void skill_unit_move_sub(struct block_list *bl,
struct block_list *src, unsigned int tick)
{
struct skill_unit *unit;
struct skill_unit_group *group;
int range;
nullpo_retv(bl);
nullpo_retv(unit = (struct skill_unit *) bl);
nullpo_retv(src);
if (!unit->alive || src->prev == NULL)
return;
if ((group = unit->group) == NULL)
return;
range = (unit->range != 0) ? unit->range : group->range;
if (range < 0 || battle_check_target(bl, src, group->target_flag) <= 0)
return;
if (src->x >= bl->x - range && src->x <= bl->x + range &&
src->y >= bl->y - range && src->y <= bl->y + range)
skill_unit_onplace(unit, src, tick);
else
skill_unit_onout(unit, src, tick);
}
/*==========================================
* スキルユニット移動時処理
*------------------------------------------
*/
int skill_unit_move(struct block_list *bl, unsigned int tick, int range)
{
nullpo_ret(bl);
if (bl->prev == NULL)
return 0;
if (range < 7)
range = 7;
map_foreachinarea(std::bind(skill_unit_move_sub, ph::_1, bl, tick),
bl->m, bl->x - range, bl->y - range,
bl->x + range, bl->y + range, BL_SKILL);
return 0;
}
/*==========================================
* スキルユニット自体の移動時処理(foreachinarea)
*------------------------------------------
*/
static
void skill_unit_move_unit_group_sub(struct block_list *bl,
struct block_list *src, unsigned int tick)
{
struct skill_unit *unit;
struct skill_unit_group *group;
int range;
nullpo_retv(bl);
nullpo_retv(src);
unit = (struct skill_unit *) src;
nullpo_retv(group = unit->group);
if (!unit->alive || bl->prev == NULL)
return;
range = (unit->range != 0) ? unit->range : group->range;
if (range < 0 || battle_check_target(src, bl, group->target_flag) <= 0)
return;
if (bl->x >= src->x - range && bl->x <= src->x + range &&
bl->y >= src->y - range && bl->y <= src->y + range)
skill_unit_onplace(unit, bl, tick);
else
skill_unit_onout(unit, bl, tick);
}
/*==========================================
* スキルユニット自体の移動時処理
* 引数はグループと移動量
*------------------------------------------
*/
int skill_unit_move_unit_group(struct skill_unit_group *group, int m, int dx,
int dy)
{
nullpo_ret(group);
if (group->unit_count <= 0)
return 0;
if (group->unit != NULL)
{
if (!battle_config.unit_movement_type)
{
int i;
for (i = 0; i < group->unit_count; i++)
{
struct skill_unit *unit = &group->unit[i];
if (unit->alive && !(m == unit->bl.m && dx == 0 && dy == 0))
{
int range = unit->range;
map_delblock(&unit->bl);
unit->bl.m = m;
unit->bl.x += dx;
unit->bl.y += dy;
map_addblock(&unit->bl);
if (range > 0)
{
if (range < 7)
range = 7;
map_foreachinarea(std::bind(skill_unit_move_unit_group_sub, ph::_1, &unit->bl, gettick()),
unit->bl.m, unit->bl.x - range, unit->bl.y - range,
unit->bl.x + range, unit->bl.y + range, BL_NUL);
}
}
}
}
else
{
int i, j, *r_flag, *s_flag, *m_flag;
struct skill_unit *unit1;
struct skill_unit *unit2;
r_flag = (int *) malloc(sizeof(int) * group->unit_count);
s_flag = (int *) malloc(sizeof(int) * group->unit_count);
m_flag = (int *) malloc(sizeof(int) * group->unit_count);
memset(r_flag, 0, sizeof(int) * group->unit_count); // 継承フラグ
memset(s_flag, 0, sizeof(int) * group->unit_count); // 継承フラグ
memset(m_flag, 0, sizeof(int) * group->unit_count); // 継承フラグ
//先にフラグを全部決める
for (i = 0; i < group->unit_count; i++)
{
int move_check = 0; // かぶりフラグ
unit1 = &group->unit[i];
for (j = 0; j < group->unit_count; j++)
{
unit2 = &group->unit[j];
if (unit1->bl.m == m && unit1->bl.x + dx == unit2->bl.x
&& unit1->bl.y + dy == unit2->bl.y)
{
//移動先にユニットがかぶってたら
s_flag[i] = 1; // 移動前のユニットナンバーの継承フラグon
r_flag[j] = 1; // かぶるユニットナンバーの残留フラグon
move_check = 1; //ユニットがかぶった。
break;
}
}
if (!move_check) // ユニットがかぶってなかったら
m_flag[i] = 1; // 移動前ユニットナンバーの移動フラグon
}
//フラグに基づいてユニット移動
for (i = 0; i < group->unit_count; i++)
{
unit1 = &group->unit[i];
if (m_flag[i])
{ // 移動フラグがonで
if (!r_flag[i])
{ // 残留フラグがoffなら
//単純移動(rangeも継承の必要無し)
int range = unit1->range;
map_delblock(&unit1->bl);
unit1->bl.m = m;
unit1->bl.x += dx;
unit1->bl.y += dy;
map_addblock(&unit1->bl);
if (range > 0)
{
if (range < 7)
range = 7;
map_foreachinarea(std::bind(skill_unit_move_unit_group_sub, ph::_1, &unit1->bl, gettick()),
unit1->bl.m, unit1->bl.x - range, unit1->bl.y - range,
unit1->bl.x + range, unit1->bl.y + range, BL_NUL);
}
}
else
{ // 残留フラグがonなら
//空ユニットになるので、継承可能なユニットを探す
for (j = 0; j < group->unit_count; j++)
{
unit2 = &group->unit[j];
if (s_flag[j] && !r_flag[j])
{
// 継承移動(range継承付き)
int range = unit1->range;
map_delblock(&unit2->bl);
unit2->bl.m = m;
unit2->bl.x = unit1->bl.x + dx;
unit2->bl.y = unit1->bl.y + dy;
unit2->range = unit1->range;
map_addblock(&unit2->bl);
if (range > 0)
{
if (range < 7)
range = 7;
map_foreachinarea(std::bind(skill_unit_move_unit_group_sub, ph::_1, &unit2->bl, gettick()),
unit2->bl.m, unit2->bl.x - range, unit2->bl.y - range,
unit2->bl.x + range, unit2->bl.y + range, BL_NUL);
}
s_flag[j] = 0; // 継承完了したのでoff
break;
}
}
}
}
}
free(r_flag);
free(s_flag);
free(m_flag);
}
}
return 0;
}
/*----------------------------------------------------------------------------
* アイテム合成
*----------------------------------------------------------------------------
*/
/*----------------------------------------------------------------------------
* 初期化系
*/
static
SP scan_stat(char *statname)
{
if (!strcasecmp(statname, "str"))
return SP_STR;
if (!strcasecmp(statname, "dex"))
return SP_DEX;
if (!strcasecmp(statname, "agi"))
return SP_AGI;
if (!strcasecmp(statname, "vit"))
return SP_VIT;
if (!strcasecmp(statname, "int"))
return SP_INT;
if (!strcasecmp(statname, "luk"))
return SP_LUK;
if (!strcasecmp(statname, "none"))
return SP::ZERO;
FPRINTF(stderr, "Unknown stat `%s'\n", statname);
return SP::ZERO;
}
/*==========================================
* スキル関係ファイル読み込み
* skill_db.txt スキルデータ
* skill_cast_db.txt スキルの詠唱時間とディレイデータ
*------------------------------------------
*/
static
int skill_readdb(void)
{
int j, k;
FILE *fp;
char line[1024], *p;
/* The main skill database */
memset(&skill_db, 0, sizeof(skill_db));
fp = fopen_("db/skill_db.txt", "r");
if (fp == NULL)
{
PRINTF("can't read db/skill_db.txt\n");
return 1;
}
while (fgets(line, 1020, fp))
{
char *split[50], *split2[MAX_SKILL_LEVEL];
if (line[0] == '/' && line[1] == '/')
continue;
for (j = 0, p = line; j < 18 && p; j++)
{
while (*p == '\t' || *p == ' ')
p++;
split[j] = p;
p = strchr(p, ',');
if (p)
*p++ = 0;
}
if (split[17] == NULL || j < 18)
{
FPRINTF(stderr, "Incomplete skill db data online (%d entries)\n",
j);
continue;
}
SkillID i = SkillID(atoi(split[0]));
if (/*i < SkillID() ||*/ i > MAX_SKILL_DB)
continue;
memset(split2, 0, sizeof(split2));
for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++)
{
split2[j] = p;
p = strchr(p, ':');
if (p)
*p++ = 0;
}
for (k = 0; k < MAX_SKILL_LEVEL; k++)
skill_db[i].range[k] =
(split2[k]) ? atoi(split2[k]) : atoi(split2[0]);
skill_db[i].hit = atoi(split[2]);
skill_db[i].inf = atoi(split[3]);
skill_db[i].pl = atoi(split[4]);
skill_db[i].nk = atoi(split[5]);
skill_db[i].max_raise = atoi(split[6]);
skill_db[i].max = atoi(split[7]);
memset(split2, 0, sizeof(split2));
for (j = 0, p = split[8]; j < MAX_SKILL_LEVEL && p; j++)
{
split2[j] = p;
p = strchr(p, ':');
if (p)
*p++ = 0;
}
for (k = 0; k < MAX_SKILL_LEVEL; k++)
skill_db[i].num[k] =
(split2[k]) ? atoi(split2[k]) : atoi(split2[0]);
if (strcasecmp(split[9], "yes") == 0)
skill_db[i].castcancel = 1;
else
skill_db[i].castcancel = 0;
skill_db[i].cast_def_rate = atoi(split[9]);
skill_db[i].inf2 = atoi(split[10]);
skill_db[i].maxcount = atoi(split[11]);
if (strcasecmp(split[13], "weapon") == 0)
skill_db[i].skill_type = BF_WEAPON;
else if (strcasecmp(split[12], "magic") == 0)
skill_db[i].skill_type = BF_MAGIC;
else if (strcasecmp(split[12], "misc") == 0)
skill_db[i].skill_type = BF_MISC;
else
skill_db[i].skill_type = BF::ZERO;
memset(split2, 0, sizeof(split2));
for (j = 0, p = split[14]; j < MAX_SKILL_LEVEL && p; j++)
{
split2[j] = p;
p = strchr(p, ':');
if (p)
*p++ = 0;
}
for (k = 0; k < MAX_SKILL_LEVEL; k++)
skill_db[i].blewcount[k] =
(split2[k]) ? atoi(split2[k]) : atoi(split2[0]);
if (!strcasecmp(split[15], "passive"))
{
skill_pool_register(i);
skill_db[i].poolflags = SKILL_POOL_FLAG;
}
else if (!strcasecmp(split[15], "active"))
{
skill_pool_register(i);
skill_db[i].poolflags = SKILL_POOL_FLAG | SKILL_POOL_ACTIVE;
}
else
skill_db[i].poolflags = SkillFlags::ZERO;
skill_db[i].stat = scan_stat(split[16]);
char *tmp = strdup(split[17]);
{
// replace "_" by " "
char *s = tmp;
while ((s = strchr(s, '_')))
*s = ' ';
if ((s = strchr(tmp, '\t'))
|| (s = strchr(tmp, ' '))
|| (s = strchr(tmp, '\n')))
*s = '\000';
}
skill_lookup_by_id(i).desc = tmp;
}
fclose_(fp);
PRINTF("read db/skill_db.txt done\n");
return 0;
}
void skill_reload(void)
{
/*
*
* <empty skill database>
* <?>
*
*/
do_init_skill();
}
/*==========================================
* スキル関係初期化処理
*------------------------------------------
*/
int do_init_skill(void)
{
skill_readdb();
add_timer_interval(gettick() + SKILLUNITTIMER_INVERVAL,
skill_unit_timer, 0, 0, SKILLUNITTIMER_INVERVAL);
return 0;
}
constexpr size_t num_names = sizeof(skill_names) / sizeof(skill_names[0]);
skill_name_db& skill_lookup_by_id(SkillID id)
{
for (skill_name_db& ner : skill_names)
if (ner.id == id)
return ner;
return skill_names[num_names - 1];
}
skill_name_db& skill_lookup_by_name(const char *name)
{
for (skill_name_db& ner : skill_names)
if (!strcasecmp(name, ner.name) || !strcasecmp(name, ner.desc))
return ner;
return skill_names[num_names - 1];
}