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-rw-r--r--src/map/skill.c20497
1 files changed, 11255 insertions, 9242 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 5f0092a..5745374 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -32,1279 +32,1606 @@
#define STATE_BLIND 0x10
/* スキル番号=>ステータス異常番号変換テーブル */
-int SkillStatusChangeTable[]={ /* skill.hのenumのSC_***とあわせること */
+int SkillStatusChangeTable[] = { /* skill.hのenumのSC_***とあわせること */
/* 0- */
- -1,-1,-1,-1,-1,-1,
- SC_PROVOKE, /* プロボック */
- -1, 1,-1,
+ -1, -1, -1, -1, -1, -1,
+ SC_PROVOKE, /* プロボック */
+ -1, 1, -1,
/* 10- */
- SC_SIGHT, /* サイト */
- -1,-1,-1,-1,
- SC_FREEZE, /* フロストダイバー */
- SC_STONE, /* ストーンカース */
- -1,-1,-1,
+ SC_SIGHT, /* サイト */
+ -1, -1, -1, -1,
+ SC_FREEZE, /* フロストダイバー */
+ SC_STONE, /* ストーンカース */
+ -1, -1, -1,
/* 20- */
- -1,-1,-1,-1,
- SC_RUWACH, /* ルアフ */
- -1,-1,-1,-1,
- SC_INCREASEAGI, /* 速度増加 */
+ -1, -1, -1, -1,
+ SC_RUWACH, /* ルアフ */
+ -1, -1, -1, -1,
+ SC_INCREASEAGI, /* 速度増加 */
/* 30- */
- SC_DECREASEAGI, /* 速度減少 */
- -1,
- 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 */
- -1,-1,-1,-1,-1,
+ SC_DECREASEAGI, /* 速度減少 */
+ -1,
+ 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 */
+ -1, -1, -1, -1, -1,
/* 40- */
- -1,-1,-1,-1,-1,
- SC_CONCENTRATE, /* 集中力向上 */
- -1,-1,-1,-1,
+ -1, -1, -1, -1, -1,
+ SC_CONCENTRATE, /* 集中力向上 */
+ -1, -1, -1, -1,
/* 50- */
- -1,
- SC_HIDING, /* ハイディング */
- -1,-1,-1,-1,-1,-1,-1,-1,
+ -1,
+ SC_HIDING, /* ハイディング */
+ -1, -1, -1, -1, -1, -1, -1, -1,
/* 60- */
- SC_TWOHANDQUICKEN, /* 2HQ */
- SC_AUTOCOUNTER,
- -1,-1,-1,-1,
- 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 */
+ SC_TWOHANDQUICKEN, /* 2HQ */
+ SC_AUTOCOUNTER,
+ -1, -1, -1, -1,
+ 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- */
- -1,
- SC_SLOWPOISON,
- -1,
- 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 */
- -1,
- SC_AETERNA, /* レックスエーテルナ */
- -1,
+ -1,
+ SC_SLOWPOISON,
+ -1,
+ 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 */
+ -1,
+ SC_AETERNA, /* レックスエーテルナ */
+ -1,
/* 80- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 90- */
- -1,-1,
- SC_QUAGMIRE, /* クァグマイア */
- -1,-1,-1,-1,-1,-1,-1,
+ -1, -1,
+ SC_QUAGMIRE, /* クァグマイア */
+ -1, -1, -1, -1, -1, -1, -1,
/* 100- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 110- */
- -1,
- 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 */
- -1,-1,-1,-1,-1,
+ -1,
+ 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 */
+ -1, -1, -1, -1, -1,
/* 120- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 130- */
- -1,-1,-1,-1,-1,
- SC_CLOAKING, /* クローキング */
- SC_STAN, /* ソニックブロー */
- -1,
- SC_ENCPOISON, /* エンチャントポイズン */
- SC_POISONREACT, /* ポイズンリアクト */
+ -1, -1, -1, -1, -1,
+ SC_CLOAKING, /* クローキング */
+ SC_STAN, /* ソニックブロー */
+ -1,
+ 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 */
- -1,
- SC_TRICKDEAD, /* 死んだふり */
- -1,-1,-1,-1,-1,-1,
+ SC_POISON, /* ベノムダスト */
+ SC_SPLASHER, /* ベナムスプラッシャー */
+ -1,
+ SC_TRICKDEAD, /* 死んだふり */
+ -1, -1, -1, -1, -1, -1,
/* 150- */
- -1,-1,-1,-1,-1,
- SC_LOUD, /* ラウドボイス */
- -1,
- SC_ENERGYCOAT, /* エナジーコート */
- -1,-1,
+ -1, -1, -1, -1, -1,
+ SC_LOUD, /* ラウドボイス */
+ -1,
+ SC_ENERGYCOAT, /* エナジーコート */
+ -1, -1,
/* 160- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
- -1,-1,-1,
- SC_SELFDESTRUCTION,
- -1,-1,-1,-1,-1,-1,
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
- -1,
- SC_KEEPING,
- -1,-1,
- SC_BARRIER,
- -1,-1,
- SC_HALLUCINATION,
- -1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
+ -1, -1, -1,
+ SC_SELFDESTRUCTION,
+ -1, -1, -1, -1, -1, -1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
+ -1,
+ SC_KEEPING,
+ -1, -1,
+ SC_BARRIER,
+ -1, -1,
+ SC_HALLUCINATION,
+ -1, -1,
/* 210- */
- -1,-1,-1,-1,-1,
- SC_STRIPWEAPON,
- SC_STRIPSHIELD,
- SC_STRIPARMOR,
- SC_STRIPHELM,
- -1,
+ -1, -1, -1, -1, -1,
+ SC_STRIPWEAPON,
+ SC_STRIPSHIELD,
+ SC_STRIPARMOR,
+ SC_STRIPHELM,
+ -1,
/* 220- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 230- */
- -1,-1,-1,-1,
- SC_CP_WEAPON,
- SC_CP_SHIELD,
- SC_CP_ARMOR,
- SC_CP_HELM,
- -1,-1,
+ -1, -1, -1, -1,
+ SC_CP_WEAPON,
+ SC_CP_SHIELD,
+ SC_CP_ARMOR,
+ SC_CP_HELM,
+ -1, -1,
/* 240- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,
- SC_AUTOGUARD,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1,
+ SC_AUTOGUARD,
/* 250- */
- -1,-1,
- SC_REFLECTSHIELD,
- -1,-1,
- SC_DEVOTION,
- SC_PROVIDENCE,
- SC_DEFENDER,
- SC_SPEARSQUICKEN,
- -1,
+ -1, -1,
+ SC_REFLECTSHIELD,
+ -1, -1,
+ SC_DEVOTION,
+ SC_PROVIDENCE,
+ SC_DEFENDER,
+ SC_SPEARSQUICKEN,
+ -1,
/* 260- */
- -1,-1,-1,-1,-1,-1,-1,-1,
- SC_STEELBODY,
- SC_BLADESTOP_WAIT,
+ -1, -1, -1, -1, -1, -1, -1, -1,
+ SC_STEELBODY,
+ SC_BLADESTOP_WAIT,
/* 270- */
- SC_EXPLOSIONSPIRITS,
- SC_EXTREMITYFIST,
- -1,-1,-1,-1,
- SC_MAGICROD,
- -1,-1,-1,
+ SC_EXPLOSIONSPIRITS,
+ SC_EXTREMITYFIST,
+ -1, -1, -1, -1,
+ SC_MAGICROD,
+ -1, -1, -1,
/* 280- */
- SC_FLAMELAUNCHER,
- SC_FROSTWEAPON,
- SC_LIGHTNINGLOADER,
- SC_SEISMICWEAPON,
- -1,
- SC_VOLCANO,
- SC_DELUGE,
- SC_VIOLENTGALE,
- SC_LANDPROTECTOR,
- -1,
+ SC_FLAMELAUNCHER,
+ SC_FROSTWEAPON,
+ SC_LIGHTNINGLOADER,
+ SC_SEISMICWEAPON,
+ -1,
+ SC_VOLCANO,
+ SC_DELUGE,
+ SC_VIOLENTGALE,
+ SC_LANDPROTECTOR,
+ -1,
/* 290- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 300- */
- -1,-1,-1,-1,-1,-1,
- SC_LULLABY,
- SC_RICHMANKIM,
- SC_ETERNALCHAOS,
- SC_DRUMBATTLE,
+ -1, -1, -1, -1, -1, -1,
+ SC_LULLABY,
+ SC_RICHMANKIM,
+ SC_ETERNALCHAOS,
+ SC_DRUMBATTLE,
/* 310- */
- SC_NIBELUNGEN,
- SC_ROKISWEIL,
- SC_INTOABYSS,
- SC_SIEGFRIED,
- -1,-1,-1,
- SC_DISSONANCE,
- -1,
- SC_WHISTLE,
+ SC_NIBELUNGEN,
+ SC_ROKISWEIL,
+ SC_INTOABYSS,
+ SC_SIEGFRIED,
+ -1, -1, -1,
+ SC_DISSONANCE,
+ -1,
+ SC_WHISTLE,
/* 320- */
- SC_ASSNCROS,
- SC_POEMBRAGI,
- SC_APPLEIDUN,
- -1,-1,
- SC_UGLYDANCE,
- -1,
- SC_HUMMING,
- SC_DONTFORGETME,
- SC_FORTUNE,
+ SC_ASSNCROS,
+ SC_POEMBRAGI,
+ SC_APPLEIDUN,
+ -1, -1,
+ SC_UGLYDANCE,
+ -1,
+ SC_HUMMING,
+ SC_DONTFORGETME,
+ SC_FORTUNE,
/* 330- */
- SC_SERVICE4U,
- SC_SELFDESTRUCTION,
- -1,-1,-1,-1,-1,-1,-1,-1,
+ SC_SERVICE4U,
+ SC_SELFDESTRUCTION,
+ -1, -1, -1, -1, -1, -1, -1, -1,
/* 340- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 350- */
- -1,-1,-1,-1,-1,
- SC_AURABLADE,
- SC_PARRYING,
- SC_CONCENTRATION,
- SC_TENSIONRELAX,
- SC_BERSERK,
+ -1, -1, -1, -1, -1,
+ SC_AURABLADE,
+ SC_PARRYING,
+ SC_CONCENTRATION,
+ SC_TENSIONRELAX,
+ SC_BERSERK,
/* 360- */
- SC_BERSERK,
- SC_ASSUMPTIO,
- SC_BASILICA,
- -1,-1,-1,
- SC_MAGICPOWER,
- -1,-1,
- SC_GOSPEL,
+ SC_BERSERK,
+ SC_ASSUMPTIO,
+ SC_BASILICA,
+ -1, -1, -1,
+ SC_MAGICPOWER,
+ -1, -1,
+ SC_GOSPEL,
/* 370- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 380- */
- SC_TRUESIGHT,
- -1,-1,
- SC_WINDWALK,
- SC_MELTDOWN,
- -1,-1,
- SC_CARTBOOST,
- -1,
- SC_CHASEWALK,
+ SC_TRUESIGHT,
+ -1, -1,
+ SC_WINDWALK,
+ SC_MELTDOWN,
+ -1, -1,
+ SC_CARTBOOST,
+ -1,
+ SC_CHASEWALK,
/* 390- */
- SC_REJECTSWORD,
- -1,-1,-1,-1,-1,
- SC_MARIONETTE,
- -1,
- SC_HEADCRUSH,
- SC_JOINTBEAT,
+ SC_REJECTSWORD,
+ -1, -1, -1, -1, -1,
+ SC_MARIONETTE,
+ -1,
+ SC_HEADCRUSH,
+ SC_JOINTBEAT,
/* 400 */
- -1,-1,
- SC_MINDBREAKER,
- SC_MEMORIZE,
- SC_FOGWALL,
- SC_SPIDERWEB,
- -1,-1,-1,-1,
+ -1, -1,
+ SC_MINDBREAKER,
+ SC_MEMORIZE,
+ SC_FOGWALL,
+ SC_SPIDERWEB,
+ -1, -1, -1, -1,
/* 410- */
- -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
+ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
};
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" } ,
- { 0, 0, 0 }
+ {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"},
+ {0, 0, 0}
};
-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 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;
/* スキルデータベース */
struct skill_db skill_db[MAX_SKILL_DB];
-#define UNARMED_PLAYER_DAMAGE_MIN(bl) (skill_power_bl((bl), TMW_BRAWLING) >> 4) // +50 for 200
-#define UNARMED_PLAYER_DAMAGE_MAX(bl) (skill_power_bl((bl), TMW_BRAWLING)) // +200 for 200
-
-
-int skill_get_hit( int id ){ return skill_db[id].hit; }
-int skill_get_inf( int id ){ return skill_db[id].inf; }
-int skill_get_pl( int id ){ return skill_db[id].pl; }
-int skill_get_nk( int id ){ return skill_db[id].nk; }
-int skill_get_max( int id ){ return skill_db[id].max; }
-int skill_get_max_raise( int id ){ return skill_db[id].max_raise; }
-int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; }
-int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; }
-int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; }
-int skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; }
-int skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; }
-int skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; }
-int skill_get_delay( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].delay[lv-1]; }
-int skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1]; }
-int skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; }
-int skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; }
-int skill_get_weapontype( int id ){ return skill_db[id].weapon; }
-int skill_get_inf2( int id ){ return skill_db[id].inf2; }
-int skill_get_maxcount( int id ){ return skill_db[id].maxcount; }
-int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; }
-int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; }
-int skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; }
+#define UNARMED_PLAYER_DAMAGE_MIN(bl) (skill_power_bl((bl), TMW_BRAWLING) >> 4) // +50 for 200
+#define UNARMED_PLAYER_DAMAGE_MAX(bl) (skill_power_bl((bl), TMW_BRAWLING)) // +200 for 200
+
+int skill_get_hit (int id)
+{
+ return skill_db[id].hit;
+}
+
+int skill_get_inf (int id)
+{
+ return skill_db[id].inf;
+}
+
+int skill_get_pl (int id)
+{
+ return skill_db[id].pl;
+}
+
+int skill_get_nk (int id)
+{
+ return skill_db[id].nk;
+}
+
+int skill_get_max (int id)
+{
+ return skill_db[id].max;
+}
+
+int skill_get_max_raise (int id)
+{
+ return skill_db[id].max_raise;
+}
+
+int skill_get_range (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].range[lv - 1];
+}
+
+int skill_get_hp (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].hp[lv - 1];
+}
+
+int skill_get_sp (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1];
+}
+
+int skill_get_zeny (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].zeny[lv - 1];
+}
+
+int skill_get_num (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].num[lv - 1];
+}
+
+int skill_get_cast (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1];
+}
+
+int skill_get_delay (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1];
+}
+
+int skill_get_time (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].upkeep_time[lv - 1];
+}
+
+int skill_get_time2 (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].upkeep_time2[lv - 1];
+}
+
+int skill_get_castdef (int id)
+{
+ return skill_db[id].cast_def_rate;
+}
+
+int skill_get_weapontype (int id)
+{
+ return skill_db[id].weapon;
+}
+
+int skill_get_inf2 (int id)
+{
+ return skill_db[id].inf2;
+}
+
+int skill_get_maxcount (int id)
+{
+ return skill_db[id].maxcount;
+}
+
+int skill_get_blewcount (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].blewcount[lv - 1];
+}
+
+int skill_get_mhp (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].mhp[lv - 1];
+}
+
+int skill_get_castnodex (int id, int lv)
+{
+ return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1];
+}
/* プロトタイプ */
-struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
-int skill_check_condition( struct map_session_data *sd,int type);
-int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
-int skill_frostjoke_scream(struct block_list *bl,va_list ap);
-int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
-int skill_attack_area(struct block_list *bl,va_list ap);
-int skill_clear_element_field(struct block_list *bl);
-int skill_landprotector(struct block_list *bl, va_list ap );
-int skill_trap_splash(struct block_list *bl, va_list ap );
-int skill_count_target(struct block_list *bl, va_list ap );
+struct skill_unit_group *skill_unitsetting (struct block_list *src,
+ int skillid, int skilllv, int x,
+ int y, int flag);
+int skill_check_condition (struct map_session_data *sd, int type);
+int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
+ int skillid, int skilllv, unsigned int tick,
+ int flag);
+int skill_frostjoke_scream (struct block_list *bl, va_list ap);
+int skill_status_change_timer_sub (struct block_list *bl, va_list ap);
+int skill_attack_area (struct block_list *bl, va_list ap);
+int skill_clear_element_field (struct block_list *bl);
+int skill_landprotector (struct block_list *bl, va_list ap);
+int skill_trap_splash (struct block_list *bl, va_list ap);
+int skill_count_target (struct block_list *bl, va_list ap);
// [MouseJstr] - skill ok to cast? and when?
-static int skillnotok(int 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 skillnotok (int 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)
+static int distance (int x0, int y0, int x1, int y1)
{
- int dx,dy;
+ int dx, dy;
- dx=abs(x0-x1);
- dy=abs(y0-y1);
- return dx>dy ? 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) */
-int skill_get_unit_id(int id,int flag)
+int skill_get_unit_id (int 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 =
- */
+ 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,int skillid,int skilllv,int attack_type,unsigned int tick)
+int skill_additional_effect (struct block_list *src, struct block_list *bl,
+ int skillid, int skilllv, int attack_type,
+ unsigned int tick)
{
- /* MOB追加効果スキル用 */
- const int sc[]={
- SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
- SC_STONE, SC_CURSE, SC_SLEEP
- };
- const int sc2[]={
- MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
- NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
- NPC_SILENCEATTACK,0,NPC_BLINDATTACK
- };
-
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct mob_data *md=NULL;
- struct mob_data *dstmd=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_retr(0, src);
- nullpo_retr(0, bl);
-
- if(skilllv < 0) return 0;
-
- if(src->type==BL_PC){
- nullpo_retr(0, sd=(struct map_session_data *)src);
- }else if(src->type==BL_MOB){
- nullpo_retr(0, md=(struct mob_data *)src); //未使用?
- }
+ /* MOB追加効果スキル用 */
+ const int sc[] = {
+ SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
+ SC_STONE, SC_CURSE, SC_SLEEP
+ };
+ const int sc2[] = {
+ MG_STONECURSE, MG_FROSTDIVER, NPC_STUNATTACK,
+ NPC_SLEEPATTACK, TF_POISON, NPC_CURSEATTACK,
+ NPC_SILENCEATTACK, 0, NPC_BLINDATTACK
+ };
+
+ struct map_session_data *sd = NULL;
+ struct map_session_data *dstsd = NULL;
+ struct mob_data *md = NULL;
+ struct mob_data *dstmd = 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_retr (0, src);
+ nullpo_retr (0, bl);
+
+ if (skilllv < 0)
+ return 0;
- 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){
- dstmd=(struct mob_data *)bl; //未使用?
- 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 0: /* 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[5]*10/3+1 ) {
- int lv=(sd->status.job_level+9)/10;
- skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
- }
- // 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))
- clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
+ if (src->type == BL_PC)
+ {
+ nullpo_retr (0, sd = (struct map_session_data *) src);
+ }
+ else if (src->type == BL_MOB)
+ {
+ nullpo_retr (0, 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)
+ {
+ dstmd = (struct mob_data *) bl; //未使用?
+ 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 0: /* 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[5] * 10 / 3 + 1)
+ {
+ int lv = (sd->status.job_level + 9) / 10;
+ skill_castend_damage_id (src, bl, HT_BLITZBEAT,
+ (skill < lv) ? skill : lv, tick,
+ 0xf00000);
+ }
+ // 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))
+ clif_skill_nodamage (src, bl, TF_STEAL, skill2, 1);
+ 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 */
- {
- struct status_change *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 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 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 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 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[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- if (MRAND(100) < 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + (skilllv >> 2))
- skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv,0);
- break;
- case NPC_CURSEATTACK:
- if(MRAND(100) < sc_def_luk)
- skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- break;
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- if(MRAND(100) < sc_def_int)
- skill_status_change_start(bl,sc[skillid-NPC_POISON],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;
+ 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 */
+ {
+ struct status_change *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[skillid - NPC_POISON],
+ skilllv, 0, 0, 0,
+ skill_get_time2 (skillid, skilllv),
+ 0);
+ break;
+ case NPC_POISON:
+ case NPC_SILENCEATTACK:
+ case NPC_STUNATTACK:
+ if (MRAND (100) <
+ 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) +
+ (skilllv >> 2))
+ skill_status_change_start (bl, sc[skillid - NPC_POISON],
+ skilllv, 0, 0, 0, skilllv, 0);
+ break;
+ case NPC_CURSEATTACK:
+ if (MRAND (100) < sc_def_luk)
+ skill_status_change_start (bl, sc[skillid - NPC_POISON],
+ skilllv, 0, 0, 0,
+ skill_get_time2 (skillid, skilllv),
+ 0);
+ break;
+ case NPC_SLEEPATTACK:
+ case NPC_BLINDATTACK:
+ if (MRAND (100) < sc_def_int)
+ skill_status_change_start (bl, sc[skillid - NPC_POISON],
+ 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;
+ 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;
- }
+ 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;
- if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カードによる追加効果 */
- int i;
- int sc_def_card=100;
-
- for(i=SC_STONE;i<=SC_BLIND;i++){
- //対象に状態異常
- if(i==SC_STONE || i==SC_FREEZE)
- sc_def_card=sc_def_mdef;
- else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
- sc_def_card=sc_def_vit;
- else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
- sc_def_card=sc_def_int;
- else if(i==SC_CURSE)
- sc_def_card=sc_def_luk;
-
- if(!sd->state.arrow_atk) {
- if(MRAND(10000) < (sd->addeff[i-SC_STONE])*sc_def_card/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,i,sd->addeff[i-SC_STONE]);
- skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- else {
- if(MRAND(10000) < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/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,i,sd->addeff[i-SC_STONE]);
- skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- //自分に状態異常
- if(i==SC_STONE || i==SC_FREEZE)
- sc_def_card=sc_def_mdef2;
- else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
- sc_def_card=sc_def_vit2;
- else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
- sc_def_card=sc_def_int2;
- else if(i==SC_CURSE)
- sc_def_card=sc_def_luk2;
-
- if(!sd->state.arrow_atk) {
- if(MRAND(10000) < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
- if(battle_config.battle_log)
- printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
- skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- else {
- if(MRAND(10000) < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
- if(battle_config.battle_log)
- printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
- skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
- }
- }
- }
- }
- return 0;
+ 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 (sd && skillid != MC_CARTREVOLUTION && attack_type & BF_WEAPON)
+ { /* カードによる追加効果 */
+ int i;
+ int sc_def_card = 100;
+
+ for (i = SC_STONE; i <= SC_BLIND; i++)
+ {
+ //対象に状態異常
+ if (i == SC_STONE || i == SC_FREEZE)
+ sc_def_card = sc_def_mdef;
+ else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE)
+ sc_def_card = sc_def_vit;
+ else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND)
+ sc_def_card = sc_def_int;
+ else if (i == SC_CURSE)
+ sc_def_card = sc_def_luk;
+
+ if (!sd->state.arrow_atk)
+ {
+ if (MRAND (10000) <
+ (sd->addeff[i - SC_STONE]) * sc_def_card / 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, i, sd->addeff[i - SC_STONE]);
+ skill_status_change_start (bl, i, 7, 0, 0, 0,
+ (i ==
+ SC_CONFUSION) ? 10000 +
+ 7000 :
+ skill_get_time2 (sc2
+ [i -
+ SC_STONE],
+ 7), 0);
+ }
+ }
+ else
+ {
+ if (MRAND (10000) <
+ (sd->addeff[i - SC_STONE] +
+ sd->arrow_addeff[i - SC_STONE]) * sc_def_card / 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, i, sd->addeff[i - SC_STONE]);
+ skill_status_change_start (bl, i, 7, 0, 0, 0,
+ (i ==
+ SC_CONFUSION) ? 10000 +
+ 7000 :
+ skill_get_time2 (sc2
+ [i -
+ SC_STONE],
+ 7), 0);
+ }
+ }
+ //自分に状態異常
+ if (i == SC_STONE || i == SC_FREEZE)
+ sc_def_card = sc_def_mdef2;
+ else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE)
+ sc_def_card = sc_def_vit2;
+ else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND)
+ sc_def_card = sc_def_int2;
+ else if (i == SC_CURSE)
+ sc_def_card = sc_def_luk2;
+
+ if (!sd->state.arrow_atk)
+ {
+ if (MRAND (10000) <
+ (sd->addeff2[i - SC_STONE]) * sc_def_card / 100)
+ {
+ if (battle_config.battle_log)
+ printf
+ ("PC %d skill_addeff: cardによる異常発動 %d %d\n",
+ src->id, i, sd->addeff2[i - SC_STONE]);
+ skill_status_change_start (src, i, 7, 0, 0, 0,
+ (i ==
+ SC_CONFUSION) ? 10000 +
+ 7000 :
+ skill_get_time2 (sc2
+ [i -
+ SC_STONE],
+ 7), 0);
+ }
+ }
+ else
+ {
+ if (MRAND (10000) <
+ (sd->addeff2[i - SC_STONE] +
+ sd->arrow_addeff2[i - SC_STONE]) * sc_def_card / 100)
+ {
+ if (battle_config.battle_log)
+ printf
+ ("PC %d skill_addeff: cardによる異常発動 %d %d\n",
+ src->id, i, sd->addeff2[i - SC_STONE]);
+ skill_status_change_start (src, i, 7, 0, 0, 0,
+ (i ==
+ SC_CONFUSION) ? 10000 +
+ 7000 :
+ skill_get_time2 (sc2
+ [i -
+ SC_STONE],
+ 7), 0);
+ }
+ }
+ }
+ }
+ return 0;
}
/*=========================================================================
スキル攻撃吹き飛ばし処理
-------------------------------------------------------------------------*/
-int skill_blown( struct block_list *src, struct block_list *target,int count)
+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,prev_state=MS_IDLE;
- int moveblock;
- struct map_session_data *sd=NULL;
- struct mob_data *md=NULL;
- struct skill_unit *su=NULL;
-
- nullpo_retr(0, src);
- nullpo_retr(0, target);
-
- if(target->type==BL_PC){
- nullpo_retr(0, sd=(struct map_session_data *)target);
- }else if(target->type==BL_MOB){
- nullpo_retr(0, md=(struct mob_data *)target);
- }else if(target->type==BL_SKILL){
- nullpo_retr(0, 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];
- }
- }
+ int dx = 0, dy = 0, nx, ny;
+ int x = target->x, y = target->y;
+ int ret, prev_state = MS_IDLE;
+ int moveblock;
+ struct map_session_data *sd = NULL;
+ struct mob_data *md = NULL;
+ struct skill_unit *su = NULL;
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, target);
+
+ if (target->type == BL_PC)
+ {
+ nullpo_retr (0, sd = (struct map_session_data *) target);
+ }
+ else if (target->type == BL_MOB)
+ {
+ nullpo_retr (0, md = (struct mob_data *) target);
+ }
+ else if (target->type == BL_SKILL)
+ {
+ nullpo_retr (0, su = (struct skill_unit *) target);
+ }
+ else
+ return 0;
- 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(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
- else if(md)
- map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
-
- if(su){
- skill_unit_move_unit_group(su->group,target->m,dx,dy);
- }else{
-// struct status_change *sc_data=battle_get_sc_data(target);
- if(moveblock) map_delblock(target);
- target->x=nx;
- target->y=ny;
- if(moveblock) map_addblock(target);
+ 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 (clif_pcoutsight, target->m, x - AREA_SIZE,
+ y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
+ dx, dy, 0, sd);
+ else if (md)
+ map_foreachinmovearea (clif_moboutsight, target->m, x - AREA_SIZE,
+ y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
+ dx, dy, BL_PC, md);
+
+ if (su)
+ {
+ skill_unit_move_unit_group (su->group, target->m, dx, dy);
+ }
+ else
+ {
+// struct status_change *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;
@@ -1312,25 +1639,30 @@ int skill_blown( struct block_list *src, struct block_list *target,int count)
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(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
- if(count&0x20000)
- sd->walktimer = -1;
- }
- else if(md) {
- map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
- 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;
+ }
+
+ if (sd)
+ { /* 画面内に入ってきたので表示 */
+ map_foreachinmovearea (clif_pcinsight, target->m, nx - AREA_SIZE,
+ ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE,
+ -dx, -dy, 0, sd);
+ if (count & 0x20000)
+ sd->walktimer = -1;
+ }
+ else if (md)
+ {
+ map_foreachinmovearea (clif_mobinsight, target->m, nx - AREA_SIZE,
+ ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE,
+ -dx, -dy, BL_PC, md);
+ 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
@@ -1343,237 +1675,295 @@ int skill_blown( struct block_list *src, struct block_list *target,int count)
*-------------------------------------------------------------------------
*/
-int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
- struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
+int skill_attack (int attack_type, struct block_list *src,
+ struct block_list *dsrc, struct block_list *bl, int skillid,
+ int skilllv, unsigned int tick, int flag)
{
- struct Damage dmg;
- struct status_change *sc_data;
- int type,lv,damage;
+ struct Damage dmg;
+ struct status_change *sc_data;
+ int type, lv, damage;
- rdamage = 0;
- nullpo_retr(0, src);
- nullpo_retr(0, dsrc);
- nullpo_retr(0, bl);
+ rdamage = 0;
+ nullpo_retr (0, src);
+ nullpo_retr (0, dsrc);
+ nullpo_retr (0, bl);
- sc_data = battle_get_sc_data(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;
- if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
- return 0;
+ 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;
+ if (src->type == BL_PC && bl
+ && mob_gvmobcheck (((struct map_session_data *) src), bl) == 0)
+ 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
+ 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(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;
- clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示
- ((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
- }
+ if (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;
+ clif_heal (((struct map_session_data *) bl)->fd, SP_SP, sp); //SP回復エフェクトの表示
+ ((struct map_session_data *) bl)->canact_tick = tick + skill_delayfix (bl, skill_get_delay (SA_MAGICROD, sc_data[SC_MAGICROD].val1)); //
+ }
+ clif_skill_nodamage (bl, bl, SA_MAGICROD, sc_data[SC_MAGICROD].val1, 1); //マジックロッドエフェクトを表示
+ }
//マジックロッド処理ここまで
- damage = dmg.damage + dmg.damage2;
+ damage = dmg.damage + dmg.damage2;
- if(lv==15)
- lv=-1;
+ if (lv == 15)
+ lv = -1;
- if( flag&0xff00 )
- type=(flag&0xff00)>>8;
+ if (flag & 0xff00)
+ type = (flag & 0xff00) >> 8;
- if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
- dmg.blewcount = 0;
+ 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
- }
+ 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_retr(0, sd);
+ if (src->type == BL_PC)
+ {
+ struct map_session_data *sd = (struct map_session_data *) src;
+ nullpo_retr (0, 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,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
+ 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, MO_CHAINCOMBO, skilllv, 0, 0, delay, 0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay (src, delay); //コンボディレイパケットの送信
+ }
//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,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
+ 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, MO_COMBOFINISH, skilllv, 0, 0, delay, 0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay (src, delay); //コンボディレイパケットの送信
+ }
//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,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
+ 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, CH_TIGERFIST, skilllv, 0, 0, delay, 0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay (src, delay); //コンボディレイパケットの送信
+ }
//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,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay(src,delay); //コンボディレイパケットの送信
- }
+ 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, CH_CHAINCRUSH, skilllv, 0, 0, delay, 0); //コンボ状態に
+ }
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay (src, delay); //コンボディレイパケットの送信
+ }
//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(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(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(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_retr(0, 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(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_retr(0, 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);
- }
+ //AppleGirl Was Here
+ if (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 (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 (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_retr (0, 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 (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_retr (0, 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==0)? 5:type );
- }
- if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 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) && !map[src->m].flag.gvg ) {
- 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,0,flag);
- }
+ 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 == 0) ? 5 : type);
+ }
+ if (dmg.blewcount > 0 && !map[src->m].flag.gvg)
+ { /* 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) && !map[src->m].flag.gvg)
+ {
+ 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, 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;
@@ -1596,71 +1986,97 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
}
}
*/
- /* 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_retr(0, 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_retr(0, 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<<16));
- md->target_id=target;
- }
- else
- mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
- }
- }
- }
-
- if(src->type == BL_PC && 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_retr(0, sd);
- if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && MRAND(100) < sd->hp_drain_rate) {
- hp += (dmg.damage * sd->hp_drain_per)/100;
- if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
- else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
- }
- if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && MRAND(100) < sd->hp_drain_rate_) {
- hp += (dmg.damage2 * sd->hp_drain_per_)/100;
- if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
- else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
- }
- if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && MRAND(100) < sd->sp_drain_rate) {
- sp += (dmg.damage * sd->sp_drain_per)/100;
- if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
- else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
- }
- if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && MRAND(100) < sd->sp_drain_rate_) {
- sp += (dmg.damage2 * sd->sp_drain_per_)/100;
- if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
- else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
- }
- if(hp || sp) pc_heal(sd,hp,sp);
- }
-
- if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
- battle_damage(bl,src,rdamage,0);
-
- if(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,0x8000|sc_data[SC_AUTOCOUNTER].val1);
- skill_status_change_end(bl,SC_AUTOCOUNTER,-1);
- }
-
- map_freeblock_unlock();
+ /* 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_retr (0, 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_retr (0, 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 << 16));
+ md->target_id = target;
+ }
+ else
+ mobskill_use (md, tick, MSC_SKILLUSED | (skillid << 16));
+ }
+ }
+ }
- return (dmg.damage+dmg.damage2); /* 与ダメを返す */
+ if (src->type == BL_PC && 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_retr (0, sd);
+ if (sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0
+ && MRAND (100) < sd->hp_drain_rate)
+ {
+ hp += (dmg.damage * sd->hp_drain_per) / 100;
+ if (sd->hp_drain_rate > 0 && hp < 1)
+ hp = 1;
+ else if (sd->hp_drain_rate < 0 && hp > -1)
+ hp = -1;
+ }
+ if (sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0
+ && MRAND (100) < sd->hp_drain_rate_)
+ {
+ hp += (dmg.damage2 * sd->hp_drain_per_) / 100;
+ if (sd->hp_drain_rate_ > 0 && hp < 1)
+ hp = 1;
+ else if (sd->hp_drain_rate_ < 0 && hp > -1)
+ hp = -1;
+ }
+ if (sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0
+ && MRAND (100) < sd->sp_drain_rate)
+ {
+ sp += (dmg.damage * sd->sp_drain_per) / 100;
+ if (sd->sp_drain_rate > 0 && sp < 1)
+ sp = 1;
+ else if (sd->sp_drain_rate < 0 && sp > -1)
+ sp = -1;
+ }
+ if (sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0
+ && MRAND (100) < sd->sp_drain_rate_)
+ {
+ sp += (dmg.damage2 * sd->sp_drain_per_) / 100;
+ if (sd->sp_drain_rate_ > 0 && sp < 1)
+ sp = 1;
+ else if (sd->sp_drain_rate_ < 0 && sp > -1)
+ sp = -1;
+ }
+ if (hp || sp)
+ pc_heal (sd, hp, sp);
+ }
+
+ if ((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
+ battle_damage (bl, src, rdamage, 0);
+
+ if (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,
+ 0x8000 | sc_data[SC_AUTOCOUNTER].val1);
+ skill_status_change_end (bl, SC_AUTOCOUNTER, -1);
+ }
+
+ map_freeblock_unlock ();
+
+ return (dmg.damage + dmg.damage2); /* 与ダメを返す */
}
/*==========================================
@@ -1672,366 +2088,436 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
* 0 =予約。0に固定
*------------------------------------------
*/
-static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */
-typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
-int skill_area_sub( struct block_list *bl,va_list ap )
+static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */
+typedef int (*SkillFunc) (struct block_list *, struct block_list *, int, int,
+ unsigned int, int);
+int skill_area_sub (struct block_list *bl, va_list ap)
{
- struct block_list *src;
- int skill_id,skill_lv,flag;
- unsigned int tick;
- SkillFunc func;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
-
- if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
- return 0;
-
- src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない
- skill_id=va_arg(ap,int);
- skill_lv=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- func=va_arg(ap,SkillFunc);
-
- if(battle_check_target(src,bl,flag) > 0)
- func(src,bl,skill_id,skill_lv,tick,flag);
- return 0;
+ struct block_list *src;
+ int skill_id, skill_lv, flag;
+ unsigned int tick;
+ SkillFunc func;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+
+ if (bl->type != BL_PC && bl->type != BL_MOB && bl->type != BL_SKILL)
+ return 0;
+
+ src = va_arg (ap, struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない
+ skill_id = va_arg (ap, int);
+ skill_lv = va_arg (ap, int);
+ tick = va_arg (ap, unsigned int);
+ flag = va_arg (ap, int);
+ func = va_arg (ap, SkillFunc);
+
+ if (battle_check_target (src, bl, flag) > 0)
+ func (src, bl, skill_id, skill_lv, tick, flag);
+ return 0;
}
-static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
+static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
{
- struct skill_unit *unit;
- int *c,x,y,range,sx[4],sy[4];
- int t_range,tx[4],ty[4];
- int i,r_flag,skillid;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit = (struct skill_unit *)bl);
- nullpo_retr(0, c = va_arg(ap,int *));
-
- if(bl->prev == NULL || bl->type != BL_SKILL)
- return 0;
-
- if(!unit->alive)
- return 0;
-
- x = va_arg(ap,int);
- y = va_arg(ap,int);
- range = va_arg(ap,int);
- skillid = va_arg(ap,int);
-
- if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
- if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
- return 0;
- }
- else if(skillid == AL_WARP) {
- if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
- return 0;
- }
- 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 0;
- }
- else if(skillid == WZ_FIREPILLAR) {
- if(unit->group->unit_id != 0x87)
- return 0;
- }
- else return 0;
- 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)++;
+ struct skill_unit *unit;
+ int *c, x, y, range, sx[4], sy[4];
+ int t_range, tx[4], ty[4];
+ int i, r_flag, skillid;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, unit = (struct skill_unit *) bl);
+ nullpo_retr (0, c = va_arg (ap, int *));
+
+ if (bl->prev == NULL || bl->type != BL_SKILL)
+ return 0;
+
+ if (!unit->alive)
+ return 0;
+
+ x = va_arg (ap, int);
+ y = va_arg (ap, int);
+ range = va_arg (ap, int);
+ skillid = va_arg (ap, int);
+
+ if (skillid == MG_SAFETYWALL || skillid == AL_PNEUMA)
+ {
+ if (unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
+ return 0;
+ }
+ else if (skillid == AL_WARP)
+ {
+ if ((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99)
+ && unit->group->unit_id != 0x92)
+ return 0;
+ }
+ 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 0;
+ }
+ else if (skillid == WZ_FIREPILLAR)
+ {
+ if (unit->group->unit_id != 0x87)
+ return 0;
+ }
+ else
+ return 0;
+ 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)++;
- return 0;
+ return 0;
}
-int skill_check_unit_range(int m,int x,int y,int range,int skillid)
+int skill_check_unit_range (int m, int x, int y, int range, int skillid)
{
- int c = 0;
+ int c = 0;
- map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);
+ map_foreachinarea (skill_check_unit_range_sub, m, x - 10, y - 10, x + 10,
+ y + 10, BL_SKILL, &c, x, y, range, skillid);
- return c;
+ return c;
}
-static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
+static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
{
- int *c;
+ int *c;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, c = va_arg(ap,int *));
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, c = va_arg (ap, int *));
- if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
- return 0;
+ if (bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
+ return 0;
- if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
- return 0;
+ if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl))
+ return 0;
- (*c)++;
+ (*c)++;
- return 0;
+ return 0;
}
-int skill_check_unit_range2(int m,int x,int y,int range)
+int skill_check_unit_range2 (int m, int x, int y, int range)
{
- int c = 0;
+ int c = 0;
- map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);
+ map_foreachinarea (skill_check_unit_range2_sub, m, x - range, y - range,
+ x + range, y + range, 0, &c);
- return c;
+ return c;
}
/*=========================================================================
* 範囲スキル使用処理小分けここから
*/
/* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */
-int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
+int skill_area_sub_count (struct block_list *src, struct block_list *target,
+ int skillid, int skilllv, unsigned int tick,
+ int flag)
{
- if(skill_area_temp[0] < 0xffff)
- skill_area_temp[0]++;
- return 0;
+ if (skill_area_temp[0] < 0xffff)
+ skill_area_temp[0]++;
+ return 0;
}
/*==========================================
*
*------------------------------------------
*/
-static int skill_timerskill(int tid, unsigned int tick, int id,int data )
+static int skill_timerskill (int tid, unsigned int tick, int id, int data)
{
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- struct block_list *src = map_id2bl(id),*target;
- struct skill_timerskill *skl = NULL;
- int range;
-
- nullpo_retr(0, src);
-
- if(src->prev == NULL)
- return 0;
+ 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;
- if(src->type == BL_PC) {
- nullpo_retr(0, sd = (struct map_session_data *)src);
- skl = &sd->skilltimerskill[data];
- }
- else if(src->type == BL_MOB) {
- nullpo_retr(0, md = (struct mob_data *)src);
- skl = &md->skilltimerskill[data];
- }
+ nullpo_retr (0, src);
- else
- return 0;
-
- nullpo_retr(0, 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 0;
- if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
- return 0;
- if(src->m != target->m)
- return 0;
- if(sd && pc_isdead(sd))
- return 0;
- if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
- return 0;
-
- switch(skl->skill_id) {
- case TF_BACKSLIDING:
- clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
- break;
- case RG_INTIMIDATE:
- if(sd && !map[src->m].flag.noteleport) {
- int x,y,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) {
- int x,y,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;
+ if (src->prev == NULL)
+ return 0;
- 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(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
- src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
- break;
+ if (src->type == BL_PC)
+ {
+ nullpo_retr (0, sd = (struct map_session_data *) src);
+ skl = &sd->skilltimerskill[data];
+ }
+ else if (src->type == BL_MOB)
+ {
+ nullpo_retr (0, md = (struct mob_data *) src);
+ skl = &md->skilltimerskill[data];
+ }
+
+ else
+ return 0;
- default:
- skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- break;
- }
- }
- else {
- if(src->m != skl->map)
- return 0;
- switch(skl->skill_id) {
- case WZ_METEOR:
- if(skl->type >= 0) {
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
- clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
- }
- else
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
- break;
- }
- }
+ nullpo_retr (0, 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 0;
+ if (target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
+ return 0;
+ if (src->m != target->m)
+ return 0;
+ if (sd && pc_isdead (sd))
+ return 0;
+ if (target->type == BL_PC
+ && pc_isdead ((struct map_session_data *) target)
+ && skl->skill_id != RG_INTIMIDATE)
+ return 0;
+
+ switch (skl->skill_id)
+ {
+ case TF_BACKSLIDING:
+ clif_skill_nodamage (src, src, skl->skill_id, skl->skill_lv,
+ 1);
+ break;
+ case RG_INTIMIDATE:
+ if (sd && !map[src->m].flag.noteleport)
+ {
+ int x, y, 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)
+ {
+ int x, y, 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 (skill_frostjoke_scream, src->m,
+ src->x - range, src->y - range,
+ src->x + range, src->y + range, 0, src,
+ skl->skill_id, skl->skill_lv, tick);
+ break;
+
+ default:
+ skill_attack (skl->type, src, src, target, skl->skill_id,
+ skl->skill_lv, tick, skl->flag);
+ break;
+ }
+ }
+ else
+ {
+ if (src->m != skl->map)
+ return 0;
+ switch (skl->skill_id)
+ {
+ case WZ_METEOR:
+ if (skl->type >= 0)
+ {
+ skill_unitsetting (src, skl->skill_id, skl->skill_lv,
+ skl->type >> 16, skl->type & 0xFFFF,
+ 0);
+ clif_skill_poseffect (src, skl->skill_id, skl->skill_lv,
+ skl->x, skl->y, tick);
+ }
+ else
+ skill_unitsetting (src, skl->skill_id, skl->skill_lv,
+ skl->x, skl->y, 0);
+ break;
+ }
+ }
- return 0;
+ return 0;
}
/*==========================================
*
*------------------------------------------
*/
-int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
+int skill_addtimerskill (struct block_list *src, unsigned int tick,
+ int target, int x, int y, int skill_id, int skill_lv,
+ int type, int flag)
{
- int i;
-
- 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_timerskill, 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_timerskill, 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;
- }
+ 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_timerskill, 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_timerskill, 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;
+ return 1;
}
/*==========================================
*
*------------------------------------------
*/
-int skill_cleartimerskill(struct block_list *src)
+int skill_cleartimerskill (struct block_list *src)
{
- int i;
+ int i;
- nullpo_retr(0, src);
+ nullpo_retr (0, src);
- if(src->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data *)src;
- nullpo_retr(0, sd);
- for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
- if(sd->skilltimerskill[i].timer != -1) {
- delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
- sd->skilltimerskill[i].timer = -1;
- }
- }
- }
- else if(src->type == BL_MOB) {
- struct mob_data *md = (struct mob_data *)src;
- nullpo_retr(0, md);
- for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
- if(md->skilltimerskill[i].timer != -1) {
- delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
- md->skilltimerskill[i].timer = -1;
- }
- }
- }
+ if (src->type == BL_PC)
+ {
+ struct map_session_data *sd = (struct map_session_data *) src;
+ nullpo_retr (0, sd);
+ for (i = 0; i < MAX_SKILLTIMERSKILL; i++)
+ {
+ if (sd->skilltimerskill[i].timer != -1)
+ {
+ delete_timer (sd->skilltimerskill[i].timer, skill_timerskill);
+ sd->skilltimerskill[i].timer = -1;
+ }
+ }
+ }
+ else if (src->type == BL_MOB)
+ {
+ struct mob_data *md = (struct mob_data *) src;
+ nullpo_retr (0, md);
+ for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
+ {
+ if (md->skilltimerskill[i].timer != -1)
+ {
+ delete_timer (md->skilltimerskill[i].timer, skill_timerskill);
+ md->skilltimerskill[i].timer = -1;
+ }
+ }
+ }
- return 0;
+ return 0;
}
/* 範囲スキル使用処理小分けここまで
@@ -2043,3629 +2529,4471 @@ int skill_cleartimerskill(struct block_list *src)
* (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,int skillid,int skilllv,unsigned int tick,int flag )
+int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
+ int skillid, int skilllv, unsigned int tick,
+ int flag)
{
- struct map_session_data *sd=NULL;
- int i;
-
- 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 */
- {
- struct status_change *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) {
- struct status_change *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 */
- {
- struct status_change *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(i=1;i<sd->spiritball_old;i++)
- skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
- sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
- }
- }
- if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end(src,SC_BLADESTOP,-1);
- }
- break;
- case MO_CHAINCOMBO: /* 連打掌 */
- {
- struct status_change *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 */
- {
- struct status_change *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&1){
- /* 個別にダメージを与える */
- if(bl->id!=skill_area_temp[1]){
- int dist=0;
- 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[2] );
- int dy=abs( bl->y - skill_area_temp[3] );
- dist=((dx>dy)?dx:dy);
- }
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
- 0x0500|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[1]=bl->id;
- skill_area_temp[2]=x;
- skill_area_temp[3]=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,0);
- /* 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(skill_area_sub,
- bl->m,x-ar,y-ar,x+ar,y+ar,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
+ struct map_session_data *sd = NULL;
+ int i;
+
+ 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 */
+ {
+ struct status_change *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)
+ {
+ struct status_change *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 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[1])
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
- }
- else {
- int damage;
- map_freeblock_lock();
- damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- 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);
- if(map[bl->m].flag.gvg) c = 0;
- 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[0]=0;
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY ,
- skill_area_sub_count);
- if(skill_area_temp[0]>1) break;
- }
- skill_area_temp[1]=bl->id;
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=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(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- 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[1]){
- 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[2] );
- int dy=abs( bl->y - skill_area_temp[3] );
- skill_area_temp[0]=((dx>dy)?dx:dy);
- }
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0]| 0x0500);
- }
- }else{
- int ar=(skillid==MG_NAPALMBEAT)?1:2;
- skill_area_temp[1]=bl->id;
- if(skillid==MG_NAPALMBEAT){ /* ナパームでは先に数える */
- skill_area_temp[0]=0;
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY ,
- skill_area_sub_count);
- }else{
- skill_area_temp[0]=0;
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=bl->y;
- }
- /* まずターゲットに攻撃を加える */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0] );
- /* 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(skill_area_sub,
- bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
-
- case HW_NAPALMVULCAN: // Fixed By SteelViruZ
- if(flag&1){
- if(bl->id!=skill_area_temp[1]){
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0]);
- }
- }else{
- int ar=(skillid==HW_NAPALMVULCAN)?1:2;
- skill_area_temp[1]=bl->id;
- if(skillid==HW_NAPALMVULCAN){
- skill_area_temp[0]=0;
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY ,
- skill_area_sub_count);
- }else{
- skill_area_temp[0]=0;
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=bl->y;
- }
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
- skill_area_temp[0] );
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- 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 */
+ {
+ struct status_change *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 (i = 1; i < sd->spiritball_old; i++)
+ skill_addtimerskill (src, tick + i * 200, bl->id, 0,
+ 0, skillid, skilllv, BF_WEAPON,
+ flag);
+ sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
+ }
+ }
+ if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ skill_status_change_end (src, SC_BLADESTOP, -1);
+ }
+ break;
+ case MO_CHAINCOMBO: /* 連打掌 */
+ {
+ struct status_change *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 */
+ {
+ struct status_change *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 & 1)
+ {
+ /* 個別にダメージを与える */
+ if (bl->id != skill_area_temp[1])
+ {
+ int dist = 0;
+ 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[2]);
+ int dy = abs (bl->y - skill_area_temp[3]);
+ dist = ((dx > dy) ? dx : dy);
+ }
+ skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv,
+ tick, 0x0500 | 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[1] = bl->id;
+ skill_area_temp[2] = x;
+ skill_area_temp[3] = 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,
+ 0);
+ /* 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 (skill_area_sub,
+ bl->m, x - ar, y - ar, x + ar, y + ar, 0,
+ src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ break;
- case WZ_FROSTNOVA: /* フロストノヴァ */
- skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
-
- case WZ_SIGHTRASHER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
- 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[1])
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
- }else{
- skill_area_temp[0]=0;
- skill_area_temp[1]=bl->id;
- if(flag&0xf00000)
- map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
- /* 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[0]|(flag&0xf00000));
- /* 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(skill_area_sub,
- bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- 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,0);
- 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,0 );
- 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[2];
- if(bl->id!=skill_area_temp[1])
- 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[1]=bl->id;
- skill_area_temp[2]=battle_get_hp(src);
- clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
- map_foreachinarea(skill_area_sub,
- bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- 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 ){
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
- battle_heal(NULL,src,heal,0,0);
- }
- }
- break;
- case 0:
- if(sd) {
- if(flag&3){
- if(bl->id!=skill_area_temp[1])
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
- }
- else{
- int ar=sd->splash_range;
- skill_area_temp[1]=bl->id;
- map_foreachinarea(skill_area_sub,
- bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
- src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- }
- 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[1])
+ skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv,
+ tick, 0x0500);
+ }
+ else
+ {
+ int damage;
+ map_freeblock_lock ();
+ damage =
+ skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv,
+ tick, 0);
+ 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);
+ if (map[bl->m].flag.gvg)
+ c = 0;
+ 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[0] = 0;
+ map_foreachinarea (skill_area_sub,
+ bl->m, bl->x - 1, bl->y - 1,
+ bl->x + 1, bl->y + 1, 0, src,
+ skillid, skilllv, tick,
+ flag | BCT_ENEMY,
+ skill_area_sub_count);
+ if (skill_area_temp[0] > 1)
+ break;
+ }
+ skill_area_temp[1] = bl->id;
+ skill_area_temp[2] = bl->x;
+ skill_area_temp[3] = 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 (skill_area_sub,
+ bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
+ bl->y + 1, 0, src, skillid, skilllv,
+ tick, flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ battle_damage (src, bl, damage, 1);
+ if (rdamage > 0)
+ battle_damage (bl, src, rdamage, 0);
+ }
+ map_freeblock_unlock ();
+ }
+ break;
- default:
- map_freeblock_unlock();
- return 1;
- }
- map_freeblock_unlock();
+ 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[1])
+ {
+ 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[2]);
+ int dy = abs (bl->y - skill_area_temp[3]);
+ skill_area_temp[0] = ((dx > dy) ? dx : dy);
+ }
+ skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv,
+ tick, skill_area_temp[0] | 0x0500);
+ }
+ }
+ else
+ {
+ int ar = (skillid == MG_NAPALMBEAT) ? 1 : 2;
+ skill_area_temp[1] = bl->id;
+ if (skillid == MG_NAPALMBEAT)
+ { /* ナパームでは先に数える */
+ skill_area_temp[0] = 0;
+ map_foreachinarea (skill_area_sub,
+ bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
+ bl->y + 1, 0, src, skillid, skilllv,
+ tick, flag | BCT_ENEMY,
+ skill_area_sub_count);
+ }
+ else
+ {
+ skill_area_temp[0] = 0;
+ skill_area_temp[2] = bl->x;
+ skill_area_temp[3] = bl->y;
+ }
+ /* まずターゲットに攻撃を加える */
+ skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
+ skill_area_temp[0]);
+ /* 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 (skill_area_sub,
+ bl->m, bl->x - ar, bl->y - ar, bl->x + ar,
+ bl->y + ar, 0, src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case HW_NAPALMVULCAN: // Fixed By SteelViruZ
+ if (flag & 1)
+ {
+ if (bl->id != skill_area_temp[1])
+ {
+ skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv,
+ tick, skill_area_temp[0]);
+ }
+ }
+ else
+ {
+ int ar = (skillid == HW_NAPALMVULCAN) ? 1 : 2;
+ skill_area_temp[1] = bl->id;
+ if (skillid == HW_NAPALMVULCAN)
+ {
+ skill_area_temp[0] = 0;
+ map_foreachinarea (skill_area_sub,
+ bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
+ bl->y + 1, 0, src, skillid, skilllv,
+ tick, flag | BCT_ENEMY,
+ skill_area_sub_count);
+ }
+ else
+ {
+ skill_area_temp[0] = 0;
+ skill_area_temp[2] = bl->x;
+ skill_area_temp[3] = bl->y;
+ }
+ skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
+ skill_area_temp[0]);
+ map_foreachinarea (skill_area_sub,
+ bl->m, bl->x - ar, bl->y - ar, bl->x + ar,
+ bl->y + ar, 0, src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ break;
- return 0;
+ case WZ_FROSTNOVA: /* フロストノヴァ */
+ skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0);
+ skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
+ flag);
+ break;
+
+ case WZ_SIGHTRASHER:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0);
+ 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[1])
+ skill_attack (BF_MISC, src, src, bl, skillid, skilllv,
+ tick,
+ skill_area_temp[0] | (flag & 0xf00000));
+ }
+ else
+ {
+ skill_area_temp[0] = 0;
+ skill_area_temp[1] = bl->id;
+ if (flag & 0xf00000)
+ map_foreachinarea (skill_area_sub, bl->m, bl->x - 1,
+ bl->y - 1, bl->x + 1, bl->y + 1, 0,
+ src, skillid, skilllv, tick,
+ flag | BCT_ENEMY,
+ skill_area_sub_count);
+ /* 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[0] | (flag & 0xf00000));
+ /* 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 (skill_area_sub,
+ bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
+ bl->y + 1, 0, src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ 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, 0);
+ 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, 0);
+ 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[2];
+ if (bl->id != skill_area_temp[1])
+ 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[1] = bl->id;
+ skill_area_temp[2] = battle_get_hp (src);
+ clif_skill_nodamage (src, src, NPC_SELFDESTRUCTION, -1,
+ 1);
+ map_foreachinarea (skill_area_sub, bl->m, bl->x - 5,
+ bl->y - 5, bl->x + 5, bl->y + 5, 0,
+ src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ 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)
+ {
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.m = src->m;
+ tbl.x = src->x;
+ tbl.y = src->y;
+ clif_skill_nodamage (&tbl, src, AL_HEAL, heal, 1);
+ battle_heal (NULL, src, heal, 0, 0);
+ }
+ }
+ break;
+ case 0:
+ if (sd)
+ {
+ if (flag & 3)
+ {
+ if (bl->id != skill_area_temp[1])
+ skill_attack (BF_WEAPON, src, src, bl, skillid,
+ skilllv, tick, 0x0500);
+ }
+ else
+ {
+ int ar = sd->splash_range;
+ skill_area_temp[1] = bl->id;
+ map_foreachinarea (skill_area_sub,
+ bl->m, bl->x - ar, bl->y - ar,
+ bl->x + ar, bl->y + ar, 0, src,
+ skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ }
+ 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,int skillid,int skilllv,unsigned int tick,int flag )
+int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
+ int skillid, int skilllv, unsigned int tick,
+ int flag)
{
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct mob_data *md=NULL;
- struct mob_data *dstmd=NULL;
- int i;
- int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per;
- int sc_dex,sc_luk;
- //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_dex=battle_get_mdef(bl);
- sc_luk=battle_get_luk(bl);
- 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;
+ struct map_session_data *sd = NULL;
+ struct map_session_data *dstsd = NULL;
+ struct mob_data *md = NULL;
+ struct mob_data *dstmd = NULL;
+ int i;
+ int sc_def_vit, sc_def_mdef, strip_fix, strip_time, strip_per;
+ int sc_dex, sc_luk;
+ //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_dex = battle_get_mdef (bl);
+ sc_luk = battle_get_luk (bl);
+ 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.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
- }
-
+ 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.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
+ }
+
+ clif_skill_nodamage (src, bl, skillid, heal, 1);
+ 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;
- clif_skill_nodamage(src,bl,skillid,heal,1);
- heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
+ 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ switch (skilllv)
+ {
+ case 1:
+ per = 10;
+ break;
+ case 2:
+ per = 30;
+ break;
+ case 3:
+ per = 50;
+ break;
+ case 4:
+ per = 80;
+ break;
+ }
+ 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;
- // 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- switch(skilllv){
- case 1: per=10; break;
- case 2: per=30; break;
- case 3: per=50; break;
- case 4: per=80; break;
- }
- 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))
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (bl,
+ SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0,
+ skill_get_time (skillid, skilllv),
+ 0);
+ }
+ 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) ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinarea(skill_area_sub,
- src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_nodamage_id);
- }
- 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;
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ map_foreachinarea (skill_area_sub,
+ src->m, src->x - range, src->y - range,
+ src->x + range, src->y + range, 0, src,
+ skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_nodamage_id);
+ }
+ break;
- case PR_LEXDIVINA: /* レックスディビーナ */
- {
- struct status_change *sc_data = battle_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
- break;
- case SA_LEVELUP:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
- break;
-
- case SA_INSTANTDEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (sd) pc_damage(NULL,sd,sd->status.max_hp);
- break;
-
- case SA_QUESTION:
- case SA_GRAVITY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case SA_CLASSCHANGE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd) mob_class_change(dstmd,changeclass);
- break;
- case SA_MONOCELL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd) mob_class_change(dstmd,poringclass);
- break;
- case SA_DEATH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
- if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
- break;
- case SA_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
- break;
- case SA_FORTUNE:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 ){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }else{
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- 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 ){
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- 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);
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- }
- if(MRAND(100) > (75+skilllv*1) && (skilllv != 5)) {
- clif_skill_fail(sd,skillid,0,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,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 );
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
+ case PR_LEXDIVINA: /* レックスディビーナ */
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (sd)
+ mob_once_spawn (sd, map[sd->bl.m].name, sd->bl.x, sd->bl.y,
+ "--ja--", -1, 1, "");
+ break;
+ case SA_LEVELUP:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (sd && pc_nextbaseexp (sd))
+ pc_gainexp (sd, pc_nextbaseexp (sd) * 10 / 100, 0);
+ break;
- case PR_ASPERSIO: /* アスペルシオ */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 */
- clif_skill_nodamage(bl,bl,skillid,skilllv,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 );
- 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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_nodamage(src,bl,skillid,skilllv,0);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
- case AC_CONCENTRATION: /* 集中力向上 */
- {
- int range = 1;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- map_foreachinarea( skill_status_change_timer_sub,
- src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
- src,SkillStatusChangeTable[skillid],tick);
- }
- break;
- case SM_PROVOKE: /* プロボック */
- {
- struct status_change *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;
- }
+ case SA_INSTANTDEATH:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (sd)
+ pc_damage (NULL, sd, sd->status.max_hp);
+ break;
- clif_skill_nodamage(src,bl,skillid,skilllv,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 || map[bl->m].flag.gvg)
- && 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);
- }
+ case SA_QUESTION:
+ case SA_GRAVITY:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ break;
+ case SA_CLASSCHANGE:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (dstmd)
+ mob_class_change (dstmd, changeclass);
+ break;
+ case SA_MONOCELL:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (dstmd)
+ mob_class_change (dstmd, poringclass);
+ break;
+ case SA_DEATH:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (dstsd)
+ pc_damage (NULL, dstsd, dstsd->status.max_hp);
+ if (dstmd)
+ mob_damage (NULL, dstmd, dstmd->hp, 1);
+ break;
+ case SA_REVERSEORCISH:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (dstsd)
+ pc_setoption (dstsd, dstsd->status.option | 0x0800);
+ break;
+ case SA_FORTUNE:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ }
+ else
+ {
+ skill_status_change_start (bl,
+ SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0,
+ skill_get_time (skillid, skilllv),
+ 0);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ }
+ break;
- 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 && !sd->status.guild_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、
- ||(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
- ||(dstsd->status.class==14||dstsd->status.class==21
- ||dstsd->status.class==4015||dstsd->status.class==4022)){ // クルセだめ
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 1;
- }
- for(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;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_devotion(sd,bl->id);
- 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) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
- }
- break;
- case CH_SOULCOLLECT: // 狂気功
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- for(i=0;i<5;i++)
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
- }
- break;
- case MO_BLADESTOP: // 白刃取り
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
- break;
- case MO_ABSORBSPIRITS: // 気奪
- i=0;
- if(sd && dstsd) {
- if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
- if(dstsd->spiritball > 0) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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->class].lv;
- mob_target(dstmd,src,0);
- }
- }
- if(i){
- sd->status.sp += i;
- clif_heal(sd->fd,SP_SP,i);
- }
- else
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
-
- case AC_MAKINGARROW: /* 矢作成 */
+ 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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 0);
+ 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);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 0);
+ break;
+ }
+ }
+ if (MRAND (100) > (75 + skilllv * 1) && (skilllv != 5))
+ {
+ clif_skill_fail (sd, skillid, 0, 0);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 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);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ }
+ break;
+
+ case PR_ASPERSIO: /* アスペルシオ */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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 */
+ clif_skill_nodamage (bl, bl, skillid, skilllv, 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);
+ 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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_nodamage (src, bl, skillid, skilllv, 0);
+ clif_skill_fail (sd, skillid, 0, 0);
+ break;
+ }
+ }
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ break;
+ case AC_CONCENTRATION: /* 集中力向上 */
+ {
+ int range = 1;
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (bl, SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0,
+ skill_get_time (skillid, skilllv), 0);
+ map_foreachinarea (skill_status_change_timer_sub, src->m,
+ src->x - range, src->y - range, src->x + range,
+ src->y + range, 0, src,
+ SkillStatusChangeTable[skillid], tick);
+ }
+ break;
+ case SM_PROVOKE: /* プロボック */
+ {
+ struct status_change *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;
+ }
+
+ clif_skill_nodamage (src, bl, skillid, skilllv, 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
+ || map[bl->m].flag.gvg) && 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 && !sd->status.guild_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、
+ || (sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
+ || (dstsd->status.class == 14 || dstsd->status.class == 21
+ || dstsd->status.class == 4015
+ || dstsd->status.class == 4022))
+ { // クルセだめ
+ clif_skill_fail (sd, skillid, 0, 0);
+ map_freeblock_unlock ();
+ return 1;
+ }
+ for (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;
+ }
+ }
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ clif_devotion (sd, bl->id);
+ 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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ pc_addspiritball (sd, skill_get_time (skillid, skilllv),
+ skilllv);
+ }
+ break;
+ case CH_SOULCOLLECT: // 狂気功
+ if (sd)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ for (i = 0; i < 5; i++)
+ pc_addspiritball (sd, skill_get_time (skillid, skilllv),
+ 5);
+ }
+ break;
+ case MO_BLADESTOP: // 白刃取り
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (src, SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0,
+ skill_get_time (skillid, skilllv), 0);
+ break;
+ case MO_ABSORBSPIRITS: // 気奪
+ i = 0;
+ if (sd && dstsd)
+ {
+ if (sd == dstsd || map[sd->bl.m].flag.pvp
+ || map[sd->bl.m].flag.gvg)
+ {
+ if (dstsd->spiritball > 0)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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->class].lv;
+ mob_target (dstmd, src, 0);
+ }
+ }
+ if (i)
+ {
+ sd->status.sp += i;
+ clif_heal (sd->fd, SP_SP, i);
+ }
+ else
+ clif_skill_nodamage (src, bl, skillid, skilllv, 0);
+ break;
+
+ case AC_MAKINGARROW: /* 矢作成 */
/* if(sd) {
clif_arrow_create_list(sd);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
- break;
+ break;
- case AM_PHARMACY: /* ポーション作成 */
+ case AM_PHARMACY: /* ポーション作成 */
/* if(sd) {
clif_skill_produce_mix_list(sd,32);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
- break;
- case WS_CREATECOIN: /* クリエイトコイン */
+ break;
+ case WS_CREATECOIN: /* クリエイトコイン */
/* if(sd) {
clif_skill_produce_mix_list(sd,64);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
- break;
- case WS_CREATENUGGET: /* 塊製造 */
+ break;
+ case WS_CREATENUGGET: /* 塊製造 */
/* if(sd) {
clif_skill_produce_mix_list(sd,128);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
- break;
- case BS_HAMMERFALL: /* ハンマーフォール */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- int x=bl->x,y=bl->y;
- skill_area_temp[1]=bl->id;
- skill_area_temp[2]=x;
- skill_area_temp[3]=y;
- map_foreachinarea(skill_area_sub,
- bl->m,x-1,y-1,x+1,y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- 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,n=4,ar;
- int dir = map_calc_dir(src,bl->x,bl->y);
- struct square tc;
- int x=bl->x,y=bl->y;
- ar=skilllv/3;
- skill_brandishspear_first(&tc,dir,x,y);
- skill_brandishspear_dir(&tc,dir,4);
- /* 範囲C */
- if(skilllv == 10){
- for(c=1;c<4;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- }
- }
- /* 範囲BA */
- if(skilllv > 6){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;
- }else{
- skill_brandishspear_dir(&tc,dir,-2);
- n-=2;
- }
+ break;
+ case BS_HAMMERFALL: /* ハンマーフォール */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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;
- if(skilllv > 3){
- for(c=0;c<5;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
- skill_castend_damage_id);
- if(skilllv > 6 && n==3 && c==4){
- skill_brandishspear_dir(&tc,dir,-1);
- n--;c=-1;
- }
- }
- }
- /* 範囲@ */
- for(c=0;c<10;c++){
- if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- }
- 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) ){
- /* 個別の処理 */
- clif_skill_nodamage(bl,bl,skillid,skilllv,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(skill_area_sub,
- sd,1,
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- break;
- case BS_ADRENALINE: /* アドレナリンラッシュ */
- case BS_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) ){
- /* 個別の処理 */
- clif_skill_nodamage(bl,bl,skillid,skilllv,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(skill_area_sub,
- sd,1,
- src,skillid,skilllv,tick, flag|BCT_PARTY|1,
- skill_castend_nodamage_id);
- }
- 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 */
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 */
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,-1,1);
- 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 */
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,-1,1);
- 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);
- }
+ case RG_RAID: /* サプライズアタック */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ {
+ int x = bl->x, y = bl->y;
+ skill_area_temp[1] = bl->id;
+ skill_area_temp[2] = x;
+ skill_area_temp[3] = y;
+ map_foreachinarea (skill_area_sub,
+ bl->m, x - 1, y - 1, x + 1, y + 1, 0,
+ src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ skill_status_change_end (src, SC_HIDING, -1); // ハイディング解除
+ break;
- skill_check_cloaking(bl);
- }
- break;
-
- case ST_CHASEWALK: /* ハイディング */
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- int sc=SkillStatusChangeTable[skillid];
- clif_skill_nodamage(src,bl,skillid,-1,1);
- 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- break;
-
- case HP_BASILICA: /* バジリカ */
- case PA_GOSPEL: /* ゴスペル */
- skill_clear_unitgroup(src);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- break;
-
- case BD_ADAPTATION: /* アドリブ */
- {
- struct status_change *sc_data = battle_get_sc_data(src);
- if(sc_data && sc_data[SC_DANCING].timer!=-1){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_stop_dancing(src,0);
- }
- }
- break;
-
- case BA_FROSTJOKE: /* 寒いジョーク */
- case DC_SCREAM: /* スクリーム */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
- break;
-
- case TF_STEAL: // スティール
- if(sd) {
- if(pc_steal_item(sd,bl))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- }
- 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);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- mob_target((struct mob_data *)bl,src,range);
- }
- else
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- }
- break;
+ case KN_BRANDISHSPEAR: /*ブランディッシュスピア */
+ {
+ int c, n = 4, ar;
+ int dir = map_calc_dir (src, bl->x, bl->y);
+ struct square tc;
+ int x = bl->x, y = bl->y;
+ ar = skilllv / 3;
+ skill_brandishspear_first (&tc, dir, x, y);
+ skill_brandishspear_dir (&tc, dir, 4);
+ /* 範囲C */
+ if (skilllv == 10)
+ {
+ for (c = 1; c < 4; c++)
+ {
+ map_foreachinarea (skill_area_sub,
+ bl->m, tc.val1[c], tc.val2[c],
+ tc.val1[c], tc.val2[c], 0, src,
+ skillid, skilllv, tick,
+ flag | BCT_ENEMY | n,
+ skill_castend_damage_id);
+ }
+ }
+ /* 範囲BA */
+ if (skilllv > 6)
+ {
+ skill_brandishspear_dir (&tc, dir, -1);
+ n--;
+ }
+ else
+ {
+ skill_brandishspear_dir (&tc, dir, -2);
+ n -= 2;
+ }
+
+ if (skilllv > 3)
+ {
+ for (c = 0; c < 5; c++)
+ {
+ map_foreachinarea (skill_area_sub,
+ bl->m, tc.val1[c], tc.val2[c],
+ tc.val1[c], tc.val2[c], 0, src,
+ skillid, skilllv, tick,
+ flag | BCT_ENEMY | n,
+ skill_castend_damage_id);
+ if (skilllv > 6 && n == 3 && c == 4)
+ {
+ skill_brandishspear_dir (&tc, dir, -1);
+ n--;
+ c = -1;
+ }
+ }
+ }
+ /* 範囲@ */
+ for (c = 0; c < 10; c++)
+ {
+ if (c == 0 || c == 5)
+ skill_brandishspear_dir (&tc, dir, -1);
+ map_foreachinarea (skill_area_sub,
+ bl->m, tc.val1[c % 5], tc.val2[c % 5],
+ tc.val1[c % 5], tc.val2[c % 5], 0, src,
+ skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ }
+ 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;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 */
- clif_skill_nodamage(src,bl,skillid,5,1);
- battle_heal(NULL,bl,5,0,0);
- break;
-
- case AL_CURE: /* キュアー */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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;
+ /* 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))
+ {
+ /* 個別の処理 */
+ clif_skill_nodamage (bl, bl, skillid, skilllv, 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 (skill_area_sub,
+ sd, 1,
+ src, skillid, skilllv, tick,
+ flag | BCT_PARTY | 1,
+ skill_castend_nodamage_id);
+ }
+ break;
+ case BS_ADRENALINE: /* アドレナリンラッシュ */
+ case BS_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))
+ {
+ /* 個別の処理 */
+ clif_skill_nodamage (bl, bl, skillid, skilllv, 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 (skill_area_sub,
+ sd, 1,
+ src, skillid, skilllv, tick,
+ flag | BCT_PARTY | 1,
+ skill_castend_nodamage_id);
+ }
+ break;
- case TF_DETOXIFY: /* 解毒 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_end(bl, SC_POISON , -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 */
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ int sc = SkillStatusChangeTable[skillid];
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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 PR_STRECOVERY: /* リカバリー */
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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.targettype = NONE_ATTACKABLE;
- dstmd->state.skillstate=MSS_IDLE;
- dstmd->next_walktime=tick+MRAND(3000)+3000;
- }
- }
- break;
+ case TF_HIDING: /* ハイディング */
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ int sc = SkillStatusChangeTable[skillid];
+ clif_skill_nodamage (src, bl, skillid, -1, 1);
+ 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 WZ_ESTIMATION: /* モンスター情報 */
- if(src->type==BL_PC){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_skill_estimation((struct map_session_data *)src,bl);
- }
- break;
+ case AS_CLOAKING: /* クローキング */
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ int sc = SkillStatusChangeTable[skillid];
+ clif_skill_nodamage (src, bl, skillid, -1, 1);
+ 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 */
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ int sc = SkillStatusChangeTable[skillid];
+ clif_skill_nodamage (src, bl, skillid, -1, 1);
+ 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0);
+ break;
+
+ case HP_BASILICA: /* バジリカ */
+ case PA_GOSPEL: /* ゴスペル */
+ skill_clear_unitgroup (src);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0);
+ break;
+
+ case BD_ADAPTATION: /* アドリブ */
+ {
+ struct status_change *sc_data = battle_get_sc_data (src);
+ if (sc_data && sc_data[SC_DANCING].timer != -1)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_stop_dancing (src, 0);
+ }
+ }
+ break;
+
+ case BA_FROSTJOKE: /* 寒いジョーク */
+ case DC_SCREAM: /* スクリーム */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_addtimerskill (src, tick + 3000, bl->id, 0, 0, skillid,
+ skilllv, 0, flag);
+ break;
+
+ case TF_STEAL: // スティール
+ if (sd)
+ {
+ if (pc_steal_item (sd, bl))
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ else
+ clif_skill_nodamage (src, bl, skillid, skilllv, 0);
+ }
+ 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);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ mob_target ((struct mob_data *) bl, src, range);
+ }
+ else
+ clif_skill_nodamage (src, bl, skillid, skilllv, 0);
+ }
+ break;
- case MC_IDENTIFY: /* アイテム鑑定 */
- if(sd)
- clif_item_identify_list(sd);
- 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;
+ }
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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 BS_REPAIRWEAPON: /* 武器修理 */
- if(sd)
+ case NV_FIRSTAID: /* 応急手当 */
+ clif_skill_nodamage (src, bl, skillid, 5, 1);
+ battle_heal (NULL, bl, 5, 0, 0);
+ break;
+
+ case AL_CURE: /* キュアー */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_end (bl, SC_POISON, -1);
+ break;
+
+ case PR_STRECOVERY: /* リカバリー */
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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.targettype = NONE_ATTACKABLE;
+ dstmd->state.skillstate = MSS_IDLE;
+ dstmd->next_walktime = tick + MRAND (3000) + 3000;
+ }
+ }
+ break;
+
+ case WZ_ESTIMATION: /* モンスター情報 */
+ if (src->type == BL_PC)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ clif_skill_estimation ((struct map_session_data *) src, bl);
+ }
+ break;
+
+ case MC_IDENTIFY: /* アイテム鑑定 */
+ if (sd)
+ clif_item_identify_list (sd);
+ break;
+
+ case BS_REPAIRWEAPON: /* 武器修理 */
+ if (sd)
//動作しないのでとりあえずコメントアウト
-// clif_item_repair_list(sd);
- break;
+// clif_item_repair_list(sd);
+ break;
+
+ case AL_TELEPORT: /* テレポート */
+ if (sd)
+ {
+ if (map[sd->bl.m].flag.noteleport)
+ { /* テレポ禁止 */
+ clif_skill_teleportmessage (sd, 0);
+ break;
+ }
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (sd->skilllv == 1)
+ clif_skill_warppoint (sd, sd->skillid, "Random", "", "",
+ "");
+ else
+ {
+ clif_skill_warppoint (sd, sd->skillid, "Random",
+ sd->status.save_point.map, "", "");
+ }
+ }
+ else if (bl->type == BL_MOB)
+ mob_warp ((struct mob_data *) bl, -1, -1, -1, 3);
+ break;
- case AL_TELEPORT: /* テレポート */
- if( sd ){
- if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */
- clif_skill_teleportmessage(sd,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( sd->skilllv==1 )
- clif_skill_warppoint(sd,sd->skillid,"Random","","","");
- else{
- clif_skill_warppoint(sd,sd->skillid,"Random",
- sd->status.save_point.map,"","");
- }
- }else 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) {
- int eflag;
- struct item item_tmp;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 */
- }
- eflag = pc_additem(sd,&item_tmp,1);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- break;
- case TF_PICKSTONE:
- if(sd) {
- int eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
- item_tmp.nameid = 7049;
- item_tmp.identify = 1;
- tbl.id = 0;
- clif_takeitem(&sd->bl,&tbl);
- eflag = pc_additem(sd,&item_tmp,1);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- break;
+ case AL_HOLYWATER: /* アクアベネディクタ */
+ if (sd)
+ {
+ int eflag;
+ struct item item_tmp;
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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 */
+ }
+ eflag = pc_additem (sd, &item_tmp, 1);
+ if (eflag)
+ {
+ clif_additem (sd, 0, 0, eflag);
+ map_addflooritem (&item_tmp, 1, sd->bl.m, sd->bl.x,
+ sd->bl.y, NULL, NULL, NULL, 0);
+ }
+ }
+ break;
+ case TF_PICKSTONE:
+ if (sd)
+ {
+ int eflag;
+ struct item item_tmp;
+ struct block_list tbl;
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ memset (&item_tmp, 0, sizeof (item_tmp));
+ memset (&tbl, 0, sizeof (tbl)); // [MouseJstr]
+ item_tmp.nameid = 7049;
+ item_tmp.identify = 1;
+ tbl.id = 0;
+ clif_takeitem (&sd->bl, &tbl);
+ eflag = pc_additem (sd, &item_tmp, 1);
+ if (eflag)
+ {
+ clif_additem (sd, 0, 0, eflag);
+ map_addflooritem (&item_tmp, 1, sd->bl.m, sd->bl.x,
+ sd->bl.y, NULL, NULL, NULL, 0);
+ }
+ }
+ break;
- case RG_STRIPWEAPON: /* ストリップウェポン */
- {
- struct status_change *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){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
- if(dstsd){
- for(i=0;i<MAX_INVENTORY;i++){
- if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){
- pc_unequipitem(dstsd,i,0);
- break;
- }
- }
- }
- }
- }
- break;
+ case RG_STRIPWEAPON: /* ストリップウェポン */
+ {
+ struct status_change *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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (bl,
+ SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0, strip_time, 0);
+ if (dstsd)
+ {
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (dstsd->status.inventory[i].equip
+ && dstsd->status.inventory[i].equip & 0x0002)
+ {
+ pc_unequipitem (dstsd, i, 0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
- case RG_STRIPSHIELD: /* ストリップシールド */
- {
- struct status_change *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){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
- if(dstsd){
- for(i=0;i<MAX_INVENTORY;i++){
- if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){
- pc_unequipitem(dstsd,i,0);
- break;
- }
- }
- }
- }
- }
- break;
+ case RG_STRIPSHIELD: /* ストリップシールド */
+ {
+ struct status_change *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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (bl,
+ SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0, strip_time, 0);
+ if (dstsd)
+ {
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (dstsd->status.inventory[i].equip
+ && dstsd->status.inventory[i].equip & 0x0020)
+ {
+ pc_unequipitem (dstsd, i, 0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
- case RG_STRIPARMOR: /* ストリップアーマー */
- {
- struct status_change *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){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
- if(dstsd){
- for(i=0;i<MAX_INVENTORY;i++){
- if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){
- pc_unequipitem(dstsd,i,0);
- break;
- }
- }
- }
- }
- }
- break;
- case RG_STRIPHELM: /* ストリップヘルム */
- {
- struct status_change *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){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
- if(dstsd){
- for(i=0;i<MAX_INVENTORY;i++){
- if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
- pc_unequipitem(dstsd,i,0);
- break;
- }
- }
- }
- }
- }
- break;
- /* PotionPitcher */
- case AM_POTIONPITCHER: /* ポーションピッチャー */
- {
- struct block_list tbl;
- 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;
- }
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(hp > 0 || (hp <= 0 && sp <= 0))
- clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
- battle_heal(src,bl,hp,sp,0);
- }
- break;
- case AM_CP_WEAPON:
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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:
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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:
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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:
- {
- struct status_change *tsc_data = battle_get_sc_data(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 */
- {
- int i;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
- break;
- for(i=0;i<136;i++){
- 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,0,flag);
- break;
-
- case SA_CASTCANCEL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_castcancel(src,1);
- if(sd) {
- int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
- sp = sp * (90 - (skilllv-1)*20) / 100;
- if(sp < 0) sp = 0;
- pc_heal(sd,0,-sp);
- }
- break;
- case SA_SPELLBREAKER: // スペルブレイカー
- {
- struct status_change *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;
- clif_heal(dstsd->fd,SP_SP,sp);
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
- if(sd) {
- sp = sd->status.max_sp/5;
- if(sp < 1) sp = 1;
- pc_heal(sd,0,-sp);
- }
- }
- else {
- int bl_skillid=0,bl_skilllv=0;
- 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 > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_castcancel(bl,0);
- sp = skill_get_sp(bl_skillid,bl_skilllv);
- if(dstsd)
- pc_heal(dstsd,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;
- clif_heal(sd->fd,SP_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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- clif_autospell(sd,skilllv);
- else {
- int maxlv=1,spellid=0;
- static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
- if(skilllv >= 10) {
- spellid = MG_FROSTDIVER;
- 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 > 0)
- skill_status_change_start(src,SC_AUTOSPELL,skilllv,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){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 RG_STRIPARMOR: /* ストリップアーマー */
+ {
+ struct status_change *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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (bl,
+ SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0, strip_time, 0);
+ if (dstsd)
+ {
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (dstsd->status.inventory[i].equip
+ && dstsd->status.inventory[i].equip & 0x0010)
+ {
+ pc_unequipitem (dstsd, i, 0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
+ case RG_STRIPHELM: /* ストリップヘルム */
+ {
+ struct status_change *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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (bl,
+ SkillStatusChangeTable[skillid],
+ skilllv, 0, 0, 0, strip_time, 0);
+ if (dstsd)
+ {
+ for (i = 0; i < MAX_INVENTORY; i++)
+ {
+ if (dstsd->status.inventory[i].equip
+ && dstsd->status.inventory[i].equip & 0x0100)
+ {
+ pc_unequipitem (dstsd, i, 0);
+ break;
+ }
+ }
+ }
+ }
+ }
+ break;
+ /* PotionPitcher */
+ case AM_POTIONPITCHER: /* ポーションピッチャー */
+ {
+ struct block_list tbl;
+ 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;
+ }
+ tbl.id = 0;
+ tbl.m = src->m;
+ tbl.x = src->x;
+ tbl.y = src->y;
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (hp > 0 || (hp <= 0 && sp <= 0))
+ clif_skill_nodamage (&tbl, bl, AL_HEAL, hp, 1);
+ if (sp > 0)
+ clif_skill_nodamage (&tbl, bl, MG_SRECOVERY, sp, 1);
+ battle_heal (src, bl, hp, sp, 0);
+ }
+ break;
+ case AM_CP_WEAPON:
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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:
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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:
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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:
+ {
+ struct status_change *tsc_data = battle_get_sc_data (bl);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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 */
+ {
+ int i;
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (bl->type == BL_PC
+ && ((struct map_session_data *) bl)->
+ special_state.no_magic_damage)
+ break;
+ for (i = 0; i < 136; i++)
+ {
+ 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 NPC_HALLUCINATION:
- clif_skill_nodamage(src,bl,skillid,skilllv,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 );
- 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, 0, flag);
+ break;
- case NPC_KEEPING:
- case NPC_BARRIER:
- {
- int skill_time = skill_get_time(skillid,skilllv);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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 SA_CASTCANCEL:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_castcancel (src, 1);
+ if (sd)
+ {
+ int sp = skill_get_sp (sd->skillid_old, sd->skilllv_old);
+ sp = sp * (90 - (skilllv - 1) * 20) / 100;
+ if (sp < 0)
+ sp = 0;
+ pc_heal (sd, 0, -sp);
+ }
+ break;
+ case SA_SPELLBREAKER: // スペルブレイカー
+ {
+ struct status_change *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;
+ clif_heal (dstsd->fd, SP_SP, sp);
+ }
+ clif_skill_nodamage (bl, bl, SA_MAGICROD,
+ sc_data[SC_MAGICROD].val1, 1);
+ if (sd)
+ {
+ sp = sd->status.max_sp / 5;
+ if (sp < 1)
+ sp = 1;
+ pc_heal (sd, 0, -sp);
+ }
+ }
+ else
+ {
+ int bl_skillid = 0, bl_skilllv = 0;
+ 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 > 0
+ && skill_db[bl_skillid].skill_type == BF_MAGIC)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_castcancel (bl, 0);
+ sp = skill_get_sp (bl_skillid, bl_skilllv);
+ if (dstsd)
+ pc_heal (dstsd, 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;
+ clif_heal (sd->fd, SP_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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (sd)
+ clif_autospell (sd, skilllv);
+ else
+ {
+ int maxlv = 1, spellid = 0;
+ static const int spellarray[3] =
+ { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT };
+ if (skilllv >= 10)
+ {
+ spellid = MG_FROSTDIVER;
+ 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 > 0)
+ skill_status_change_start (src, SC_AUTOSPELL, skilllv,
+ spellid, maxlv, 0,
+ skill_get_time (SA_AUTOSPELL,
+ skilllv), 0);
+ }
+ break;
- case NPC_DARKBLESSING:
- {
- int sc_def = 100 - battle_get_mdef(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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,skillid,0,0,skill_get_time(skillid,skilllv),0);
- break;
- case NPC_LICK:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- mob_damage(NULL,md,md->hp,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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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_SUMMONSLAVE: /* 手下召喚 */
- case NPC_SUMMONMONSTER: /* MOB召喚 */
- if(md && !md->master_id){
- mob_summonslave(md,mob_db[md->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->class].skill[md->skillidx].val);
- break;
-
- case NPC_EMOTION: /* エモーション */
- if(md)
- clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]);
- break;
-
- case NPC_DEFENDER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
-
- case WE_MALE: /* 君だけは護るよ */
- if(sd && dstsd){
- int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
- int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
- clif_skill_nodamage(src,bl,skillid,gain_hp,1);
- 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%
- clif_skill_nodamage(src,bl,skillid,gain_sp,1);
- battle_heal(NULL,bl,0,gain_sp,0);
- }
- break;
+ case NPC_HALLUCINATION:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 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);
+ break;
- case WE_CALLPARTNER: /* あなたに会いたい */
- if(sd && dstsd){
- if(map[sd->bl.m].flag.nomemo){
- clif_skill_teleportmessage(sd,1);
- 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- 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);
- clif_heal(sd->fd,SP_SP,conv_sp);
- }
- break;
- case HT_REMOVETRAP: /* リムーブトラップ */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- struct item item_tmp;
- int flag;
- if((bl->type==BL_SKILL) &&
- (su=(struct skill_unit *)bl) &&
- (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
- (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(i=0;i<10;i++) {
- if(skill_db[su->group->skill_id].itemid[i] > 0){
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
- item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- }
- }else{
- memset(&item_tmp,0,sizeof(item_tmp));
- item_tmp.nameid = 1065;
- item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
- clif_additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
-
- }
- if(su->group->unit_id == 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
- switch(su->group->unit_id){
- case 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(sd)
- skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
- break;
- case AS_SPLASHER: /* ベナムスプラッシャー */
- 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;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
- break;
- case PF_MINDBREAKER: /* プロボック */
- {
- struct status_change *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;
- }
+ case NPC_KEEPING:
+ case NPC_BARRIER:
+ {
+ int skill_time = skill_get_time (skillid, skilllv);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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;
- clif_skill_nodamage(src,bl,skillid,skilllv,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 || map[bl->m].flag.gvg)
- && 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);
- }
+ case NPC_DARKBLESSING:
+ {
+ int sc_def = 100 - battle_get_mdef (bl);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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;
- 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 NPC_SELFDESTRUCTION: /* 自爆 */
+ case NPC_SELFDESTRUCTION2: /* 自爆2 */
+ skill_status_change_start (bl, SkillStatusChangeTable[skillid],
+ skilllv, skillid, 0, 0,
+ skill_get_time (skillid, skilllv), 0);
+ break;
+ case NPC_LICK:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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)
+ {
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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->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->class].skill[md->skillidx].val);
+ break;
+ case NPC_EMOTION: /* エモーション */
+ if (md)
+ clif_emotion (&md->bl,
+ mob_db[md->class].skill[md->skillidx].val[0]);
+ break;
+ case NPC_DEFENDER:
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ break;
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- {
- struct skill_unit *su=NULL;
- if((bl->type==BL_SKILL) &&
- (su=(struct skill_unit *)bl) &&
- (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
- (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;
- }
+ 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%
+ clif_skill_nodamage (src, bl, skillid, gain_hp, 1);
+ 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%
+ clif_skill_nodamage (src, bl, skillid, gain_sp, 1);
+ battle_heal (NULL, bl, 0, gain_sp, 0);
+ }
+ break;
- map_freeblock_unlock();
- return 0;
+ case WE_CALLPARTNER: /* あなたに会いたい */
+ if (sd && dstsd)
+ {
+ if (map[sd->bl.m].flag.nomemo)
+ {
+ clif_skill_teleportmessage (sd, 1);
+ 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ 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);
+ clif_heal (sd->fd, SP_SP, conv_sp);
+ }
+ break;
+ case HT_REMOVETRAP: /* リムーブトラップ */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ {
+ struct skill_unit *su = NULL;
+ struct item item_tmp;
+ int flag;
+ if ((bl->type == BL_SKILL) &&
+ (su = (struct skill_unit *) bl) &&
+ (su->group->src_id == src->id || map[bl->m].flag.pvp
+ || map[bl->m].flag.gvg) && (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 (i = 0; i < 10; i++)
+ {
+ if (skill_db[su->group->skill_id].itemid[i] >
+ 0)
+ {
+ memset (&item_tmp, 0, sizeof (item_tmp));
+ item_tmp.nameid =
+ skill_db[su->group->
+ skill_id].itemid[i];
+ item_tmp.identify = 1;
+ if (item_tmp.nameid
+ && (flag =
+ pc_additem (sd, &item_tmp,
+ skill_db[su->
+ group->skill_id].amount
+ [i])))
+ {
+ clif_additem (sd, 0, 0, flag);
+ map_addflooritem (&item_tmp,
+ skill_db[su->
+ group->skill_id].amount
+ [i], sd->bl.m,
+ sd->bl.x, sd->bl.y,
+ NULL, NULL, NULL,
+ 0);
+ }
+ }
+ }
+ }
+ else
+ {
+ memset (&item_tmp, 0, sizeof (item_tmp));
+ item_tmp.nameid = 1065;
+ item_tmp.identify = 1;
+ if (item_tmp.nameid
+ && (flag = pc_additem (sd, &item_tmp, 1)))
+ {
+ clif_additem (sd, 0, 0, flag);
+ map_addflooritem (&item_tmp, 1, sd->bl.m,
+ sd->bl.x, sd->bl.y, NULL,
+ NULL, NULL, 0);
+ }
+ }
+
+ }
+ if (su->group->unit_id == 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ {
+ struct skill_unit *su = NULL;
+ if ((bl->type == BL_SKILL) && (su = (struct skill_unit *) bl)
+ && (su->group))
+ {
+ switch (su->group->unit_id)
+ {
+ case 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 */
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (sd)
+ skill_use_id (sd, src->id, sd->skillid_dance,
+ sd->skilllv_dance);
+ break;
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ 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;
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ skill_status_change_start (bl, SkillStatusChangeTable[skillid],
+ skilllv, skillid, src->id, 0,
+ skill_get_time (skillid, skilllv), 0);
+ break;
+ case PF_MINDBREAKER: /* プロボック */
+ {
+ struct status_change *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;
+ }
+
+ clif_skill_nodamage (src, bl, skillid, skilllv, 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
+ || map[bl->m].flag.gvg) && 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
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ {
+ struct skill_unit *su = NULL;
+ if ((bl->type == BL_SKILL) &&
+ (su = (struct skill_unit *) bl) &&
+ (su->group->src_id == src->id || map[bl->m].flag.pvp
+ || map[bl->m].flag.gvg) && (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)
*------------------------------------------
*/
-int skill_castend_id( int tid, unsigned int tick, int id,int data )
+int skill_castend_id (int tid, unsigned int tick, int id, int data)
{
- struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
- struct block_list *bl;
- int range,inf2;
-
- nullpo_retr(0, sd);
+ struct map_session_data *sd = map_id2sd (id) /*,*target_sd=NULL */ ;
+ struct block_list *bl;
+ int range, inf2;
- if( sd->bl.prev == NULL ) //prevが無いのはありなの?
- return 0;
+ nullpo_retr (0, sd);
- if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */
- return 0;
- 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 = sd->skillitemlv = -1;
- return 0;
- }
- 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 = sd->skillitemlv = -1;
- return 0;
- }
-
- if(sd->skillid == PR_LEXAETERNA) {
- struct status_change *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 = sd->skillitemlv = -1;
- return 0;
- }
- }
- 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 = sd->skillitemlv = -1;
- return 0;
- }
- }
-
- 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 = sd->skillitemlv = -1;
- return 0;
- }
- 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(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
- fail_flag = 0;
- if(fail_flag) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
-
- 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 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
- (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
- (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
- (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && 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 = sd->skillitemlv = -1;
- return 0;
- }
- }
- if(!skill_check_condition(sd,1)) { /* 使用条件チェック */
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- sd->skillitem = 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 0;
- }
- }
+ if (sd->bl.prev == NULL) //prevが無いのはありなの?
+ return 0;
- 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,0);
- 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,0);
- else
- skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
- break;
- }
+ if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* タイマIDの確認 */
+ return 0;
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+
+ if (sd->skillid == PR_LEXAETERNA)
+ {
+ struct status_change *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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ 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 (inf2 & 0x800 && sd->status.guild_id > 0
+ && sd->status.guild_id == battle_get_guild_id (bl))
+ fail_flag = 0;
+ if (fail_flag)
+ {
+ clif_skill_fail (sd, sd->skillid, 0, 0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+
+ 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
+ && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
+ || (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1
+ && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
+ || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1
+ && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
+ || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1
+ && 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ if (!skill_check_condition (sd, 1))
+ { /* 使用条件チェック */
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ sd->skillitem = 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 0;
+ }
+ }
+
+ 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, 0);
+ 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, 0);
+ else
+ skill_castend_nodamage_id (&sd->bl, bl, sd->skillid,
+ sd->skilllv, tick, 0);
+ break;
+ }
- return 0;
+ return 0;
}
/*==========================================
* 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,int skillid,int skilllv,unsigned int tick,int flag)
+int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
+ int skilllv, unsigned int tick, int flag)
{
- struct map_session_data *sd=NULL;
- int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
+ struct map_session_data *sd = NULL;
+ int i, tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
- nullpo_retr(0, src);
+ nullpo_retr (0, src);
- if(src->type==BL_PC){
- nullpo_retr(0, sd=(struct map_session_data *)src);
- }
- if( skillid != WZ_METEOR &&
- skillid != WZ_SIGHTRASHER &&
- skillid != AM_CANNIBALIZE &&
- skillid != AM_SPHEREMINE)
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
-
- if (skillnotok(skillid, sd)) // [MouseJstr]
- return 0;
-
- switch(skillid)
- {
- case PR_BENEDICTIO: /* 聖体降福 */
- skill_area_temp[1]=src->id;
- map_foreachinarea(skill_area_sub,
- src->m,x-1,y-1,x+1,y+1,0,
- src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
- skill_castend_nodamage_id);
- map_foreachinarea(skill_area_sub,
- src->m,x-1,y-1,x+1,y+1,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
-
- case BS_HAMMERFALL: /* ハンマーフォール */
- skill_area_temp[1]=src->id;
- skill_area_temp[2]=x;
- skill_area_temp[3]=y;
- map_foreachinarea(skill_area_sub,
- src->m,x-2,y-2,x+2,y+2,0,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
- skill_castend_nodamage_id);
- break;
-
- case HT_DETECTING: /* ディテクティング */
- {
- const int range=7;
- map_foreachinarea( skill_status_change_timer_sub,
- src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
- src,SC_SIGHT,tick);
- }
- 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;
+ if (src->type == BL_PC)
+ {
+ nullpo_retr (0, sd = (struct map_session_data *) src);
+ }
+ if (skillid != WZ_METEOR &&
+ skillid != WZ_SIGHTRASHER &&
+ skillid != AM_CANNIBALIZE && skillid != AM_SPHEREMINE)
+ clif_skill_poseffect (src, skillid, skilllv, x, y, tick);
- 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
- {
- int flag=0;
- 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==0){
- clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
- flag=1;
- }
- if(i > 0)
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
- x1 = tmpx;
- y1 = tmpy;
- }
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
- }
- break;
+ if (skillnotok (skillid, sd)) // [MouseJstr]
+ return 0;
- case AL_WARP: /* ワープポータル */
- if(sd) {
- if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
- break;
- clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
- (sd->skilllv>1)?sd->status.memo_point[0].map:"",
- (sd->skilllv>2)?sd->status.memo_point[1].map:"",
- (sd->skilllv>3)?sd->status.memo_point[2].map:"");
- }
- 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);
- }
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- }
- 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);
- }
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- }
- break;
- }
+ switch (skillid)
+ {
+ case PR_BENEDICTIO: /* 聖体降福 */
+ skill_area_temp[1] = src->id;
+ map_foreachinarea (skill_area_sub,
+ src->m, x - 1, y - 1, x + 1, y + 1, 0,
+ src, skillid, skilllv, tick,
+ flag | BCT_NOENEMY | 1,
+ skill_castend_nodamage_id);
+ map_foreachinarea (skill_area_sub, src->m, x - 1, y - 1, x + 1,
+ y + 1, 0, src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 1, skill_castend_damage_id);
+ break;
+
+ case BS_HAMMERFALL: /* ハンマーフォール */
+ skill_area_temp[1] = src->id;
+ skill_area_temp[2] = x;
+ skill_area_temp[3] = y;
+ map_foreachinarea (skill_area_sub,
+ src->m, x - 2, y - 2, x + 2, y + 2, 0,
+ src, skillid, skilllv, tick,
+ flag | BCT_ENEMY | 2,
+ skill_castend_nodamage_id);
+ break;
+
+ case HT_DETECTING: /* ディテクティング */
+ {
+ const int range = 7;
+ map_foreachinarea (skill_status_change_timer_sub,
+ src->m, src->x - range, src->y - range,
+ src->x + range, src->y + range, 0, src,
+ SC_SIGHT, tick);
+ }
+ 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
+ {
+ int flag = 0;
+ 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 == 0)
+ {
+ clif_skill_poseffect (src, skillid, skilllv, tmpx, tmpy,
+ tick);
+ flag = 1;
+ }
+ if (i > 0)
+ skill_addtimerskill (src, tick + i * 1000, 0, tmpx, tmpy,
+ skillid, skilllv, (x1 << 16) | y1,
+ flag);
+ x1 = tmpx;
+ y1 = tmpy;
+ }
+ skill_addtimerskill (src, tick + i * 1000, 0, tmpx, tmpy, skillid,
+ skilllv, -1, flag);
+ }
+ break;
- return 0;
+ case AL_WARP: /* ワープポータル */
+ if (sd)
+ {
+ if (map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
+ break;
+ clif_skill_warppoint (sd, sd->skillid,
+ sd->status.save_point.map,
+ (sd->skilllv >
+ 1) ? sd->status.memo_point[0].map : "",
+ (sd->skilllv >
+ 2) ? sd->status.memo_point[1].map : "",
+ (sd->skilllv >
+ 3) ? sd->status.
+ memo_point[2].map : "");
+ }
+ 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);
+ }
+ clif_skill_poseffect (src, skillid, skilllv, x, y, tick);
+ }
+ 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);
+ }
+ clif_skill_poseffect (src, skillid, skilllv, x, y, tick);
+ }
+ break;
+ }
+
+ return 0;
}
/*==========================================
* スキル使用(詠唱完了、map指定)
*------------------------------------------
*/
-int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
+int skill_castend_map (struct map_session_data *sd, int skill_num,
+ const char *map)
{
- int x=0,y=0;
-
- nullpo_retr(0, sd);
- if( sd->bl.prev == NULL || pc_isdead(sd) )
- return 0;
-
- if( sd->opt1>0 || sd->status.option&2 )
- return 0;
- //スキルが使えない状態異常中
- if(sd->sc_data){
- 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;
- }
+ int x = 0, y = 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,map);
- pc_stop_walking(sd,0);
-
- if(strcmp(map,"cancel")==0)
- return 0;
-
- switch(skill_num){
- case AL_TELEPORT: /* テレポート */
- if(strcmp(map,"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 = sd->skillitemlv = -1;
- return 0;
- }
- }
+ nullpo_retr (0, sd);
+ if (sd->bl.prev == NULL || pc_isdead (sd))
+ return 0;
- for(i=0;i<sd->skilllv;i++){
- if(strcmp(map,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;
- group->valstr=(char *)aCalloc(24,sizeof(char));
- memcpy(group->valstr,map,24);
- group->val2=(x<<16)|y;
- }
- break;
- }
+ if (sd->opt1 > 0 || sd->status.option & 2)
+ return 0;
+ //スキルが使えない状態異常中
+ if (sd->sc_data)
+ {
+ 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, map);
+ pc_stop_walking (sd, 0);
+
+ if (strcmp (map, "cancel") == 0)
+ return 0;
+
+ switch (skill_num)
+ {
+ case AL_TELEPORT: /* テレポート */
+ if (strcmp (map, "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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+
+ for (i = 0; i < sd->skilllv; i++)
+ {
+ if (strcmp (map, 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;
+ group->valstr = (char *) aCalloc (24, sizeof (char));
+ memcpy (group->valstr, map, 24);
+ group->val2 = (x << 16) | y;
+ }
+ break;
+ }
- return 0;
+ return 0;
}
/*==========================================
* スキルユニット設定処理
*------------------------------------------
*/
-struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
+struct skill_unit_group *skill_unitsetting (struct block_list *src,
+ int skillid, int skilllv, int x,
+ int y, int flag)
{
- struct skill_unit_group *group;
- int i,count=1,limit=10000,val1=0,val2=0;
- int target=BCT_ENEMY,interval=1000,range=0;
- int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
-
- nullpo_retr(0, 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){
- group->valstr=calloc(80, 1);
- if(group->valstr==NULL){
- printf("skill_castend_map: out of memory !\n");
- exit(1);
- }
- 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;
+ struct skill_unit_group *group;
+ int i, count = 1, limit = 10000, val1 = 0, val2 = 0;
+ int target = BCT_ENEMY, interval = 1000, range = 0;
+ int dir = 0, aoe_diameter = 0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
- 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;
+ nullpo_retr (0, src);
- 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;
+ switch (skillid)
+ { /* 設定 */
- 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 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 WZ_ICEWALL: /* アイスウォール */
- {
- 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};
- 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 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 WZ_QUAGMIRE: /* クァグマイア */
- ux+=(i%5-2);
- uy+=(i/5-2);
- if(i==12)
- range=2;
- else
- range=-1;
+ 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;
- 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 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 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 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;
+ case PR_MAGNUS: /* マグヌスエクソシズム */
+ count = 33;
+ limit = skill_get_time (skillid, skilllv);
+ interval = 3000;
+ break;
- if(skilllv<=2) u_range=3;
- else if(skilllv<=4) u_range=4;
- else if(skilllv>=5) u_range=5;
+ 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;
- ux+=(i%(u_range*2+1)-u_range);
- uy+=(i/(u_range*2+1)-u_range);
+ case MG_THUNDERSTORM: /* サンダーストーム */
+ limit = 500;
+ range = 1;
+ break;
- range=0;
- }
- 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;
- /* 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(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);
-
- 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);
- clif_changemapcell(src->m,ux,uy,5,0);
- }
- }
+ case WZ_METEOR: /* メテオストーム */
+ limit = 500;
+ range = 3;
+ break;
- 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;
+ 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)
+ {
+ group->valstr = calloc (80, 1);
+ if (group->valstr == NULL)
+ {
+ printf ("skill_castend_map: out of memory !\n");
+ exit (1);
+ }
+ 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 */
+ {
+ 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 };
+ 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 (skill_landprotector, src->m, ux, uy, ux, uy,
+ BL_SKILL, skillid, &alive);
+
+ 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);
+ clif_changemapcell (src->m, ux, uy, 5, 0);
+ }
+ }
+
+ if (alive)
+ {
+ nullpo_retr (NULL, unit = skill_initunit (group, i, ux, uy));
+ unit->val1 = val1;
+ unit->val2 = val2;
+ unit->limit = limit;
+ unit->range = range;
+ }
+ }
+ return group;
}
/*==========================================
* スキルユニットの発動イベント
*------------------------------------------
*/
-int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
+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_retr(0, src);
- nullpo_retr(0, bl);
-
- if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
- return 0;
-
- nullpo_retr(0, sg=src->group);
- nullpo_retr(0, ss=map_id2bl(sg->src_id));
-
- if(ss->type == BL_PC)
- nullpo_retr(0, srcsd=(struct map_session_data *)ss);
- if(srcsd && srcsd->chatID)
- return 0;
-
- if( bl->type!=BL_PC && bl->type!=BL_MOB )
- return 0;
- nullpo_retr(0, 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(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);
-
- 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;
+ 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;
- 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) */
- clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
- battle_heal(NULL,bl,heal,0,0);
- }
- else
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- }
- break;
+ nullpo_retr (0, src);
+ nullpo_retr (0, bl);
- 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 (bl->prev == NULL || !src->alive
+ || (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)))
+ return 0;
- if(!damage_flag)
- return 0;
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- }
- break;
-
- case 0x85: /* ニューマ */
- {
- struct skill_unit *unit2;
- struct status_change *sc_data=battle_get_sc_data(bl);
- int 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;
- struct status_change *sc_data=battle_get_sc_data(bl);
- int 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,0);
- 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,0);
- 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,0);
- break;
-
- case 0x90: /* スキッドトラップ */
- {
- int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
- if(map[bl->m].flag.gvg) c = 0;
- 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,0);
- 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(skill_count_target,src->bl.m
- ,src->bl.x-src->range,src->bl.y-src->range
- ,src->bl.x+src->range,src->bl.y+src->range
- ,0,&src->bl,&splash_count);
- map_foreachinarea(skill_trap_splash,src->bl.m
- ,src->bl.x-src->range,src->bl.y-src->range
- ,src->bl.x+src->range,src->bl.y+src->range
- ,0,&src->bl,tick,splash_count);
- 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 */
- {
- struct status_change *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);
- clif_01ac(&src->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);
- struct mob_data *md;
- md=(struct mob_data *)bl;
- mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
- }
- break;
+ nullpo_retr (0, sg = src->group);
+ nullpo_retr (0, ss = map_id2bl (sg->src_id));
- case 0x8e: /* クァグマイア */
- {
- int 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 */
- {
- struct status_change *sc_data=battle_get_sc_data(bl);
- int 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;
- struct status_change *sc_data=battle_get_sc_data(bl);
- int 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;
- struct status_change *sc_data=battle_get_sc_data(bl);
- int 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;
- struct status_change *sc_data=battle_get_sc_data(bl);
- int 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,0);
- 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){
- clif_talkiebox(&src->bl,sg->valstr);
- 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;
+ if (ss->type == BL_PC)
+ nullpo_retr (0, srcsd = (struct map_session_data *) ss);
+ if (srcsd && srcsd->chatID)
+ return 0;
+ if (bl->type != BL_PC && bl->type != BL_MOB)
+ return 0;
+ nullpo_retr (0, 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 (skill_landprotector, bl->m, bl->x, bl->y, bl->x, bl->y,
+ BL_SKILL, 0, &goflag);
+
+ 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) */
+ clif_skill_nodamage (&src->bl, bl, AL_HEAL, heal, 1);
+ battle_heal (NULL, bl, heal, 0, 0);
+ }
+ else
+ skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
+ sg->skill_lv, tick, 0);
+ }
+ 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, 0);
+ }
+ break;
+ case 0x85: /* ニューマ */
+ {
+ struct skill_unit *unit2;
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int 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;
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int 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, 0);
+ 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);
- clif_01ac(&src->bl);
- sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
- sg->val2=bl->id;
- }
- 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, 0);
+ 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, 0);
+ break;
+
+ case 0x90: /* スキッドトラップ */
+ {
+ int i, c = skill_get_blewcount (sg->skill_id, sg->skill_lv);
+ if (map[bl->m].flag.gvg)
+ c = 0;
+ 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, 0);
+ 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 (skill_count_target, src->bl.m,
+ src->bl.x - src->range, src->bl.y - src->range,
+ src->bl.x + src->range, src->bl.y + src->range,
+ 0, &src->bl, &splash_count);
+ map_foreachinarea (skill_trap_splash, src->bl.m,
+ src->bl.x - src->range, src->bl.y - src->range,
+ src->bl.x + src->range, src->bl.y + src->range,
+ 0, &src->bl, tick, splash_count);
+ 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 */
+ {
+ struct status_change *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);
+ clif_01ac (&src->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);
+ struct mob_data *md;
+ md = (struct mob_data *) bl;
+ mob_warp ((struct mob_data *) bl, m, sg->val2 >> 16,
+ sg->val2 & 0xffff, 3);
+ }
+ break;
+
+ case 0x8e: /* クァグマイア */
+ {
+ int 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 */
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int 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;
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int 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;
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int 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;
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int 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, 0);
+ 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)
+ {
+ clif_talkiebox (&src->bl, sg->valstr);
+ 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);
+ clif_01ac (&src->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<<16));
- ((struct mob_data *)bl)->target_id=target;
- }
- else
- mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
- }
+ }
+ 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 << 16));
+ ((struct mob_data *) bl)->target_id = target;
+ }
+ else
+ mobskill_use ((struct mob_data *) bl, tick,
+ MSC_SKILLUSED | (sg->skill_id << 16));
+ }
- return 0;
+ 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
*------------------------------------------
*/
-int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
+int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
+ unsigned int tick)
{
- struct skill_unit_group *sg;
-
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- nullpo_retr(0, 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 */
- {
- struct status_change *sc_data=battle_get_sc_data(bl);
- int 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 */
- {
- struct status_change *sc_data=battle_get_sc_data(bl);
- struct skill_unit *su;
- int 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:
- {
- struct status_change *sc_data=battle_get_sc_data(bl);
- struct skill_unit *su;
- int 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;
+ struct skill_unit_group *sg;
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, 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 */
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ int 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 */
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ struct skill_unit *su;
+ int 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:
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ struct skill_unit *su;
+ int 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;
+ }
+ skill_unitgrouptickset_delete (bl, sg->group_id);
+ return 0;
}
+
/*==========================================
* スキルユニットの削除イベント
*------------------------------------------
*/
-int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
+int skill_unit_ondelete (struct skill_unit *src, struct block_list *bl,
+ unsigned int tick)
{
- struct skill_unit_group *sg;
-
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- nullpo_retr(0, 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);
+ struct skill_unit_group *sg;
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, 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;
+ }
+ skill_unitgrouptickset_delete (bl, sg->group_id);
+ return 0;
}
+
/*==========================================
* スキルユニットの限界イベント
*------------------------------------------
*/
-int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
+int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
{
- struct skill_unit_group *sg;
-
- nullpo_retr(0, src);
- nullpo_retr(0, sg=src->group);
-
- switch(sg->unit_id){
- case 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;
- group->valstr=calloc(24, 1);
- if(group->valstr==NULL){
- printf("skill_unit_onlimit: out of memory !\n");
- exit(1);
- }
- 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);
- clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
- 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;
+ struct skill_unit_group *sg;
+
+ nullpo_retr (0, src);
+ nullpo_retr (0, 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;
+ group->valstr = calloc (24, 1);
+ if (group->valstr == NULL)
+ {
+ printf ("skill_unit_onlimit: out of memory !\n");
+ exit (1);
+ }
+ 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);
+ clif_changemapcell (src->bl.m, src->bl.x, src->bl.y, src->val2,
+ 1);
+ 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 tick)
+int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl,
+ int damage, unsigned int tick)
{
- struct skill_unit_group *sg;
-
- nullpo_retr(0, src);
- nullpo_retr(0, sg=src->group);
-
- 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;
-}
+ struct skill_unit_group *sg;
+ nullpo_retr (0, src);
+ nullpo_retr (0, 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;
+}
/*---------------------------------------------------------------------------- */
@@ -5673,150 +7001,173 @@ int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
* スキル使用(詠唱完了、場所指定)
*------------------------------------------
*/
-int skill_castend_pos( int tid, unsigned int tick, int id,int data )
+int skill_castend_pos (int tid, unsigned int tick, int id, int data)
{
- struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
- int range,maxcount;
-
- nullpo_retr(0, sd);
-
- if( sd->bl.prev == NULL )
- return 0;
- if( sd->skilltimer != tid ) /* タイマIDの確認 */
- return 0;
- 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 = sd->skillitemlv = -1;
- return 0;
- }
+ struct map_session_data *sd = map_id2sd (id) /*,*target_sd=NULL */ ;
+ int range, maxcount;
- 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 = sd->skillitemlv = -1;
- return 0;
- }
- }
- }
- 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 = sd->skillitemlv = -1;
- return 0;
- }
- }
- }
-
- if(battle_config.pc_land_skill_limit) {
- maxcount = skill_get_maxcount(sd->skillid);
- if(maxcount > 0) {
- int i,c;
- for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
- if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
- c++;
- }
- if(c >= maxcount) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
- }
+ nullpo_retr (0, sd);
- 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 = sd->skillitemlv = -1;
- return 0;
- }
- }
- if(!skill_check_condition(sd,1)) { /* 使用条件チェック */
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- sd->skillitem = 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 0;
- }
- }
+ if (sd->bl.prev == NULL)
+ return 0;
+ if (sd->skilltimer != tid) /* タイマIDの確認 */
+ return 0;
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ }
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ }
+
+ if (battle_config.pc_land_skill_limit)
+ {
+ maxcount = skill_get_maxcount (sd->skillid);
+ if (maxcount > 0)
+ {
+ int i, c;
+ for (i = c = 0; i < MAX_SKILLUNITGROUP; i++)
+ {
+ if (sd->skillunit[i].alive_count > 0
+ && sd->skillunit[i].skill_id == sd->skillid)
+ c++;
+ }
+ if (c >= maxcount)
+ {
+ clif_skill_fail (sd, sd->skillid, 0, 0);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ }
+
+ 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 = sd->skillitemlv = -1;
+ return 0;
+ }
+ }
+ if (!skill_check_condition (sd, 1))
+ { /* 使用条件チェック */
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ sd->skillitem = 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 0;
+ }
+ }
- if(battle_config.pc_skill_log)
- printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
- pc_stop_walking(sd,0);
+ 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,0);
+ skill_castend_pos2 (&sd->bl, sd->skillx, sd->skilly, sd->skillid,
+ sd->skilllv, tick, 0);
- return 0;
+ return 0;
}
/*==========================================
@@ -5824,526 +7175,621 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
*------------------------------------------
*/
-static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
+static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
{
- int *c;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *ssd;
- struct pc_base_job s_class;
- struct pc_base_job ss_class;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, sd=(struct map_session_data*)bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list *));
- nullpo_retr(0, c=va_arg(ap,int *));
- nullpo_retr(0, ssd=(struct map_session_data*)src);
-
- s_class = pc_calc_base_job(sd->status.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 0;
- }
-
- ;
- ss_class = pc_calc_base_job(ssd->status.class);
-
- switch(ssd->skillid){
- case PR_BENEDICTIO: /* 聖体降福 */
- if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
- sd->status.class == 4005 || sd->status.class == 4009 || sd->status.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.class==19 && sd->status.class==20) ||
- (ssd->status.class==20 && sd->status.class==19) ||
- (ssd->status.class==4020 && sd->status.class==4021) ||
- (ssd->status.class==4021 && sd->status.class==4020) ||
- (ssd->status.class==20 && sd->status.class==4020) ||
- (ssd->status.class==19 && sd->status.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 0;
+ int *c;
+ struct block_list *src;
+ struct map_session_data *sd;
+ struct map_session_data *ssd;
+ struct pc_base_job s_class;
+ struct pc_base_job ss_class;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, sd = (struct map_session_data *) bl);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
+ nullpo_retr (0, c = va_arg (ap, int *));
+ nullpo_retr (0, ssd = (struct map_session_data *) src);
+
+ s_class = pc_calc_base_job (sd->status.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 0;
+ }
+
+ ;
+ ss_class = pc_calc_base_job (ssd->status.class);
+
+ switch (ssd->skillid)
+ {
+ case PR_BENEDICTIO: /* 聖体降福 */
+ if (sd != ssd
+ && (sd->status.class == 4 || sd->status.class == 8
+ || sd->status.class == 15 || sd->status.class == 4005
+ || sd->status.class == 4009 || sd->status.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.class == 19 && sd->status.class == 20) ||
+ (ssd->status.class == 20 && sd->status.class == 19) ||
+ (ssd->status.class == 4020 && sd->status.class == 4021) ||
+ (ssd->status.class == 4021 && sd->status.class == 4020) ||
+ (ssd->status.class == 20 && sd->status.class == 4020) ||
+ (ssd->status.class == 19 && sd->status.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 0;
}
+
/*==========================================
* 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea)
*------------------------------------------
*/
-static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
+static int skill_check_condition_use_sub (struct block_list *bl, va_list ap)
{
- int *c;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *ssd;
- struct pc_base_job s_class;
- struct pc_base_job ss_class;
- int skillid,skilllv;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, sd=(struct map_session_data*)bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list *));
- nullpo_retr(0, c=va_arg(ap,int *));
- nullpo_retr(0, ssd=(struct map_session_data*)src);
-
- s_class = pc_calc_base_job(sd->status.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 0;
- }
-
- ss_class = pc_calc_base_job(ssd->status.class);
- skillid=ssd->skillid;
- skilllv=ssd->skilllv;
- switch(skillid){
- case PR_BENEDICTIO: /* 聖体降福 */
- if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
- sd->status.class == 4005 || sd->status.class == 4009 || sd->status.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.class==19 && sd->status.class==20) ||
- (ssd->status.class==20 && sd->status.class==19) ||
- (ssd->status.class==4020 && sd->status.class==4021) ||
- (ssd->status.class==4021 && sd->status.class==4020) ||
- (ssd->status.class==20 && sd->status.class==4020) ||
- (ssd->status.class==19 && sd->status.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;
- clif_skill_nodamage(bl,src,skillid,skilllv,1);
- skill_status_change_start(bl,SC_DANCING,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;
- }
- return 0;
+ int *c;
+ struct block_list *src;
+ struct map_session_data *sd;
+ struct map_session_data *ssd;
+ struct pc_base_job s_class;
+ struct pc_base_job ss_class;
+ int skillid, skilllv;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, sd = (struct map_session_data *) bl);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
+ nullpo_retr (0, c = va_arg (ap, int *));
+ nullpo_retr (0, ssd = (struct map_session_data *) src);
+
+ s_class = pc_calc_base_job (sd->status.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 0;
+ }
+
+ ss_class = pc_calc_base_job (ssd->status.class);
+ skillid = ssd->skillid;
+ skilllv = ssd->skilllv;
+ switch (skillid)
+ {
+ case PR_BENEDICTIO: /* 聖体降福 */
+ if (sd != ssd
+ && (sd->status.class == 4 || sd->status.class == 8
+ || sd->status.class == 15 || sd->status.class == 4005
+ || sd->status.class == 4009 || sd->status.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.class == 19 && sd->status.class == 20) || (ssd->status.class == 20 && sd->status.class == 19) || (ssd->status.class == 4020 && sd->status.class == 4021) || (ssd->status.class == 4021 && sd->status.class == 4020) || (ssd->status.class == 20 && sd->status.class == 4020) || (ssd->status.class == 19 && sd->status.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;
+ clif_skill_nodamage (bl, src, skillid, skilllv, 1);
+ skill_status_change_start (bl, SC_DANCING, 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;
+ }
+ return 0;
}
+
/*==========================================
* 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 int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
+static int skill_check_condition_mob_master_sub (struct block_list *bl,
+ va_list ap)
{
- int *c,src_id=0,mob_class=0;
- struct mob_data *md;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, md=(struct mob_data*)bl);
- nullpo_retr(0, src_id=va_arg(ap,int));
- nullpo_retr(0, mob_class=va_arg(ap,int));
- nullpo_retr(0, c=va_arg(ap,int *));
-
- if(md->class==mob_class && md->master_id==src_id)
- (*c)++;
- return 0;
+ int *c, src_id = 0, mob_class = 0;
+ struct mob_data *md;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, md = (struct mob_data *) bl);
+ nullpo_retr (0, src_id = va_arg (ap, int));
+ nullpo_retr (0, mob_class = va_arg (ap, int));
+ nullpo_retr (0, c = va_arg (ap, int *));
+
+ if (md->class == mob_class && md->master_id == src_id)
+ (*c)++;
+ return 0;
}
/*==========================================
* 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 skill_check_condition (struct map_session_data *sd, int type)
{
- int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
- int index[10],itemid[10],amount[10];
-
- nullpo_retr(0, sd);
-
- if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
- sd->skillitem = sd->skillitemlv = -1;
- return 1;
- }
-
- if( sd->opt1>0) {
- clif_skill_fail(sd,sd->skillid,0,0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(pc_is90overweight(sd)) {
- clif_skill_fail(sd,sd->skillid,9,0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
-
- if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) {
- sd->skillitem = 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 = sd->skillitemlv = -1;
- return 1;
- }
- if( sd->opt1>0 ){
- clif_skill_fail(sd,sd->skillid,0,0);
- return 0;
- }
- if(sd->sc_data){
- 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 */
- }
- }
- 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;
- state = skill_db[skill].state;
- spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
- mhp=skill_get_mhp(skill, lv); /* 消費HP */
- for(i=0;i<10;i++) {
- itemid[i] = skill_db[skill].itemid[i];
- amount[i] = skill_db[skill].amount[i];
- }
- if(mhp > 0)
- hp += (sd->status.max_hp * mhp)/100;
- if(hp_rate > 0)
- hp += (sd->status.hp * hp_rate)/100;
- else
- hp += (sd->status.max_hp * abs(hp_rate))/100;
- if(sp_rate > 0)
- sp += (sd->status.sp * sp_rate)/100;
- else
- sp += (sd->status.max_sp * abs(sp_rate))/100;
- 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) {
- clif_skill_teleportmessage(sd,0);
- 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 || 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 || 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 || 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(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && 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 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || 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(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(skill_check_condition_char_sub,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
- if(c<2){
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }else{
- map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
- }
- }
- 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(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
- if(c >= maxcount){
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case MG_FIREWALL: /* ファイアーウォール */
- /* 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;
- }
- }
-
- switch(state) {
- case ST_HIDING:
- if(!(sd->status.option&2)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CLOAKING:
- if(!(sd->status.option&4)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_HIDDEN:
- if(!pc_ishiding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RIDING:
- if(!pc_isriding(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_FALCON:
- if(!pc_isfalcon(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_CART:
- if(!pc_iscarton(sd)) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SHIELD:
- if(sd->status.shield <= 0) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_SIGHT:
- if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_EXPLOSIONSPIRITS:
- if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_RECOV_WEIGHT_RATE:
- if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- case ST_MOVE_ENABLE:
- {
- struct walkpath_data wpd;
- if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- break;
- case ST_WATER:
- if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
- }
-
- for(i=0;i<10;i++) {
- int x = lv%11 - 1;
- index[i] = -1;
- if(itemid[i] <= 0)
- continue;
- if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
- 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;
+ int i, hp, sp, hp_rate, sp_rate, zeny, weapon, state, spiritball, skill,
+ lv, mhp;
+ int index[10], itemid[10], amount[10];
+
+ nullpo_retr (0, sd);
+
+ if (battle_config.gm_skilluncond > 0
+ && pc_isGM (sd) >= battle_config.gm_skilluncond)
+ {
+ sd->skillitem = sd->skillitemlv = -1;
+ return 1;
+ }
+
+ if (sd->opt1 > 0)
+ {
+ clif_skill_fail (sd, sd->skillid, 0, 0);
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+ if (pc_is90overweight (sd))
+ {
+ clif_skill_fail (sd, sd->skillid, 9, 0);
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
- if(skill != AM_POTIONPITCHER) {
- if(skill == AL_WARP && !(type&2))
- return 1;
- for(i=0;i<10;i++) {
- if(index[i] >= 0)
- pc_delitem(sd,index[i],amount[i],0); // アイテム消費
- }
- }
+ if (sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1)
+ {
+ sd->skillitem = 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 = sd->skillitemlv = -1;
+ return 1;
+ }
+ if (sd->opt1 > 0)
+ {
+ clif_skill_fail (sd, sd->skillid, 0, 0);
+ return 0;
+ }
+ if (sd->sc_data)
+ {
+ 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 */
+ }
+ }
+ 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;
+ state = skill_db[skill].state;
+ spiritball = (lv <= 0) ? 0 : skill_db[skill].spiritball[lv - 1];
+ mhp = skill_get_mhp (skill, lv); /* 消費HP */
+ for (i = 0; i < 10; i++)
+ {
+ itemid[i] = skill_db[skill].itemid[i];
+ amount[i] = skill_db[skill].amount[i];
+ }
+ if (mhp > 0)
+ hp += (sd->status.max_hp * mhp) / 100;
+ if (hp_rate > 0)
+ hp += (sd->status.hp * hp_rate) / 100;
+ else
+ hp += (sd->status.max_hp * abs (hp_rate)) / 100;
+ if (sp_rate > 0)
+ sp += (sd->status.sp * sp_rate) / 100;
+ else
+ sp += (sd->status.max_sp * abs (sp_rate)) / 100;
+ 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)
+ {
+ clif_skill_teleportmessage (sd, 0);
+ 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
+ || 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
+ || 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
+ || 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 (sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH
+ && 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
+ && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH
+ || 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
+ (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 (skill_check_condition_char_sub, sd->bl.m,
+ sd->bl.x - range, sd->bl.y - range,
+ sd->bl.x + range, sd->bl.y + range, BL_PC,
+ &sd->bl, &c);
+ if (c < 2)
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ }
+ else
+ {
+ map_foreachinarea (skill_check_condition_use_sub, sd->bl.m,
+ sd->bl.x - range, sd->bl.y - range,
+ sd->bl.x + range, sd->bl.y + range, BL_PC,
+ &sd->bl, &c);
+ }
+ }
+ 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 (skill_check_condition_mob_master_sub,
+ sd->bl.m, 0, 0, map[sd->bl.m].xs,
+ map[sd->bl.m].ys, BL_MOB, sd->bl.id,
+ mob_class, &c);
+ if (c >= maxcount)
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case MG_FIREWALL: /* ファイアーウォール */
+ /* 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;
+ }
+ }
+
+ switch (state)
+ {
+ case ST_HIDING:
+ if (!(sd->status.option & 2))
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_CLOAKING:
+ if (!(sd->status.option & 4))
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_HIDDEN:
+ if (!pc_ishiding (sd))
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_RIDING:
+ if (!pc_isriding (sd))
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_FALCON:
+ if (!pc_isfalcon (sd))
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_CART:
+ if (!pc_iscarton (sd))
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_SHIELD:
+ if (sd->status.shield <= 0)
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_SIGHT:
+ if (sd->sc_data[SC_SIGHT].timer == -1 && type & 1)
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_EXPLOSIONSPIRITS:
+ if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_RECOV_WEIGHT_RATE:
+ if (battle_config.natural_heal_weight_rate <= 100
+ && sd->weight * 100 / sd->max_weight >=
+ battle_config.natural_heal_weight_rate)
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ case ST_MOVE_ENABLE:
+ {
+ struct walkpath_data wpd;
+ if (path_search
+ (&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->skillx, sd->skilly,
+ 1) == -1)
+ {
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ }
+ break;
+ case ST_WATER:
+ if (map_getcell (sd->bl.m, sd->bl.x, sd->bl.y) != 3
+ && (sd->sc_data[SC_DELUGE].timer == -1))
+ { //水場判定
+ clif_skill_fail (sd, skill, 0, 0);
+ return 0;
+ }
+ break;
+ }
+
+ for (i = 0; i < 10; i++)
+ {
+ int x = lv % 11 - 1;
+ index[i] = -1;
+ if (itemid[i] <= 0)
+ continue;
+ if (itemid[i] >= 715 && itemid[i] <= 717
+ && sd->special_state.no_gemstone)
+ 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 (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;
+ if (type & 2)
+ return 1;
- pc_heal(sd, -sp, -hp); // [Fate] This might suppress some dupe messages
+ pc_heal (sd, -sp, -hp); // [Fate] This might suppress some dupe messages
/* if(sp > 0) { // SP消費 */
/* sd->status.sp-=sp; */
@@ -6353,682 +7799,790 @@ int skill_check_condition(struct map_session_data *sd,int type)
/* 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);
+ if (zeny > 0) // Zeny消費
+ pc_payzeny (sd, zeny);
+ if (spiritball > 0) // 氣球消費
+ pc_delspiritball (sd, spiritball, 0);
-
- return 1;
+ return 1;
}
/*==========================================
* 詠唱時間計算
*------------------------------------------
*/
-int skill_castfix( struct block_list *bl, int time )
+int skill_castfix (struct block_list *bl, int time)
{
- struct map_session_data *sd;
- struct mob_data *md; // [Valaris]
- struct status_change *sc_data;
- int dex;
- int castrate=100;
- int skill,lv,castnodex;
-
- nullpo_retr(0, 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 < 0)
- 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;
- }
+ struct map_session_data *sd;
+ struct mob_data *md; // [Valaris]
+ struct status_change *sc_data;
+ int dex;
+ int castrate = 100;
+ int skill, lv, castnodex;
+
+ nullpo_retr (0, 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 < 0)
+ return 0;
- /* 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;
+ castnodex = skill_get_castnodex (skill, lv);
- return (time>0)?time:0;
+ 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 )
+int skill_delayfix (struct block_list *bl, int time)
{
- struct status_change *sc_data;
+ struct status_change *sc_data;
- nullpo_retr(0, bl);
+ nullpo_retr (0, 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;
+ sc_data = battle_get_sc_data (bl);
+ if (time <= 0)
+ return 0;
- return (time>0)?time: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,
- int skill_num, int skill_lv)
+int skill_use_id (struct map_session_data *sd, int target_id,
+ int 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;
- struct status_change *sc_data;
- tick=gettick();
-
- nullpo_retr(0, sd);
-
- if( (bl=map_id2bl(target_id)) == NULL ){
+ unsigned int tick;
+ int casttime = 0, delay = 0, skill, range;
+ struct map_session_data *target_sd = NULL;
+ int forcecast = 0;
+ struct block_list *bl;
+ struct status_change *sc_data;
+ tick = gettick ();
+
+ nullpo_retr (0, 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( sd->opt1>0 )
- return 0;
- if(sd->sc_data){
- 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(sd->status.option&4 && skill_num==TF_HIDING)
- return 0;
- if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
- return 0;
-
- if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル
- switch(skill_num){
- case SM_ENDURE:
- case AL_TELEPORT:
- case AL_WARP:
- case WZ_ICEWALL:
- case TF_BACKSLIDING:
- case LK_BERSERK:
- case HP_BASILICA:
- case ST_CHASEWALK:
- return 0;
- }
- }
+ return 0;
+ }
+ if (sd->bl.m != bl->m || pc_isdead (sd))
+ 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 (skillnotok (skill_num, sd)) // [MouseJstr]
+ 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;
- }
- case BD_ENCORE: /* アンコール */
- if(!sd->skillid_dance){ //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;
- }
+ 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;
- 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(skill_check_condition_char_sub,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
- 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;
- }
+ /* 沈黙や異常(ただし、グリムなどの判定をする) */
+ if (sd->opt1 > 0)
+ return 0;
+ if (sd->sc_data)
+ {
+ 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(!skill_check_condition(sd,0)) return 0;
+ 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;
+ }
+ }
- /* 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 (sd->status.option & 4 && skill_num == TF_HIDING)
+ return 0;
+ if (sd->status.option & 2 && skill_num != TF_HIDING
+ && skill_num != AS_GRIMTOOTH && skill_num != RG_BACKSTAP
+ && skill_num != RG_RAID)
+ 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 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || 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 */
- {
- struct status_change *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;
+ if (map[sd->bl.m].flag.gvg)
+ { //GvGで使用できないスキル
+ switch (skill_num)
+ {
+ case SM_ENDURE:
+ case AL_TELEPORT:
+ case AL_WARP:
+ case WZ_ICEWALL:
+ case TF_BACKSLIDING:
+ case LK_BERSERK:
+ case HP_BASILICA:
+ case ST_CHASEWALK:
+ 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;
+ }
+ case BD_ENCORE: /* アンコール */
+ if (!sd->skillid_dance)
+ { //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 (skill_check_condition_char_sub, sd->bl.m,
+ sd->bl.x - range, sd->bl.y - range,
+ sd->bl.x + range, sd->bl.y + range, BL_PC,
+ &sd->bl, &c);
+ 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;
+ }
- //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 (!skill_check_condition (sd, 0))
+ return 0;
- 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);
+ /* 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(sd->skillitem == skill_num)
-// casttime = delay = 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;
- if( casttime>0 || forcecast ){ /* 詠唱が必要 */
- struct mob_data *md;
- clif_skillcasting( &sd->bl,
- sd->bl.id, target_id, 0,0, skill_num,casttime);
+// -- 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
+ && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH
+ || 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 */
+ {
+ struct status_change *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;
- /* 詠唱反応モンスター */
- if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 &&
- md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
- md->target_id=sd->bl.id;
- md->state.targettype = ATTACKABLE;
- md->min_chase=13;
- }
- }
+ }
+
+ //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;
+ clif_skillcasting (&sd->bl,
+ sd->bl.id, target_id, 0, 0, skill_num, casttime);
+
+ /* 詠唱反応モンスター */
+ if (bl->type == BL_MOB && (md = (struct mob_data *) bl)
+ && mob_db[md->class].mode & 0x10 && md->state.state != MS_ATTACK
+ && sd->invincible_timer == -1)
+ {
+ md->target_id = sd->bl.id;
+ md->state.targettype = ATTACKABLE;
+ 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;
+ 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->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;
+ 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, int skill_num, int skill_lv)
+int skill_use_pos (struct map_session_data *sd,
+ int skill_x, int skill_y, int skill_num, int skill_lv)
{
- struct block_list bl;
- struct status_change *sc_data;
- unsigned int tick;
- int casttime=0,delay=0,skill,range;
+ struct block_list bl;
+ struct status_change *sc_data;
+ unsigned int tick;
+ int casttime = 0, delay = 0, skill, range;
- nullpo_retr(0, sd);
+ nullpo_retr (0, sd);
- if(pc_isdead(sd))
- return 0;
+ if (pc_isdead (sd))
+ return 0;
- if (skillnotok(skill_num, sd)) // [MoueJstr]
- return 0;
+ if (skillnotok (skill_num, sd)) // [MoueJstr]
+ return 0;
- sc_data=sd->sc_data;
-
- if( sd->opt1>0 )
- 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 */
- }
+ sc_data = sd->sc_data;
- if(sd->status.option&2)
- return 0;
-
- if(map[sd->bl.m].flag.gvg && (skill_num == SM_ENDURE || skill_num == AL_TELEPORT || skill_num == AL_WARP ||
- skill_num == WZ_ICEWALL || skill_num == TF_BACKSLIDING))
- 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 (sd->opt1 > 0)
+ 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 (sd->status.option & 2)
+ return 0;
- if( casttime>0 ) /* 詠唱が必要 */
- clif_skillcasting( &sd->bl,
- sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
+ if (map[sd->bl.m].flag.gvg
+ && (skill_num == SM_ENDURE || skill_num == AL_TELEPORT
+ || skill_num == AL_WARP || skill_num == WZ_ICEWALL
+ || skill_num == TF_BACKSLIDING))
+ return 0;
- 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->skillid = skill_num;
+ sd->skilllv = skill_lv;
+ sd->skillx = skill_x;
+ sd->skilly = skill_y;
+ if (!skill_check_condition (sd, 0))
+ return 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);
+ /* 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;
- 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) /* 詠唱が必要 */
+ clif_skillcasting (&sd->bl,
+ sd->bl.id, 0, skill_x, skill_y, skill_num,
+ casttime);
+
+ 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 skill_castcancel (struct block_list *bl, int type)
{
- int inf;
- int ret=0;
-
- nullpo_retr(0, bl);
-
- if(bl->type==BL_PC){
- struct map_session_data *sd=(struct map_session_data *)bl;
- unsigned long tick=gettick();
- nullpo_retr(0, sd);
- sd->canact_tick=tick;
- sd->canmove_tick = tick;
- if( sd->skilltimer!=-1){
- if(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)
- ret=delete_timer( sd->skilltimer, skill_castend_pos );
- else
- ret=delete_timer( sd->skilltimer, skill_castend_id );
- if(ret<0)
- printf("delete timer error : skillid : %d\n",sd->skillid);
- }
- else {
- if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
- ret=delete_timer( sd->skilltimer, skill_castend_pos );
- else
- ret=delete_timer( sd->skilltimer, skill_castend_id );
- if(ret<0)
- printf("delete timer error : skillid : %d\n",sd->skillid_old);
- }
- sd->skilltimer=-1;
- clif_skillcastcancel(bl);
- }
+ int inf;
+ int ret = 0;
- return 0;
- }else if(bl->type==BL_MOB){
- struct mob_data *md=(struct mob_data *)bl;
- nullpo_retr(0, md);
- if( md->skilltimer!=-1 ){
- if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
- ret=delete_timer( md->skilltimer, mobskill_castend_pos );
- else
- ret=delete_timer( md->skilltimer, mobskill_castend_id );
- md->skilltimer=-1;
- clif_skillcastcancel(bl);
- }
- if(ret<0)
- printf("delete timer error : skillid : %d\n",md->skillid);
- return 0;
- }
- return 1;
+ nullpo_retr (0, bl);
+
+ if (bl->type == BL_PC)
+ {
+ struct map_session_data *sd = (struct map_session_data *) bl;
+ unsigned long tick = gettick ();
+ nullpo_retr (0, sd);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ if (sd->skilltimer != -1)
+ {
+ if (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)
+ ret = delete_timer (sd->skilltimer, skill_castend_pos);
+ else
+ ret = delete_timer (sd->skilltimer, skill_castend_id);
+ if (ret < 0)
+ printf ("delete timer error : skillid : %d\n",
+ sd->skillid);
+ }
+ else
+ {
+ if ((inf = skill_get_inf (sd->skillid_old)) == 2 || inf == 32)
+ ret = delete_timer (sd->skilltimer, skill_castend_pos);
+ else
+ ret = delete_timer (sd->skilltimer, skill_castend_id);
+ if (ret < 0)
+ printf ("delete timer error : skillid : %d\n",
+ sd->skillid_old);
+ }
+ sd->skilltimer = -1;
+ clif_skillcastcancel (bl);
+ }
+
+ return 0;
+ }
+ else if (bl->type == BL_MOB)
+ {
+ struct mob_data *md = (struct mob_data *) bl;
+ nullpo_retr (0, md);
+ if (md->skilltimer != -1)
+ {
+ if ((inf = skill_get_inf (md->skillid)) == 2 || inf == 32)
+ ret = delete_timer (md->skilltimer, mobskill_castend_pos);
+ else
+ ret = delete_timer (md->skilltimer, mobskill_castend_id);
+ md->skilltimer = -1;
+ clif_skillcastcancel (bl);
+ }
+ if (ret < 0)
+ printf ("delete timer error : skillid : %d\n", md->skillid);
+ 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;
- }
+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;
+ }
}
@@ -7036,139 +8590,189 @@ void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
* 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;
- }
- }
+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 target)
+void skill_devotion (struct map_session_data *md, int target)
{
- // 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 || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
- skill_devotion_end(md,sd,n);
- }
- }
- }
+ // 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
+ || (sd->sc_data
+ && (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)
+
+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);
+ // 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);
+ nullpo_retv (bl);
- if(sd) skill_devotion3(&sd->bl,bl->id);
+ if (sd)
+ skill_devotion3 (&sd->bl, bl->id);
}
-int skill_devotion3(struct block_list *bl,int target)
+
+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
- clif_devotion(md,sd->bl.id);
- return 1;
- }
- return 0;
+ // 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
+ clif_devotion (md, sd->bl.id);
+ return 1;
+ }
+ return 0;
}
-void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
+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 && sd->sc_data){
- // 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);
- clif_devotion(md,sd->bl.id);
- }
+ // 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 && sd->sc_data)
+ {
+ // 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);
+ clif_devotion (md, sd->bl.id);
+ }
}
+
/*==========================================
* オートスペル
*------------------------------------------
*/
-int skill_autospell(struct map_session_data *sd,int skillid)
+int skill_autospell (struct map_session_data *sd, int skillid)
{
- int skilllv;
- int maxlv=1,lv;
-
- nullpo_retr(0, sd);
-
- skilllv = pc_checkskill(sd,SA_AUTOSPELL);
-
- if(skillid==MG_NAPALMBEAT) maxlv=3;
- else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
- if(skilllv==2) maxlv=1;
- else if(skilllv==3) maxlv=2;
- else if(skilllv>=4) maxlv=3;
- }
- else if(skillid==MG_SOULSTRIKE){
- if(skilllv==5) maxlv=1;
- else if(skilllv==6) maxlv=2;
- else if(skilllv>=7) maxlv=3;
- }
- else if(skillid==MG_FIREBALL){
- if(skilllv==8) maxlv=1;
- else if(skilllv>=9) maxlv=2;
- }
- else if(skillid==MG_FROSTDIVER) maxlv=1;
- else return 0;
+ int skilllv;
+ int maxlv = 1, lv;
+
+ nullpo_retr (0, sd);
+
+ skilllv = pc_checkskill (sd, SA_AUTOSPELL);
+
+ if (skillid == MG_NAPALMBEAT)
+ maxlv = 3;
+ else if (skillid == MG_COLDBOLT || skillid == MG_FIREBOLT
+ || skillid == MG_LIGHTNINGBOLT)
+ {
+ if (skilllv == 2)
+ maxlv = 1;
+ else if (skilllv == 3)
+ maxlv = 2;
+ else if (skilllv >= 4)
+ maxlv = 3;
+ }
+ else if (skillid == MG_SOULSTRIKE)
+ {
+ if (skilllv == 5)
+ maxlv = 1;
+ else if (skilllv == 6)
+ maxlv = 2;
+ else if (skilllv >= 7)
+ maxlv = 3;
+ }
+ else if (skillid == MG_FIREBALL)
+ {
+ if (skilllv == 8)
+ maxlv = 1;
+ else if (skilllv >= 9)
+ maxlv = 2;
+ }
+ else if (skillid == MG_FROSTDIVER)
+ maxlv = 1;
+ else
+ return 0;
- if(maxlv > (lv=pc_checkskill(sd,skillid)))
- maxlv = lv;
+ if (maxlv > (lv = pc_checkskill (sd, skillid)))
+ maxlv = lv;
- skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv
- skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い・・・?
- return 0;
+ skill_status_change_start (&sd->bl, SC_AUTOSPELL, skilllv, skillid, maxlv, 0, // val1:スキルID val2:使用最大Lv
+ skill_get_time (SA_AUTOSPELL, skilllv), 0); // にしてみたけどbscriptが書き易い・・・?
+ return 0;
}
/*==========================================
@@ -7176,291 +8780,322 @@ int skill_autospell(struct map_session_data *sd,int skillid)
*------------------------------------------
*/
-static int skill_gangster_count(struct block_list *bl,va_list ap)
+static int skill_gangster_count (struct block_list *bl, va_list ap)
{
- int *c;
- struct map_session_data *sd;
+ int *c;
+ struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
- sd=(struct map_session_data*)bl;
- c=va_arg(ap,int *);
+ sd = (struct map_session_data *) bl;
+ c = va_arg (ap, int *);
- if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
- (*c)++;
- return 0;
+ if (sd && c && pc_issit (sd) && pc_checkskill (sd, RG_GANGSTER) > 0)
+ (*c)++;
+ return 0;
}
-static int skill_gangster_in(struct block_list *bl,va_list ap)
+static int skill_gangster_in (struct block_list *bl, va_list ap)
{
- struct map_session_data *sd;
+ struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
- sd=(struct map_session_data*)bl;
- if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
- sd->state.gangsterparadise=1;
- return 0;
+ sd = (struct map_session_data *) bl;
+ if (sd && pc_issit (sd) && pc_checkskill (sd, RG_GANGSTER) > 0)
+ sd->state.gangsterparadise = 1;
+ return 0;
}
-static int skill_gangster_out(struct block_list *bl,va_list ap)
+static int skill_gangster_out (struct block_list *bl, va_list ap)
{
- struct map_session_data *sd;
+ struct map_session_data *sd;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
- sd=(struct map_session_data*)bl;
- if(sd && sd->state.gangsterparadise)
- sd->state.gangsterparadise=0;
- return 0;
+ sd = (struct map_session_data *) bl;
+ if (sd && sd->state.gangsterparadise)
+ sd->state.gangsterparadise = 0;
+ return 0;
}
-int skill_gangsterparadise(struct map_session_data *sd ,int type)
+int skill_gangsterparadise (struct map_session_data *sd, int type)
{
- int range=1;
- int c=0;
-
- nullpo_retr(0, sd);
-
- if(pc_checkskill(sd,RG_GANGSTER) <= 0)
- return 0;
-
- if(type==1) {/* 座った時の処理 */
- map_foreachinarea(skill_gangster_count,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
- 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(skill_gangster_count,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
- 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;
+ int range = 1;
+ int c = 0;
+
+ nullpo_retr (0, sd);
+
+ if (pc_checkskill (sd, RG_GANGSTER) <= 0)
+ return 0;
+
+ if (type == 1)
+ { /* 座った時の処理 */
+ map_foreachinarea (skill_gangster_count, sd->bl.m,
+ sd->bl.x - range, sd->bl.y - range,
+ sd->bl.x + range, sd->bl.y + range, BL_PC, &c);
+ 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 (skill_gangster_count, sd->bl.m,
+ sd->bl.x - range, sd->bl.y - range,
+ sd->bl.x + range, sd->bl.y + range, BL_PC, &c);
+ 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)
*------------------------------------------
*/
-int skill_frostjoke_scream(struct block_list *bl,va_list ap)
+int skill_frostjoke_scream (struct block_list *bl, va_list ap)
{
- struct block_list *src;
- int skillnum,skilllv;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
-
- skillnum=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
-
- if(src == bl)//自分には効かない
- return 0;
-
- 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);
- }
+ struct block_list *src;
+ int skillnum, skilllv;
+ unsigned int tick;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
+
+ skillnum = va_arg (ap, int);
+ skilllv = va_arg (ap, int);
+ tick = va_arg (ap, unsigned int);
+
+ if (src == bl) //自分には効かない
+ return 0;
- return 0;
+ 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);
+ }
+
+ return 0;
}
/*==========================================
*
*------------------------------------------
*/
-int skill_attack_area(struct block_list *bl,va_list ap)
+int skill_attack_area (struct block_list *bl, va_list ap)
{
- struct block_list *src,*dsrc;
- int atk_type,skillid,skilllv,flag,type;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
-
- atk_type = va_arg(ap,int);
- if((src=va_arg(ap,struct block_list*)) == NULL)
- return 0;
- if((dsrc=va_arg(ap,struct block_list*)) == NULL)
- return 0;
- skillid=va_arg(ap,int);
- skilllv=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
- flag=va_arg(ap,int);
- type=va_arg(ap,int);
-
- if(battle_check_target(dsrc,bl,type) > 0)
- skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
-
- return 0;
+ struct block_list *src, *dsrc;
+ int atk_type, skillid, skilllv, flag, type;
+ unsigned int tick;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+
+ atk_type = va_arg (ap, int);
+ if ((src = va_arg (ap, struct block_list *)) == NULL)
+ return 0;
+ if ((dsrc = va_arg (ap, struct block_list *)) == NULL)
+ return 0;
+ skillid = va_arg (ap, int);
+ skilllv = va_arg (ap, int);
+ tick = va_arg (ap, unsigned int);
+ flag = va_arg (ap, int);
+ type = va_arg (ap, int);
+
+ if (battle_check_target (dsrc, bl, type) > 0)
+ skill_attack (atk_type, src, dsrc, bl, skillid, skilllv, tick, flag);
+
+ return 0;
}
+
/*==========================================
*
*------------------------------------------
*/
-int skill_clear_element_field(struct block_list *bl)
+int skill_clear_element_field (struct block_list *bl)
{
- struct mob_data *md=NULL;
- struct map_session_data *sd=NULL;
- int i,skillid;
-
- nullpo_retr(0, 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=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=md->skillunit[i].skill_id;
- if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
- skill_delunitgroup(&md->skillunit[i]);
- }
- }
- return 0;
+ struct mob_data *md = NULL;
+ struct map_session_data *sd = NULL;
+ int i, skillid;
+
+ nullpo_retr (0, 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 = 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 = md->skillunit[i].skill_id;
+ if (skillid == SA_DELUGE || skillid == SA_VOLCANO
+ || skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR)
+ skill_delunitgroup (&md->skillunit[i]);
+ }
+ }
+ return 0;
}
+
/*==========================================
* ランドプロテクターチェック(foreachinarea)
*------------------------------------------
*/
-int skill_landprotector(struct block_list *bl, va_list ap )
+int skill_landprotector (struct block_list *bl, va_list ap)
{
- int skillid;
- int *alive;
- struct skill_unit *unit;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
-
- skillid=va_arg(ap,int);
- alive=va_arg(ap,int *);
- if((unit=(struct skill_unit *)bl) == NULL)
- return 0;
-
- if(skillid==SA_LANDPROTECTOR){
- skill_delunit(unit);
- }else{
- if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
- (*alive)=0;
- }
- return 0;
+ int skillid;
+ int *alive;
+ struct skill_unit *unit;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+
+ skillid = va_arg (ap, int);
+ alive = va_arg (ap, int *);
+ if ((unit = (struct skill_unit *) bl) == NULL)
+ return 0;
+
+ if (skillid == SA_LANDPROTECTOR)
+ {
+ skill_delunit (unit);
+ }
+ else
+ {
+ if (alive && unit->group->skill_id == SA_LANDPROTECTOR)
+ (*alive) = 0;
+ }
+ return 0;
}
+
/*==========================================
* イドゥンの林檎の回復処理(foreachinarea)
*------------------------------------------
*/
-int skill_idun_heal(struct block_list *bl, va_list ap )
+int skill_idun_heal (struct block_list *bl, va_list ap)
{
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- int heal;
+ struct skill_unit *unit;
+ struct skill_unit_group *sg;
+ int heal;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
- nullpo_retr(0, sg = unit->group);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, unit = va_arg (ap, struct skill_unit *));
+ nullpo_retr (0, sg = unit->group);
- heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;
+ 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 0;
+ if (bl->type == BL_SKILL || bl->id == sg->src_id)
+ return 0;
- if(bl->type == BL_PC || bl->type == BL_MOB){
- clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
- battle_heal(NULL,bl,heal,0,0);
- }
- return 0;
+ if (bl->type == BL_PC || bl->type == BL_MOB)
+ {
+ clif_skill_nodamage (&unit->bl, bl, AL_HEAL, heal, 1);
+ battle_heal (NULL, bl, heal, 0, 0);
+ }
+ return 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)
*------------------------------------------
*/
-int skill_count_target(struct block_list *bl, va_list ap ){
- struct block_list *src;
- int *c;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
-
- if((src = va_arg(ap,struct block_list *)) == NULL)
- return 0;
- if((c = va_arg(ap,int *)) == NULL)
- return 0;
- if(battle_check_target(src,bl,BCT_ENEMY) > 0)
- (*c)++;
- return 0;
+int skill_count_target (struct block_list *bl, va_list ap)
+{
+ struct block_list *src;
+ int *c;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+
+ if ((src = va_arg (ap, struct block_list *)) == NULL)
+ return 0;
+ if ((c = va_arg (ap, int *)) == NULL)
+ return 0;
+ if (battle_check_target (src, bl, BCT_ENEMY) > 0)
+ (*c)++;
+ return 0;
}
+
/*==========================================
* トラップ範囲処理(foreachinarea)
*------------------------------------------
*/
-int skill_trap_splash(struct block_list *bl, va_list ap )
+int skill_trap_splash (struct block_list *bl, va_list ap)
{
- struct block_list *src;
- int tick;
- int splash_count;
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- struct block_list *ss;
- int i;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src = va_arg(ap,struct block_list *));
- nullpo_retr(0, unit = (struct skill_unit *)src);
- nullpo_retr(0, sg = unit->group);
- nullpo_retr(0, ss = map_id2bl(sg->src_id));
-
- tick = va_arg(ap,int);
- splash_count = va_arg(ap,int);
-
- if(battle_check_target(src,bl,BCT_ENEMY) > 0){
- switch(sg->unit_id){
- case 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)?0x0500:0);
- }
- 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)?0x0500:0);
- break;
- default:
- break;
- }
- }
+ struct block_list *src;
+ int tick;
+ int splash_count;
+ struct skill_unit *unit;
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ int i;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
+ nullpo_retr (0, unit = (struct skill_unit *) src);
+ nullpo_retr (0, sg = unit->group);
+ nullpo_retr (0, ss = map_id2bl (sg->src_id));
+
+ tick = va_arg (ap, int);
+ splash_count = va_arg (ap, int);
+
+ if (battle_check_target (src, bl, BCT_ENEMY) > 0)
+ {
+ switch (sg->unit_id)
+ {
+ case 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) ? 0x0500 : 0);
+ }
+ 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) ? 0x0500 : 0);
+ break;
+ default:
+ break;
+ }
+ }
- return 0;
+ return 0;
}
+
/*----------------------------------------------------------------------------
* ステータス異常
*----------------------------------------------------------------------------
@@ -7470,1361 +9105,1544 @@ int skill_trap_splash(struct block_list *bl, va_list ap )
* ステータス異常タイマー範囲処理
*------------------------------------------
*/
-int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
+int skill_status_change_timer_sub (struct block_list *bl, va_list ap)
{
- struct block_list *src;
- int type;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- type=va_arg(ap,int);
- tick=va_arg(ap,unsigned int);
-
- if(bl->type!=BL_PC && bl->type!=BL_MOB)
- return 0;
-
- switch( type ){
- case SC_SIGHT: /* サイト */
- case SC_CONCENTRATE:
- if( (*battle_get_option(bl))&6 ){
- skill_status_change_end( bl, SC_HIDING, -1);
- skill_status_change_end( bl, SC_CLOAKING, -1);
- }
- break;
- case SC_RUWACH: /* ルアフ */
- if( (*battle_get_option(bl))&6 ){
- 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) {
- struct status_change *sc_data = battle_get_sc_data(bl);
- skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
- }
- }
- break;
- }
- return 0;
+ struct block_list *src;
+ int type;
+ unsigned int tick;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
+ type = va_arg (ap, int);
+ tick = va_arg (ap, unsigned int);
+
+ if (bl->type != BL_PC && bl->type != BL_MOB)
+ return 0;
+
+ switch (type)
+ {
+ case SC_SIGHT: /* サイト */
+ case SC_CONCENTRATE:
+ if ((*battle_get_option (bl)) & 6)
+ {
+ skill_status_change_end (bl, SC_HIDING, -1);
+ skill_status_change_end (bl, SC_CLOAKING, -1);
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ if ((*battle_get_option (bl)) & 6)
+ {
+ 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)
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ skill_attack (BF_MAGIC, src, src, bl, AL_RUWACH,
+ sc_data[type].val1, tick, 0);
+ }
+ }
+ break;
+ }
+ return 0;
}
/*==========================================
* ステータス異常終了
*------------------------------------------
*/
-int skill_status_change_active(struct block_list* bl, int type)
+int skill_status_change_active (struct block_list *bl, int type)
{
- struct status_change* sc_data;
+ struct status_change *sc_data;
- nullpo_retr(0, 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;
- }
+ nullpo_retr (0, 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;
+ }
- nullpo_retr(0, sc_data = battle_get_sc_data(bl));
+ nullpo_retr (0, sc_data = battle_get_sc_data (bl));
- return sc_data[type].timer != -1;
+ return sc_data[type].timer != -1;
}
-int skill_status_change_end(struct block_list* bl, int type, int tid)
+int skill_status_change_end (struct block_list *bl, int type, int tid)
{
- struct status_change* sc_data;
- int opt_flag=0, calc_flag = 0;
- short *sc_count, *option, *opt1, *opt2, *opt3;
-
- nullpo_retr(0, 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;
- }
- nullpo_retr(0, sc_data = battle_get_sc_data(bl));
- nullpo_retr(0, sc_count = battle_get_sc_count(bl));
- nullpo_retr(0, option = battle_get_option(bl));
- nullpo_retr(0, opt1 = battle_get_opt1(bl));
- nullpo_retr(0, opt2 = battle_get_opt2(bl));
- nullpo_retr(0, 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:
- {
- struct status_change *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);
-
- if(sc_data[type].val2==2)
- clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
- }
- break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- struct status_change *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
- {
- struct map_session_data *sd=NULL;
- if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
- sd->status.manner = 0;
- clif_updatestatus(sd,SP_MANNER);
- }
- }
- 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,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
- }
- }
- 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,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
- }
- 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 = 0;
- opt_flag = 1;
- break;
-
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 &= ~(1<<(type-SC_POISON));
- opt_flag = 1;
- break;
-
- case SC_SLOWPOISON:
- if (sc_data[SC_POISON].timer != -1)
- *opt2 |= 0x1;
- *opt2 &= ~0x200;
- opt_flag = 1;
- break;
-
- case SC_SIGNUMCRUCIS:
- *opt2 &= ~0x40;
- opt_flag = 1;
- break;
-
- case SC_SPEEDPOTION0:
- *opt2 &= ~0x20;
- opt_flag = 1;
- break;
-
- case SC_ATKPOT:
- *opt2 &= ~0x80;
- opt_flag = 1;
- break;
-
- case SC_HIDING:
- case SC_CLOAKING:
- *option &= ~((type == SC_HIDING) ? 2 : 4);
- opt_flag = 1 ;
- break;
-
- case SC_CHASEWALK:
- *option &= ~16388;
- opt_flag = 1 ;
- break;
+ struct status_change *sc_data;
+ int opt_flag = 0, calc_flag = 0;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+
+ nullpo_retr (0, 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;
+ }
+ nullpo_retr (0, sc_data = battle_get_sc_data (bl));
+ nullpo_retr (0, sc_count = battle_get_sc_count (bl));
+ nullpo_retr (0, option = battle_get_option (bl));
+ nullpo_retr (0, opt1 = battle_get_opt1 (bl));
+ nullpo_retr (0, opt2 = battle_get_opt2 (bl));
+ nullpo_retr (0, 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:
+ {
+ struct status_change *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);
+
+ if (sc_data[type].val2 == 2)
+ clif_bladestop ((struct block_list *) sc_data[type].val3,
+ (struct block_list *) sc_data[type].val4,
+ 0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ struct map_session_data *dsd;
+ struct status_change *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
+ {
+ struct map_session_data *sd = NULL;
+ if (bl->type == BL_PC
+ && (sd = (struct map_session_data *) bl))
+ {
+ sd->status.manner = 0;
+ clif_updatestatus (sd, SP_MANNER);
+ }
+ }
+ 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, sc_data[type].val2,
+ sc_data[type].val1, gettick (),
+ 0);
+ }
+ }
+ 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, sc_data[type].val2,
+ sc_data[type].val1, gettick (),
+ 0);
+ }
+ 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;
+ }
- case SC_SIGHT:
- *option &= ~1;
- 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 &= ~4096;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- *option &= ~8192;
- 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 &= ~1;
- break;
- case SC_OVERTHRUST: /* オーバースラスト */
- *opt3 &= ~2;
- break;
- case SC_ENERGYCOAT: /* エナジーコート */
- *opt3 &= ~4;
- break;
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- *opt3 &= ~8;
- break;
- case SC_STEELBODY: // 金剛
- *opt3 &= ~16;
- break;
- case SC_BLADESTOP: /* 白刃取り */
- *opt3 &= ~32;
- break;
- case SC_BERSERK: /* バーサーク */
- *opt3 &= ~128;
- break;
- case SC_MARIONETTE: /* マリオネットコントロール */
- *opt3 &= ~1024;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 &= ~2048;
- 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 = 0;
+ opt_flag = 1;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 &= ~(1 << (type - SC_POISON));
+ opt_flag = 1;
+ break;
+
+ case SC_SLOWPOISON:
+ if (sc_data[SC_POISON].timer != -1)
+ *opt2 |= 0x1;
+ *opt2 &= ~0x200;
+ opt_flag = 1;
+ break;
+
+ case SC_SIGNUMCRUCIS:
+ *opt2 &= ~0x40;
+ opt_flag = 1;
+ break;
+
+ case SC_SPEEDPOTION0:
+ *opt2 &= ~0x20;
+ opt_flag = 1;
+ break;
+
+ case SC_ATKPOT:
+ *opt2 &= ~0x80;
+ opt_flag = 1;
+ break;
+
+ case SC_HIDING:
+ case SC_CLOAKING:
+ *option &= ~((type == SC_HIDING) ? 2 : 4);
+ opt_flag = 1;
+ break;
+
+ case SC_CHASEWALK:
+ *option &= ~16388;
+ opt_flag = 1;
+ break;
+
+ case SC_SIGHT:
+ *option &= ~1;
+ 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 &= ~4096;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option &= ~8192;
+ 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 &= ~1;
+ break;
+ case SC_OVERTHRUST: /* オーバースラスト */
+ *opt3 &= ~2;
+ break;
+ case SC_ENERGYCOAT: /* エナジーコート */
+ *opt3 &= ~4;
+ break;
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ *opt3 &= ~8;
+ break;
+ case SC_STEELBODY: // 金剛
+ *opt3 &= ~16;
+ break;
+ case SC_BLADESTOP: /* 白刃取り */
+ *opt3 &= ~32;
+ break;
+ case SC_BERSERK: /* バーサーク */
+ *opt3 &= ~128;
+ break;
+ case SC_MARIONETTE: /* マリオネットコントロール */
+ *opt3 &= ~1024;
+ break;
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ *opt3 &= ~2048;
+ break;
+ }
- if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC) { // by [Yor]
- *opt2 |= STATE_BLIND;
- opt_flag = 1;
- }
+ if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0
+ && bl->type == BL_PC)
+ { // by [Yor]
+ *opt2 |= STATE_BLIND;
+ opt_flag = 1;
+ }
- if(opt_flag) /* optionの変更を伝える */
- clif_changeoption(bl);
+ 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 */
- }
+ 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;
+ return 0;
}
-
-int
-skill_update_heal_animation(struct map_session_data *sd)
+int skill_update_heal_animation (struct map_session_data *sd)
{
- const int mask = 0x100;
- int was_active;
- int is_active;
+ const int mask = 0x100;
+ int was_active;
+ int is_active;
- nullpo_retr (0, sd);
- was_active = sd->opt2 & mask;
- is_active = sd->quick_regeneration_hp.amount > 0;
+ nullpo_retr (0, sd);
+ was_active = sd->opt2 & mask;
+ is_active = sd->quick_regeneration_hp.amount > 0;
- if ((was_active && is_active)
- || (!was_active && !is_active))
- return 0; // no update
+ if ((was_active && is_active) || (!was_active && !is_active))
+ return 0; // no update
- if (is_active)
- sd->opt2 |= mask;
- else
- sd->opt2 &= ~mask;
+ if (is_active)
+ sd->opt2 |= mask;
+ else
+ sd->opt2 &= ~mask;
- return clif_changeoption(&sd->bl);
+ return clif_changeoption (&sd->bl);
}
/*==========================================
* ステータス異常終了タイマー
*------------------------------------------
*/
-int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
+int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
{
- int type=data;
- struct block_list *bl;
- struct map_session_data *sd=NULL;
- struct status_change *sc_data;
- //short *sc_count; //使ってない?
+ int type = data;
+ struct block_list *bl;
+ struct map_session_data *sd = NULL;
+ struct status_change *sc_data;
+ //short *sc_count; //使ってない?
+
+ if ((bl = map_id2bl (id)) == NULL)
+ return 0; //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
+ nullpo_retr (0, sc_data = battle_get_sc_data (bl));
+
+ 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 0;
+ }
+ }
+ break;
- if( (bl=map_id2bl(id)) == NULL )
- return 0; //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
- nullpo_retr(0, sc_data=battle_get_sc_data(bl));
+ 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 0;
+ }
+ }
+ break;
- if(bl->type==BL_PC)
- sd=(struct map_session_data *)bl;
+ case SC_SIGHT: /* サイト */
+ {
+ const int range = 7;
+ map_foreachinarea (skill_status_change_timer_sub,
+ bl->m, bl->x - range, bl->y - range,
+ bl->x + range, bl->y + range, 0, bl, type,
+ tick);
+
+ 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 0;
+ }
+ }
+ break;
+ case SC_RUWACH: /* ルアフ */
+ {
+ const int range = 5;
+ map_foreachinarea (skill_status_change_timer_sub,
+ bl->m, bl->x - range, bl->y - range,
+ bl->x + range, bl->y + range, 0, bl, type,
+ tick);
+
+ 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 0;
+ }
+ }
+ break;
- //sc_count=battle_get_sc_count(bl); //使ってない?
+ 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 0;
+ }
+ }
+ break;
- if(sc_data[type].timer != tid) {
- if(battle_config.error_log)
- printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer);
- }
+ 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 0;
+ }
+ break;
- 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 0;
- }
- }
- 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 0;
- }
- }
- break;
-
- case SC_SIGHT: /* サイト */
- {
- const int range=7;
- map_foreachinarea( skill_status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
- bl,type,tick);
-
- 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 0;
- }
- }
- break;
- case SC_RUWACH: /* ルアフ */
- {
- const int range=5;
- map_foreachinarea( skill_status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
- bl,type,tick);
-
- 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 0;
- }
- }
- 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 0;
- }
- }
- 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, 0);
+ if ((--sc_data[type].val3) > 0)
+ {
+ sc_data[type].timer =
+ add_timer (150 + tick, skill_status_change_timer, bl->id,
+ data);
+ return 0;
+ }
+ }
+ 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 0;
- }
- 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 0;
+ }
+ 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,0);
- if((--sc_data[type].val3)>0) {
- sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
- return 0;
- }
- }
- 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,
+ 0);
+ 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 0;
+ }
+ 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 0;
- }
- 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 0;
+ }
+ 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;
+ case SC_STONE:
+ if (sc_data[type].val2 != 0)
+ {
+ short *opt1 = battle_get_opt1 (bl);
+ sc_data[type].val2 = 0;
+ sc_data[type].val4 = 0;
+ battle_stopwalking (bl, 1);
+ if (opt1)
+ {
+ *opt1 = 1;
+ clif_changeoption (bl);
+ }
+ sc_data[type].timer =
+ add_timer (1000 + tick, skill_status_change_timer, bl->id,
+ data);
+ return 0;
+ }
+ 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 0;
+ }
+ 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;
- 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,0);
- 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 0;
- }
- 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 0;
+ }
+ if (sd->status.max_hp <= sd->status.hp)
+ skill_status_change_end (&sd->bl, SC_TENSIONRELAX, -1);
+ }
+ 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 0;
- }
- break;
-
- case SC_STONE:
- if(sc_data[type].val2 != 0) {
- short *opt1 = battle_get_opt1(bl);
- sc_data[type].val2 = 0;
- sc_data[type].val4 = 0;
- battle_stopwalking(bl,1);
- if(opt1) {
- *opt1 = 1;
- clif_changeoption(bl);
- }
- sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
- return 0;
- }
- 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 0;
- }
- 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 0;
- }
- 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 0;
-
- 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(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 0;
- }
- }
- }
- 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 0;
- }
- }
- 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 0;
- }
- }
- 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
- clif_updatestatus(sd,SP_MANNER);
- 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 0;
- }
- }
- 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 0;
- }
- 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 0;
+
+ 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 (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 0;
+ }
+ }
+ }
+ 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 0;
+ }
+ }
+ 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 0;
+ }
+ }
+ 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
+ clif_updatestatus (sd, SP_MANNER);
+ 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 0;
+ }
+ }
+ 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 0;
+ }
+ break;
case SC_FLYING_BACKPACK:
- clif_updatestatus(sd, SP_WEIGHT);
+ clif_updatestatus (sd, SP_WEIGHT);
break;
- }
+ }
- return skill_status_change_end( bl,type,tid );
+ return 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,int type)
+int skill_encchant_eremental_end (struct block_list *bl, int type)
{
- struct status_change *sc_data;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, sc_data=battle_get_sc_data(bl));
-
- 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;
+ struct status_change *sc_data;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, sc_data = battle_get_sc_data (bl));
+
+ 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, int type, int val1, int val2, int val3, int val4, int tick, int flag)
+int skill_status_change_start (struct block_list *bl, int 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);
+ return skill_status_effect (bl, type, val1, val2, val3, val4, tick, flag,
+ 0);
}
-
-int skill_status_effect(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag, int spell_invocation)
+int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
+ int val3, int val4, int tick, int flag,
+ int spell_invocation)
{
- struct map_session_data *sd = NULL;
- struct status_change* sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int opt_flag = 0, calc_flag = 0,updateflag = 0, race, mode, elem, undead_flag;
- int scdef=0;
-
- nullpo_retr(0, bl);
- if(bl->type == BL_SKILL)
- return 0;
- nullpo_retr(0, sc_data=battle_get_sc_data(bl));
- nullpo_retr(0, sc_count=battle_get_sc_count(bl));
- nullpo_retr(0, option=battle_get_option(bl));
- nullpo_retr(0, opt1=battle_get_opt1(bl));
- nullpo_retr(0, opt2=battle_get_opt2(bl));
- nullpo_retr(0, 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;
+ struct map_session_data *sd = NULL;
+ struct status_change *sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int opt_flag = 0, calc_flag = 0, updateflag =
+ 0, race, mode, elem, undead_flag;
+ int scdef = 0;
+
+ nullpo_retr (0, bl);
+ if (bl->type == BL_SKILL)
+ return 0;
+ nullpo_retr (0, sc_data = battle_get_sc_data (bl));
+ nullpo_retr (0, sc_count = battle_get_sc_count (bl));
+ nullpo_retr (0, option = battle_get_option (bl));
+ nullpo_retr (0, opt1 = battle_get_opt1 (bl));
+ nullpo_retr (0, opt2 = battle_get_opt2 (bl));
+ nullpo_retr (0, 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;
-// 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){ /* カードによる耐性 */
- if( sd && sd->reseff[type-SC_STONE] > 0 && MRAND(10000)<sd->reseff[type-SC_STONE]){
- 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;
- }
+ 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;
- if(type==SC_FREEZE && undead_flag && !(flag&1))
- return 0;
+// 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)
+ { /* カードによる耐性 */
+ if (sd && sd->reseff[type - SC_STONE] > 0
+ && MRAND (10000) < sd->reseff[type - SC_STONE])
+ {
+ 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_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
- sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
- return 0;
+ if (type == SC_FREEZE && undead_flag && !(flag & 1))
+ 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;
- }
- }
+ if ((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION
+ || type == SC_OVERTHRUST) && sc_data[type].timer != -1
+ && sc_data[type].val2 && !val2)
+ return 0;
- 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 |= 1;
- 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 |= 2;
- 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 |= 4;
- 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 */
+ 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 |= 1;
+ 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 |= 2;
+ 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 |= 4;
+ 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) */
- 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;
+ 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) */
+ 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_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_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 |= 1;
- break;
- case SC_COMBO:
- break;
- case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
- break;
- case SC_BLADESTOP: /* 白刃取り */
- if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
- *opt3 |= 32;
- break;
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ calc_flag = 1;
+ val2 = 20 + val1;
+ *opt3 |= 1;
+ break;
+ case SC_COMBO:
+ break;
+ case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
+ break;
+ case SC_BLADESTOP: /* 白刃取り */
+ if (val2 == 2)
+ clif_bladestop ((struct block_list *) val3,
+ (struct block_list *) val4, 1);
+ *opt3 |= 32;
+ 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_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 |= 8;
- break;
- case SC_STEELBODY: // 金剛
- calc_flag = 1;
- *opt3 |= 16;
- break;
- case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- break;
- case SC_AUTOCOUNTER:
- val3 = val4 = 0;
- break;
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ calc_flag = 1;
+ val2 = 75 + 25 * val1;
+ *opt3 |= 8;
+ break;
+ case SC_STEELBODY: // 金剛
+ calc_flag = 1;
+ *opt3 |= 16;
+ 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 |= 0x20;
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- calc_flag = 1;
- tick = 1000 * tick;
-// val2 = 5*(2+type-SC_SPEEDPOTION0);
- break;
+ case SC_SPEEDPOTION0: /* 増速ポーション */
+ *opt2 |= 0x20;
+ 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 |= 0x80;
- 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
- clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
- val3 = tick / 1000;
- tick = 1000;
- break;
+ /* atk & matk potions [Valaris] */
+ case SC_ATKPOT:
+ *opt2 |= 0x80;
+ 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;
- /* 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;
+ if (!battle_config.muting_players)
+ 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;
+ tick = 60000;
+ if (!val2)
+ val2 = time (&timer);
+ updateflag = SP_MANNER;
+ }
+ break;
+ case SC_SELFDESTRUCTION: //自爆
+ clif_skillcasting (bl, bl->id, bl->id, 0, 0, 331,
+ skill_get_time (val2, val1));
+ val3 = tick / 1000;
+ tick = 1000;
+ 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;
+ /* 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;
- /* 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;
+ /* 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;
- /* アンクル */
- case SC_ANKLE:
- 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;
- /* 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;
+ /* 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;
- /* 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;
+ /* アンクル */
+ case SC_ANKLE:
+ break;
- case SC_AUTOGUARD:
- {
- int i,t;
- for(i=val2=0;i<val1;i++) {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
- }
- 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;
- case SC_DEFENDER:
- calc_flag = 1;
- val2 = 5 + val1*15;
- 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_KEEPING:
- case SC_BARRIER:
- case SC_HALLUCINATION:
- break;
- case SC_CONCENTRATION: /* コンセントレーション */
- *opt3 |= 1;
- 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;
+ case SC_AUTOGUARD:
+ {
+ int i, t;
+ for (i = val2 = 0; i < val1; i++)
+ {
+ t = 5 - (i >> 1);
+ val2 += (t < 0) ? 1 : t;
+ }
+ }
+ break;
-// -- moonsoul (for new upper class related skill status effects)
+ 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 |= 1;
+ 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;
@@ -8849,185 +10667,196 @@ int skill_status_effect(struct block_list *bl, int type, int val1, int val2, int
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 |= 128;
- tick = 1000;
- calc_flag = 1;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 |= 2048;
- break;
- case SC_MARIONETTE: /* マリオネットコントロール */
- *opt3 |= 1024;
- 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;
- 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 */
- int i;
- for(i = SC_STONE; i <= SC_SLEEP; i++){
- if(sc_data[i].timer != -1){
- (*sc_count)--;
- delete_timer(sc_data[i].timer, skill_status_change_timer);
- sc_data[i].timer = -1;
- }
- }
- }
- if(type == SC_STONE)
- *opt1 = 6;
- else
- *opt1 = type - SC_STONE + 1;
- opt_flag = 1;
- break;
- case SC_POISON:
- if (sc_data[SC_SLOWPOISON].timer == -1) {
- *opt2 |= 0x1;
- opt_flag = 1;
- }
- break;
-
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 |= 1<<(type-SC_POISON);
- opt_flag = 1;
- break;
- case SC_SLOWPOISON:
- *opt2 &= ~0x1;
- *opt2 |= 0x200;
- opt_flag = 1;
- break;
- case SC_SIGNUMCRUCIS:
- *opt2 |= 0x40;
- opt_flag = 1;
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- battle_stopattack(bl); /* 攻撃停止 */
- *option |= ((type==SC_HIDING)?2:4);
- opt_flag =1 ;
- break;
- case SC_CHASEWALK:
- battle_stopattack(bl); /* 攻撃停止 */
- *option |= 16388;
- opt_flag =1 ;
- break;
- case SC_SIGHT:
- *option |= 1;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- *option |= 8192;
- opt_flag = 1;
- break;
- case SC_WEDDING:
- *option |= 4096;
- opt_flag = 1;
- }
+ 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 |= 128;
+ tick = 1000;
+ calc_flag = 1;
+ break;
+ case SC_ASSUMPTIO: /* アスムプティオ */
+ *opt3 |= 2048;
+ break;
+ case SC_MARIONETTE: /* マリオネットコントロール */
+ *opt3 |= 1024;
+ 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;
+ 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 */
+ int i;
+ for (i = SC_STONE; i <= SC_SLEEP; i++)
+ {
+ if (sc_data[i].timer != -1)
+ {
+ (*sc_count)--;
+ delete_timer (sc_data[i].timer,
+ skill_status_change_timer);
+ sc_data[i].timer = -1;
+ }
+ }
+ }
+ if (type == SC_STONE)
+ *opt1 = 6;
+ else
+ *opt1 = type - SC_STONE + 1;
+ opt_flag = 1;
+ break;
+ case SC_POISON:
+ if (sc_data[SC_SLOWPOISON].timer == -1)
+ {
+ *opt2 |= 0x1;
+ opt_flag = 1;
+ }
+ break;
- if(opt_flag) /* optionの変更 */
- clif_changeoption(bl);
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ *opt2 |= 1 << (type - SC_POISON);
+ opt_flag = 1;
+ break;
+ case SC_SLOWPOISON:
+ *opt2 &= ~0x1;
+ *opt2 |= 0x200;
+ opt_flag = 1;
+ break;
+ case SC_SIGNUMCRUCIS:
+ *opt2 |= 0x40;
+ opt_flag = 1;
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ battle_stopattack (bl); /* 攻撃停止 */
+ *option |= ((type == SC_HIDING) ? 2 : 4);
+ opt_flag = 1;
+ break;
+ case SC_CHASEWALK:
+ battle_stopattack (bl); /* 攻撃停止 */
+ *option |= 16388;
+ opt_flag = 1;
+ break;
+ case SC_SIGHT:
+ *option |= 1;
+ opt_flag = 1;
+ break;
+ case SC_RUWACH:
+ *option |= 8192;
+ opt_flag = 1;
+ break;
+ case SC_WEDDING:
+ *option |= 4096;
+ opt_flag = 1;
+ }
- (*sc_count)++; /* ステータス異常の数 */
+ if (opt_flag) /* optionの変更 */
+ clif_changeoption (bl);
- 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_count)++; /* ステータス異常の数 */
- sc_data[type].spell_invocation = spell_invocation;
+ 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);
- /* タイマー設定 */
- sc_data[type].timer = add_timer(
- gettick() + tick, skill_status_change_timer, bl->id, type);
+ sc_data[type].spell_invocation = spell_invocation;
- if(bl->type==BL_PC && calc_flag)
- pc_calcstatus(sd,0); /* ステータス再計算 */
+ /* タイマー設定 */
+ sc_data[type].timer =
+ add_timer (gettick () + tick, skill_status_change_timer, bl->id,
+ type);
- if(bl->type==BL_PC && updateflag)
- clif_updatestatus(sd,updateflag); /* ステータスをクライアントに送る */
+ 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)
+ clif_updatestatus (sd, updateflag); /* ステータスをクライアントに送る */
- return 0;
+ return 0;
}
+
/*==========================================
* ステータス異常全解除
*------------------------------------------
*/
-int skill_status_change_clear(struct block_list *bl, int type)
+int skill_status_change_clear (struct block_list *bl, int type)
{
- struct status_change* sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int i;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, sc_data = battle_get_sc_data(bl));
- nullpo_retr(0, sc_count = battle_get_sc_count(bl));
- nullpo_retr(0, option = battle_get_option(bl));
- nullpo_retr(0, opt1 = battle_get_opt1(bl));
- nullpo_retr(0, opt2 = battle_get_opt2(bl));
- nullpo_retr(0, opt3 = battle_get_opt3(bl));
-
- if (*sc_count == 0)
- return 0;
- for(i = 0; i < MAX_STATUSCHANGE; i++){
- if(sc_data[i].timer != -1){ /* 異常があるならタイマーを削除する */
+ struct status_change *sc_data;
+ short *sc_count, *option, *opt1, *opt2, *opt3;
+ int i;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, sc_data = battle_get_sc_data (bl));
+ nullpo_retr (0, sc_count = battle_get_sc_count (bl));
+ nullpo_retr (0, option = battle_get_option (bl));
+ nullpo_retr (0, opt1 = battle_get_opt1 (bl));
+ nullpo_retr (0, opt2 = battle_get_opt2 (bl));
+ nullpo_retr (0, opt3 = battle_get_opt3 (bl));
+
+ if (*sc_count == 0)
+ return 0;
+ for (i = 0; i < MAX_STATUSCHANGE; i++)
+ {
+ 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;
@@ -9036,49 +10865,52 @@ int skill_status_change_clear(struct block_list *bl, int type)
clif_status_change(bl, i, 0);
*/
- skill_status_change_end(bl, i, -1);
- }
- }
- *sc_count = 0;
- *opt1 = 0;
- *opt2 = 0;
- *opt3 = 0;
- *option &= OPTION_MASK;
+ skill_status_change_end (bl, i, -1);
+ }
+ }
+ *sc_count = 0;
+ *opt1 = 0;
+ *opt2 = 0;
+ *opt3 = 0;
+ *option &= OPTION_MASK;
- if (night_flag == 1 && type == BL_PC) // by [Yor]
- *opt2 |= STATE_BLIND;
+ if (night_flag == 1 && type == BL_PC) // by [Yor]
+ *opt2 |= STATE_BLIND;
- if(!type || type&2)
- clif_changeoption(bl);
+ if (!type || type & 2)
+ clif_changeoption (bl);
- return 0;
+ 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)
+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_retr(0, 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)&=~4; /* 念のための処理 */
- }
- return end;
+ 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_retr (0, 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) &= ~4; /* 念のための処理 */
+ }
+ return end;
}
/*
@@ -9093,40 +10925,41 @@ int skill_check_cloaking(struct block_list *bl)
* 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1
*------------------------------------------
*/
-int skill_is_danceskill(int id)
+int skill_is_danceskill (int id)
{
- int i;
- 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 */
- i=2;
- break;
- 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 */
- i=1;
- break;
- default:
- i=0;
- }
- return i;
+ int i;
+ 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 */
+ i = 2;
+ break;
+ 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 */
+ i = 1;
+ break;
+ default:
+ i = 0;
+ }
+ return i;
}
/*==========================================
@@ -9135,631 +10968,688 @@ int skill_is_danceskill(int id)
*
*------------------------------------------
*/
-void skill_stop_dancing(struct block_list *src, int flag)
+void skill_stop_dancing (struct block_list *src, int flag)
{
- struct status_change* 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);
+ struct status_change *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 *skill_initunit (struct skill_unit_group *group, int idx,
+ int x, int y)
{
- struct skill_unit *unit;
-
- nullpo_retr(NULL, group);
- nullpo_retr(NULL, unit=&group->unit[idx]);
-
- if(!unit->alive)
- group->alive_count++;
-
- unit->bl.id=map_addobject(&unit->bl);
- unit->bl.type=BL_SKILL;
- unit->bl.m=group->map;
- unit->bl.x=x;
- unit->bl.y=y;
- unit->group=group;
- unit->val1=unit->val2=0;
- unit->alive=1;
-
- map_addblock(&unit->bl);
- clif_skill_setunit(unit);
- return unit;
+ struct skill_unit *unit;
+
+ nullpo_retr (NULL, group);
+ nullpo_retr (NULL, unit = &group->unit[idx]);
+
+ if (!unit->alive)
+ group->alive_count++;
+
+ unit->bl.id = map_addobject (&unit->bl);
+ unit->bl.type = BL_SKILL;
+ unit->bl.m = group->map;
+ unit->bl.x = x;
+ unit->bl.y = y;
+ unit->group = group;
+ unit->val1 = unit->val2 = 0;
+ unit->alive = 1;
+
+ map_addblock (&unit->bl);
+ clif_skill_setunit (unit);
+ return unit;
}
-int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
+int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap);
/*==========================================
* スキルユニット削除
*------------------------------------------
*/
-int skill_delunit(struct skill_unit *unit)
+int skill_delunit (struct skill_unit *unit)
{
- struct skill_unit_group *group;
- int range;
+ struct skill_unit_group *group;
+ int range;
- nullpo_retr(0, unit);
- if(!unit->alive)
- return 0;
- nullpo_retr(0, group=unit->group);
+ nullpo_retr (0, unit);
+ if (!unit->alive)
+ return 0;
+ nullpo_retr (0, group = unit->group);
- /* onlimitイベント呼び出し */
- skill_unit_onlimit( unit,gettick() );
+ /* 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( skill_unit_timer_sub_ondelete, unit->bl.m,
- unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
- &unit->bl,gettick() );
+ /* ondeleteイベント呼び出し */
+ range = group->range;
+ map_foreachinarea (skill_unit_timer_sub_ondelete, unit->bl.m,
+ unit->bl.x - range, unit->bl.y - range,
+ unit->bl.x + range, unit->bl.y + range, 0, &unit->bl,
+ gettick ());
- clif_skill_delunit(unit);
+ clif_skill_delunit (unit);
- 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);
+ 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;
+ 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,int skillid,int skilllv,int unit_id)
+static int skill_unit_group_newid = 10;
+struct skill_unit_group *skill_initunitgroup (struct block_list *src,
+ int count, int skillid,
+ int skilllv, int unit_id)
{
- int i;
- struct skill_unit_group *group=NULL, *list=NULL;
- int maxsug=0;
-
- 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->guild_id=battle_get_guild_id(src);
- group->group_id=skill_unit_group_newid++;
- if(skill_unit_group_newid<=0)
- skill_unit_group_newid=10;
- group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
- group->unit_count=count;
- group->val1=group->val2=0;
- group->skill_id=skillid;
- group->skill_lv=skilllv;
- group->unit_id=unit_id;
- group->map=src->m;
- group->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,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(skill_check_condition_use_sub,sd->bl.m,
- sd->bl.x-range,sd->bl.y-range,
- sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
- }
- }
- }
- }
- return group;
+ 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->guild_id = battle_get_guild_id (src);
+ group->group_id = skill_unit_group_newid++;
+ if (skill_unit_group_newid <= 0)
+ skill_unit_group_newid = 10;
+ group->unit =
+ (struct skill_unit *) aCalloc (count, sizeof (struct skill_unit));
+ group->unit_count = count;
+ group->val1 = group->val2 = 0;
+ group->skill_id = skillid;
+ group->skill_lv = skilllv;
+ group->unit_id = unit_id;
+ group->map = src->m;
+ group->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, 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 (skill_check_condition_use_sub,
+ sd->bl.m, sd->bl.x - range,
+ sd->bl.y - range, sd->bl.x + range,
+ sd->bl.y + range, BL_PC, &sd->bl, &c);
+ }
+ }
+ }
+ }
+ return group;
}
/*==========================================
* スキルユニットグループ削除
*------------------------------------------
*/
-int skill_delunitgroup(struct skill_unit_group *group)
+int skill_delunitgroup (struct skill_unit_group *group)
{
- struct block_list *src;
- int i;
-
- nullpo_retr(0, group);
- if(group->unit_count<=0)
- return 0;
-
- src=map_id2bl(group->src_id);
- 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);
- }
+ struct block_list *src;
+ int i;
- 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;
- }
+ nullpo_retr (0, group);
+ if (group->unit_count <= 0)
+ return 0;
- 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;
+ 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)
+int skill_clear_unitgroup (struct block_list *src)
{
- struct skill_unit_group *group=NULL;
- int maxsug=0;
-
- nullpo_retr(0, src);
-
- if(src->type==BL_PC){
- group=((struct map_session_data *)src)->skillunit;
- maxsug=MAX_SKILLUNITGROUP;
- }else if(src->type==BL_MOB){
- group=((struct mob_data *)src)->skillunit;
- maxsug=MAX_MOBSKILLUNITGROUP;
- }
- 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;
+ struct skill_unit_group *group = NULL;
+ int maxsug = 0;
+
+ nullpo_retr (0, src);
+
+ if (src->type == BL_PC)
+ {
+ group = ((struct map_session_data *) src)->skillunit;
+ maxsug = MAX_SKILLUNITGROUP;
+ }
+ else if (src->type == BL_MOB)
+ {
+ group = ((struct mob_data *) src)->skillunit;
+ maxsug = MAX_MOBSKILLUNITGROUP;
+ }
+ 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)
+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_retr(0, 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];
+ int i, j = 0, k, s = group_id % MAX_SKILLUNITGROUPTICKSET;
+ struct skill_unit_group_tickset *set = NULL;
+
+ nullpo_retr (0, 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 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_retr(0, 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;
+ int i, s = group_id % MAX_SKILLUNITGROUPTICKSET;
+ struct skill_unit_group_tickset *set = NULL, *ts;
+
+ nullpo_retr (0, 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)
*------------------------------------------
*/
-int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
+int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
{
- struct block_list *src;
- struct skill_unit *su;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- src=va_arg(ap,struct block_list*);
-
- tick=va_arg(ap,unsigned int);
- 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 );
- }
- return 0;
+ struct block_list *src;
+ struct skill_unit *su;
+ unsigned int tick;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ src = va_arg (ap, struct block_list *);
+
+ tick = va_arg (ap, unsigned int);
+ 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);
+ }
+ return 0;
}
/*==========================================
* スキルユニットタイマー削除処理用(foreachinarea)
*------------------------------------------
*/
-int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
+int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap)
{
- struct block_list *src;
- struct skill_unit *su;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- src=va_arg(ap,struct block_list*);
-
- tick=va_arg(ap,unsigned int);
- 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 );
- }
- return 0;
+ struct block_list *src;
+ struct skill_unit *su;
+ unsigned int tick;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ src = va_arg (ap, struct block_list *);
+
+ tick = va_arg (ap, unsigned int);
+ 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);
+ }
+ return 0;
}
/*==========================================
* スキルユニットタイマー処理用(foreachobject)
*------------------------------------------
*/
-int skill_unit_timer_sub( struct block_list *bl, va_list ap )
+int skill_unit_timer_sub (struct block_list *bl, va_list ap)
{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- int range;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit=(struct skill_unit *)bl);
- nullpo_retr(0, group=unit->group);
- tick=va_arg(ap,unsigned int);
-
- if(!unit->alive)
- return 0;
-
- 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( skill_unit_timer_sub_onplace, bl->m,
- bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
- bl,tick);
- if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
- map_foreachinarea( skill_idun_heal, bl->m,
- bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
- 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){
-
-
-
-
-
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ int range;
+ unsigned int tick;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, unit = (struct skill_unit *) bl);
+ nullpo_retr (0, group = unit->group);
+ tick = va_arg (ap, unsigned int);
+
+ if (!unit->alive)
+ return 0;
- 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
- }
- }
- }
- default:
- skill_delunit(unit);
- }
- }
+ 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 (skill_unit_timer_sub_onplace, bl->m,
+ bl->x - range, bl->y - range, bl->x + range,
+ bl->y + range, 0, bl, tick);
+ if (group->unit_id == 0xaa
+ && DIFF_TICK (tick, group->tick) >= 6000 * group->val2)
+ {
+ map_foreachinarea (skill_idun_heal, bl->m,
+ bl->x - range, bl->y - range, bl->x + range,
+ bl->y + range, 0, unit);
+ 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
+ }
+ }
+ }
+ 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);
- }
+ 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);
+ }
- return 0;
+ return 0;
}
+
/*==========================================
* スキルユニットタイマー処理
*------------------------------------------
*/
-int skill_unit_timer( int tid,unsigned int tick,int id,int data)
+int skill_unit_timer (int tid, unsigned int tick, int id, int data)
{
- map_freeblock_lock();
+ map_freeblock_lock ();
- map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
+ map_foreachobject (skill_unit_timer_sub, BL_SKILL, tick);
- map_freeblock_unlock();
+ map_freeblock_unlock ();
- return 0;
+ return 0;
}
/*==========================================
* スキルユニット移動時処理用(foreachinarea)
*------------------------------------------
*/
-int skill_unit_out_all_sub( struct block_list *bl, va_list ap )
+int skill_unit_out_all_sub (struct block_list *bl, va_list ap)
{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- struct block_list *src;
- int range;
- unsigned int tick;
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ struct block_list *src;
+ int range;
+ unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- nullpo_retr(0, unit=(struct skill_unit *)bl);
- nullpo_retr(0, group=unit->group);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
+ nullpo_retr (0, unit = (struct skill_unit *) bl);
+ nullpo_retr (0, group = unit->group);
- tick=va_arg(ap,unsigned int);
+ tick = va_arg (ap, unsigned int);
- if(!unit->alive || src->prev==NULL)
- return 0;
+ if (!unit->alive || src->prev == NULL)
+ return 0;
- range=(unit->range!=0)?unit->range:group->range;
+ range = (unit->range != 0) ? unit->range : group->range;
- if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
- return 0;
+ if (range < 0 || battle_check_target (bl, src, group->target_flag) <= 0)
+ return 0;
- 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 );
+ 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);
- return 0;
+ return 0;
}
-
/*==========================================
* 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)
+int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range)
{
- nullpo_retr(0, bl);
+ nullpo_retr (0, bl);
- if( bl->prev==NULL )
- return 0;
+ if (bl->prev == NULL)
+ return 0;
- if(range<7)
- range=7;
- map_foreachinarea( skill_unit_out_all_sub,
- bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
- bl,tick );
+ if (range < 7)
+ range = 7;
+ map_foreachinarea (skill_unit_out_all_sub,
+ bl->m, bl->x - range, bl->y - range, bl->x + range,
+ bl->y + range, BL_SKILL, bl, tick);
- return 0;
+ return 0;
}
/*==========================================
* スキルユニット移動時処理用(foreachinarea)
*------------------------------------------
*/
-int skill_unit_move_sub( struct block_list *bl, va_list ap )
+int skill_unit_move_sub (struct block_list *bl, va_list ap)
{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- struct block_list *src;
- int range;
- unsigned int tick;
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ struct block_list *src;
+ int range;
+ unsigned int tick;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, unit=(struct skill_unit *)bl);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, unit = (struct skill_unit *) bl);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
- tick=va_arg(ap,unsigned int);
+ tick = va_arg (ap, unsigned int);
- if(!unit->alive || src->prev==NULL)
- return 0;
+ if (!unit->alive || src->prev == NULL)
+ return 0;
- if((group=unit->group) == NULL)
- return 0;
- range=(unit->range!=0)?unit->range:group->range;
+ if ((group = unit->group) == NULL)
+ return 0;
+ range = (unit->range != 0) ? unit->range : group->range;
- if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
- return 0;
+ if (range < 0 || battle_check_target (bl, src, group->target_flag) <= 0)
+ return 0;
- 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 );
+ 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);
- return 0;
+ return 0;
}
/*==========================================
* 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)
+int skill_unit_move (struct block_list *bl, unsigned int tick, int range)
{
- nullpo_retr(0, bl);
+ nullpo_retr (0, bl);
- if( bl->prev==NULL )
- return 0;
+ if (bl->prev == NULL)
+ return 0;
- if(range<7)
- range=7;
- map_foreachinarea( skill_unit_move_sub,
- bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
- bl,tick );
+ if (range < 7)
+ range = 7;
+ map_foreachinarea (skill_unit_move_sub,
+ bl->m, bl->x - range, bl->y - range, bl->x + range,
+ bl->y + range, BL_SKILL, bl, tick);
- return 0;
+ return 0;
}
/*==========================================
* スキルユニット自体の移動時処理(foreachinarea)
*------------------------------------------
*/
-int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
+int skill_unit_move_unit_group_sub (struct block_list *bl, va_list ap)
{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- struct block_list *src;
- int range;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, src=va_arg(ap,struct block_list*));
- nullpo_retr(0, unit=(struct skill_unit *)src);
- nullpo_retr(0, group=unit->group);
-
- tick=va_arg(ap,unsigned int);
-
- if(!unit->alive || bl->prev==NULL)
- return 0;
-
- range=(unit->range!=0)?unit->range:group->range;
-
- if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
- return 0;
- 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 );
- return 0;
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ struct block_list *src;
+ int range;
+ unsigned int tick;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, src = va_arg (ap, struct block_list *));
+ nullpo_retr (0, unit = (struct skill_unit *) src);
+ nullpo_retr (0, group = unit->group);
+
+ tick = va_arg (ap, unsigned int);
+
+ if (!unit->alive || bl->prev == NULL)
+ return 0;
+
+ range = (unit->range != 0) ? unit->range : group->range;
+
+ if (range < 0 || battle_check_target (src, bl, group->target_flag) <= 0)
+ return 0;
+ 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);
+ return 0;
}
/*==========================================
@@ -9767,118 +11657,150 @@ int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
* 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)
+int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
+ int dy)
{
- nullpo_retr(0, 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);
- clif_skill_setunit(unit);
- if(range>0){
- if(range<7)
- range=7;
- map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
- unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
- &unit->bl,gettick() );
- }
- }
- }
- }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
- }
+ nullpo_retr (0, group);
- //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);
- clif_skill_setunit(unit1);
- if(range > 0){
- if(range < 7)
- range = 7;
- map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
- unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
- &unit1->bl,gettick() );
- }
- }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);
- clif_skill_setunit(unit2);
- if(range > 0){
- if(range < 7)
- range = 7;
- map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
- unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
- &unit2->bl,gettick() );
- }
- 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;
+ 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);
+ clif_skill_setunit (unit);
+ if (range > 0)
+ {
+ if (range < 7)
+ range = 7;
+ map_foreachinarea (skill_unit_move_unit_group_sub,
+ unit->bl.m, unit->bl.x - range,
+ unit->bl.y - range,
+ unit->bl.x + range,
+ unit->bl.y + range, 0, &unit->bl,
+ gettick ());
+ }
+ }
+ }
+ }
+ 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);
+ clif_skill_setunit (unit1);
+ if (range > 0)
+ {
+ if (range < 7)
+ range = 7;
+ map_foreachinarea (skill_unit_move_unit_group_sub,
+ unit1->bl.m,
+ unit1->bl.x - range,
+ unit1->bl.y - range,
+ unit1->bl.x + range,
+ unit1->bl.y + range, 0,
+ &unit1->bl, gettick ());
+ }
+ }
+ 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);
+ clif_skill_setunit (unit2);
+ if (range > 0)
+ {
+ if (range < 7)
+ range = 7;
+ map_foreachinarea
+ (skill_unit_move_unit_group_sub,
+ unit2->bl.m, unit2->bl.x - range,
+ unit2->bl.y - range,
+ unit2->bl.x + range,
+ unit2->bl.y + range, 0, &unit2->bl,
+ gettick ());
+ }
+ 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;
}
/*----------------------------------------------------------------------------
@@ -9890,30 +11812,29 @@ int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int
* 初期化系
*/
-static int
-scan_stat(char *statname)
+static int scan_stat (char *statname)
{
- if (!strcmpi(statname, "str"))
- return SP_STR;
- if (!strcmpi(statname, "dex"))
- return SP_DEX;
- if (!strcmpi(statname, "agi"))
- return SP_AGI;
- if (!strcmpi(statname, "vit"))
- return SP_VIT;
- if (!strcmpi(statname, "int"))
- return SP_INT;
- if (!strcmpi(statname, "luk"))
- return SP_LUK;
- if (!strcmpi(statname, "none"))
- return 0;
-
- else fprintf(stderr, "Unknown stat `%s'\n", statname);
+ if (!strcmpi (statname, "str"))
+ return SP_STR;
+ if (!strcmpi (statname, "dex"))
+ return SP_DEX;
+ if (!strcmpi (statname, "agi"))
+ return SP_AGI;
+ if (!strcmpi (statname, "vit"))
+ return SP_VIT;
+ if (!strcmpi (statname, "int"))
+ return SP_INT;
+ if (!strcmpi (statname, "luk"))
+ return SP_LUK;
+ if (!strcmpi (statname, "none"))
return 0;
+
+ else
+ fprintf (stderr, "Unknown stat `%s'\n", statname);
+ return 0;
}
-extern void
-skill_pool_register(int id); // [Fate] Remember that a certain skill ID belongs to a pool skill
+extern void skill_pool_register (int id); // [Fate] Remember that a certain skill ID belongs to a pool skill
/*==========================================
* スキル関係ファイル読み込み
@@ -9921,372 +11842,464 @@ skill_pool_register(int id); // [Fate] Remember that a certain skill ID belongs
* skill_cast_db.txt スキルの詠唱時間とディレイデータ
*------------------------------------------
*/
-int skill_readdb(void)
+int skill_readdb (void)
{
- int i,j,k,l;
- 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;
- }
-
- i=atoi(split[0]);
- if(i<0 || 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(strcmpi(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(strcmpi(split[13],"weapon") == 0)
- skill_db[i].skill_type=BF_WEAPON;
- else if(strcmpi(split[12],"magic") == 0)
- skill_db[i].skill_type=BF_MAGIC;
- else if(strcmpi(split[12],"misc") == 0)
- skill_db[i].skill_type=BF_MISC;
- else
- skill_db[i].skill_type=0;
- 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 (!strcmpi(split[15], "passive")) {
- skill_pool_register(i);
- skill_db[i].poolflags = SKILL_POOL_FLAG;
- } else if (!strcmpi(split[15], "active")) {
- skill_pool_register(i);
- skill_db[i].poolflags = SKILL_POOL_FLAG | SKILL_POOL_ACTIVE;
- } else
- skill_db[i].poolflags = 0;
-
- skill_db[i].stat = scan_stat(split[16]);
-
- skill_names[i].desc = strdup(split[17]);
- { // replace "_" by " "
- char *s = skill_names[i].desc;
- while ((s = strchr(s, '_')))
- *s = ' ';
- if ((s = strchr(skill_names[i].desc, '\t')) || (s = strchr (skill_names[i].desc, ' ')) || (s = strchr (skill_names[i].desc, '\n')))
- *s = '\000';
- }
- }
- fclose_(fp);
- printf("read db/skill_db.txt done\n");
-
- fp=fopen_("db/skill_require_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_require_db.txt\n");
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[51], *split2[MAX_SKILL_LEVEL];
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<30 && p;j++){
- while (*p == '\t' || *p == ' ') p++;
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(split[29]==NULL || j<30)
- continue;
-
- i=atoi(split[0]);
- if(i<0 || 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].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[2];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].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[3];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].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[4];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].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[5];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].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[6];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].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[7];j<32 && p;j++){
- split2[j]=p;
- p=strchr(p,':');
- if(p) *p++=0;
- }
- for(k=0;k<32 && split2[k];k++) {
- l = atoi(split2[k]);
- if(l == 99) {
- skill_db[i].weapon = 0xffffffff;
- break;
- }
- else
- skill_db[i].weapon |= 1<<l;
- }
-
- if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
- else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
- else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
- else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
- else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
- else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
- else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
- else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
- else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
- else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
- else skill_db[i].state=ST_NONE;
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[9];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].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
- skill_db[i].itemid[0]=atoi(split[10]);
- skill_db[i].amount[0]=atoi(split[11]);
- skill_db[i].itemid[1]=atoi(split[12]);
- skill_db[i].amount[1]=atoi(split[13]);
- skill_db[i].itemid[2]=atoi(split[14]);
- skill_db[i].amount[2]=atoi(split[15]);
- skill_db[i].itemid[3]=atoi(split[16]);
- skill_db[i].amount[3]=atoi(split[17]);
- skill_db[i].itemid[4]=atoi(split[18]);
- skill_db[i].amount[4]=atoi(split[19]);
- skill_db[i].itemid[5]=atoi(split[20]);
- skill_db[i].amount[5]=atoi(split[21]);
- skill_db[i].itemid[6]=atoi(split[22]);
- skill_db[i].amount[6]=atoi(split[23]);
- skill_db[i].itemid[7]=atoi(split[24]);
- skill_db[i].amount[7]=atoi(split[25]);
- skill_db[i].itemid[8]=atoi(split[26]);
- skill_db[i].amount[8]=atoi(split[27]);
- skill_db[i].itemid[9]=atoi(split[28]);
- skill_db[i].amount[9]=atoi(split[29]);
- }
- fclose_(fp);
- printf("read db/skill_require_db.txt done\n");
-
- /* ? */
- fp=fopen_("db/skill_cast_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_cast_db.txt\n");
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50], *split2[MAX_SKILL_LEVEL];
- memset(split,0,sizeof(split)); // [Valaris] thanks to fov
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<5 && p;j++){
- while (*p == '\t' || *p == ' ') p++;
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(split[4]==NULL || j<5)
- continue;
-
- i=atoi(split[0]);
- if(i<0 || 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].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[2];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].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[3];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].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
-
- memset(split2,0,sizeof(split2));
- for(j=0,p=split[4];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].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
- }
- fclose_(fp);
- printf("read db/skill_cast_db.txt done\n");
+ int i, j, k, l;
+ 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;
+ }
- fp=fopen_("db/skill_castnodex_db.txt","r");
- if(fp==NULL){
- printf("can't read db/skill_castnodex_db.txt\n");
- return 1;
- }
- while(fgets(line,1020,fp)){
- char *split[50], *split2[MAX_SKILL_LEVEL];
- memset(split,0,sizeof(split));
- if(line[0]=='/' && line[1]=='/')
- continue;
- for(j=0,p=line;j<2 && p;j++){
- while (*p == '\t' || *p == ' ') p++;
- split[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
+ i = atoi (split[0]);
+ if (i < 0 || 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]);
- i=atoi(split[0]);
- if(i<0 || i>MAX_SKILL_DB)
- continue;
+ if (strcmpi (split[9], "yes") == 0)
+ skill_db[i].castcancel = 1;
+ else
+ skill_db[i].castcancel = 0;
+ skill_db[i].cast_def_rate = atoi (split[9]);
+ skill_db[i].inf2 = atoi (split[10]);
+ skill_db[i].maxcount = atoi (split[11]);
+ if (strcmpi (split[13], "weapon") == 0)
+ skill_db[i].skill_type = BF_WEAPON;
+ else if (strcmpi (split[12], "magic") == 0)
+ skill_db[i].skill_type = BF_MAGIC;
+ else if (strcmpi (split[12], "misc") == 0)
+ skill_db[i].skill_type = BF_MISC;
+ else
+ skill_db[i].skill_type = 0;
+ 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 (!strcmpi (split[15], "passive"))
+ {
+ skill_pool_register (i);
+ skill_db[i].poolflags = SKILL_POOL_FLAG;
+ }
+ else if (!strcmpi (split[15], "active"))
+ {
+ skill_pool_register (i);
+ skill_db[i].poolflags = SKILL_POOL_FLAG | SKILL_POOL_ACTIVE;
+ }
+ else
+ skill_db[i].poolflags = 0;
+
+ skill_db[i].stat = scan_stat (split[16]);
+
+ skill_names[i].desc = strdup (split[17]);
+ { // replace "_" by " "
+ char *s = skill_names[i].desc;
+ while ((s = strchr (s, '_')))
+ *s = ' ';
+ if ((s = strchr (skill_names[i].desc, '\t'))
+ || (s = strchr (skill_names[i].desc, ' '))
+ || (s = strchr (skill_names[i].desc, '\n')))
+ *s = '\000';
+ }
+ }
+ fclose_ (fp);
+ printf ("read db/skill_db.txt done\n");
+
+ fp = fopen_ ("db/skill_require_db.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/skill_require_db.txt\n");
+ return 1;
+ }
+ while (fgets (line, 1020, fp))
+ {
+ char *split[51], *split2[MAX_SKILL_LEVEL];
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < 30 && p; j++)
+ {
+ while (*p == '\t' || *p == ' ')
+ p++;
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+ if (split[29] == NULL || j < 30)
+ continue;
+
+ i = atoi (split[0]);
+ if (i < 0 || 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].hp[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[2]; 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].mhp[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[3]; 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].sp[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[4]; 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].hp_rate[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[5]; 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].sp_rate[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[6]; 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].zeny[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[7]; j < 32 && p; j++)
+ {
+ split2[j] = p;
+ p = strchr (p, ':');
+ if (p)
+ *p++ = 0;
+ }
+ for (k = 0; k < 32 && split2[k]; k++)
+ {
+ l = atoi (split2[k]);
+ if (l == 99)
+ {
+ skill_db[i].weapon = 0xffffffff;
+ break;
+ }
+ else
+ skill_db[i].weapon |= 1 << l;
+ }
- 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].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
- }
- fclose_(fp);
- printf("read db/skill_castnodex_db.txt done\n");
+ if (strcmpi (split[8], "hiding") == 0)
+ skill_db[i].state = ST_HIDING;
+ else if (strcmpi (split[8], "cloaking") == 0)
+ skill_db[i].state = ST_CLOAKING;
+ else if (strcmpi (split[8], "hidden") == 0)
+ skill_db[i].state = ST_HIDDEN;
+ else if (strcmpi (split[8], "riding") == 0)
+ skill_db[i].state = ST_RIDING;
+ else if (strcmpi (split[8], "falcon") == 0)
+ skill_db[i].state = ST_FALCON;
+ else if (strcmpi (split[8], "cart") == 0)
+ skill_db[i].state = ST_CART;
+ else if (strcmpi (split[8], "shield") == 0)
+ skill_db[i].state = ST_SHIELD;
+ else if (strcmpi (split[8], "sight") == 0)
+ skill_db[i].state = ST_SIGHT;
+ else if (strcmpi (split[8], "explosionspirits") == 0)
+ skill_db[i].state = ST_EXPLOSIONSPIRITS;
+ else if (strcmpi (split[8], "recover_weight_rate") == 0)
+ skill_db[i].state = ST_RECOV_WEIGHT_RATE;
+ else if (strcmpi (split[8], "move_enable") == 0)
+ skill_db[i].state = ST_MOVE_ENABLE;
+ else if (strcmpi (split[8], "water") == 0)
+ skill_db[i].state = ST_WATER;
+ else
+ skill_db[i].state = ST_NONE;
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[9]; 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].spiritball[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+ skill_db[i].itemid[0] = atoi (split[10]);
+ skill_db[i].amount[0] = atoi (split[11]);
+ skill_db[i].itemid[1] = atoi (split[12]);
+ skill_db[i].amount[1] = atoi (split[13]);
+ skill_db[i].itemid[2] = atoi (split[14]);
+ skill_db[i].amount[2] = atoi (split[15]);
+ skill_db[i].itemid[3] = atoi (split[16]);
+ skill_db[i].amount[3] = atoi (split[17]);
+ skill_db[i].itemid[4] = atoi (split[18]);
+ skill_db[i].amount[4] = atoi (split[19]);
+ skill_db[i].itemid[5] = atoi (split[20]);
+ skill_db[i].amount[5] = atoi (split[21]);
+ skill_db[i].itemid[6] = atoi (split[22]);
+ skill_db[i].amount[6] = atoi (split[23]);
+ skill_db[i].itemid[7] = atoi (split[24]);
+ skill_db[i].amount[7] = atoi (split[25]);
+ skill_db[i].itemid[8] = atoi (split[26]);
+ skill_db[i].amount[8] = atoi (split[27]);
+ skill_db[i].itemid[9] = atoi (split[28]);
+ skill_db[i].amount[9] = atoi (split[29]);
+ }
+ fclose_ (fp);
+ printf ("read db/skill_require_db.txt done\n");
+
+ /* ? */
+ fp = fopen_ ("db/skill_cast_db.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/skill_cast_db.txt\n");
+ return 1;
+ }
+ while (fgets (line, 1020, fp))
+ {
+ char *split[50], *split2[MAX_SKILL_LEVEL];
+ memset (split, 0, sizeof (split)); // [Valaris] thanks to fov
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < 5 && p; j++)
+ {
+ while (*p == '\t' || *p == ' ')
+ p++;
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
+ if (split[4] == NULL || j < 5)
+ continue;
+
+ i = atoi (split[0]);
+ if (i < 0 || 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].cast[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[2]; 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].delay[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[3]; 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].upkeep_time[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+
+ memset (split2, 0, sizeof (split2));
+ for (j = 0, p = split[4]; 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].upkeep_time2[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+ }
+ fclose_ (fp);
+ printf ("read db/skill_cast_db.txt done\n");
+
+ fp = fopen_ ("db/skill_castnodex_db.txt", "r");
+ if (fp == NULL)
+ {
+ printf ("can't read db/skill_castnodex_db.txt\n");
+ return 1;
+ }
+ while (fgets (line, 1020, fp))
+ {
+ char *split[50], *split2[MAX_SKILL_LEVEL];
+ memset (split, 0, sizeof (split));
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ for (j = 0, p = line; j < 2 && p; j++)
+ {
+ while (*p == '\t' || *p == ' ')
+ p++;
+ split[j] = p;
+ p = strchr (p, ',');
+ if (p)
+ *p++ = 0;
+ }
- return 0;
+ i = atoi (split[0]);
+ if (i < 0 || 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].castnodex[k] =
+ (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+ }
+ fclose_ (fp);
+ printf ("read db/skill_castnodex_db.txt done\n");
+
+ return 0;
}
-void skill_reload(void)
+void skill_reload (void)
{
- /*
-
- <empty skill database>
- <?>
-
- */
-
- do_init_skill();
+ /*
+ *
+ * <empty skill database>
+ * <?>
+ *
+ */
+
+ do_init_skill ();
}
/*==========================================
* スキル関係初期化処理
*------------------------------------------
*/
-int do_init_skill(void)
+int do_init_skill (void)
{
- skill_readdb();
-
- add_timer_func_list(skill_unit_timer,"skill_unit_timer");
- add_timer_func_list(skill_castend_id,"skill_castend_id");
- add_timer_func_list(skill_castend_pos,"skill_castend_pos");
- add_timer_func_list(skill_timerskill,"skill_timerskill");
- add_timer_func_list(skill_status_change_timer,"skill_status_change_timer");
- add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
-
- return 0;
+ skill_readdb ();
+
+ add_timer_func_list (skill_unit_timer, "skill_unit_timer");
+ add_timer_func_list (skill_castend_id, "skill_castend_id");
+ add_timer_func_list (skill_castend_pos, "skill_castend_pos");
+ add_timer_func_list (skill_timerskill, "skill_timerskill");
+ add_timer_func_list (skill_status_change_timer,
+ "skill_status_change_timer");
+ add_timer_interval (gettick () + SKILLUNITTIMER_INVERVAL,
+ skill_unit_timer, 0, 0, SKILLUNITTIMER_INVERVAL);
+
+ return 0;
}