// $Id: skill.c,v 1.8 2004/02/27 5:34:51 PM Celestia $
/* �X�L��?�W */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "timer.h"
#include "nullpo.h"
#include "malloc.h"
#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "mob.h"
#include "battle.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#include "showmsg.h"
#include "grfio.h"
#ifdef MEMWATCH
#include "memwatch.h"
#endif
#define SKILLUNITTIMER_INVERVAL 100
#define STATE_BLIND 0x10
#define swap(x,y) { int t; t = x; x = y; y = t; }
const 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_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } ,
{ CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } ,
{ 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" } ,
{ GD_BATTLEORDER, "BATTLEORDER", "Battle_Orders" } ,
{ GD_REGENERATION, "REGENERATION", "Regeneration" } ,
{ GD_RESTORE, "RESTORE", "Restore" } ,
{ GD_EMERGENCYCALL, "EMERGENCYCALL", "Emergency_Call" } ,
{ 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" } ,
{ ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } ,
{ 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" } ,
{ MC_VENDING, "VENDING", "Vending" } ,
{ 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_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
{ 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_BASIC, "BASIC", "Basic_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_TAMINGMONSTER, "TAMINGMONSTER", "Taming_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" } ,
{ ST_PRESERVE, "PRESERVE", "Preserve" } ,
{ ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } ,
{ 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" } ,
{ WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } ,
{ 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 int rdamage;
/* �X�L���f?�^�x?�X */
struct skill_db skill_db[MAX_SKILL_DB];
/* �A�C�e���쐬�f?�^�x?�X */
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
/* ��쐬�X�L���f?�^�x?�X */
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
/* �A�u���J�_�u��?���X�L���f?�^�x?�X */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
// macros to check for out of bounds errors [celest]
// i: Skill ID, l: Skill Level, var: Value to return after checking
// for values that don't require level just put a one (putting 0 will trigger return 0; instead
// for values that might need to use a different function just skill_chk would suffice.
#define skill_chk(i, l) \
if (i >= 10000 && i < 10015) {i -= 9500;} \
if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
#define skill_get(var, i, l) \
{ skill_chk(i, l); return var; }
// Skill DB
int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); }
int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); }
int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); }
int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
int skill_get_unit_target( int id ){ skill_get (skill_db[id].unit_target, id, 1); }
int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
int skill_tree_get_max(int id, int b_class){
struct pc_base_job s_class = pc_calc_base_job(b_class);
int i, skillid;
for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
return skill_get_max (id);
}
/* �v���g�^�C�v */
//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 status_change_timer_sub(struct block_list *bl, va_list ap );
int skill_attack_area(struct block_list *bl,va_list ap);
int skill_abra_dataset(int skilllv);
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_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
int skill_unit_effect(struct block_list *bl,va_list ap);
// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd)
{
nullpo_retr (1, sd);
//if (sd == 0)
//return 0;
//return 1;
// I think it was meant to be "no skills allowed when not a valid sd"
if (!(skillid >= 10000 && skillid < 10015))
if ((skillid > MAX_SKILL) || (skillid < 0))
return 1;
{
int i = skillid;
if (i >= 10000 && i < 10015)
i -= 9500;
if (sd->blockskill[i] > 0)
return 1;
}
if (pc_isGM(sd) >= 20)
return 0; // gm's can do anything damn thing they want
// Check skill restrictions [Celest]
if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1)
return 1;
if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
return 1;
if(map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 4)
return 1;
if (agit_flag && skill_get_nocast (skillid) & 8)
return 1;
if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
return 1;
switch (skillid) {
case AL_WARP:
case AL_TELEPORT:
case MC_VENDING:
case MC_IDENTIFY:
return 0; // always allowed
default:
return(map[sd->bl.m].flag.noskill);
}
}
static int distance(int x0,int y0,int x1,int y1)
{
int dx,dy;
dx=abs(x0-x1);
dy=abs(y0-y1);
return dx>dy ? dx : dy;
}
/* �X�L�����j�b�g�̔z�u����Ԃ� */
struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
struct skill_unit_layout *skill_get_unit_layout(int skillid,int skilllv,struct block_list *src,int x,int y)
{
int pos = skill_get_unit_layout_type(skillid,skilllv);
int dir;
if (pos!=-1)
return &skill_unit_layout[pos];
if (src->x==x && src->y==y)
dir = 2;
else
dir = map_calc_dir(src,x,y);
if (skillid==MG_FIREWALL)
return &skill_unit_layout[firewall_unit_pos+dir];
else if (skillid==WZ_ICEWALL)
return &skill_unit_layout[icewall_unit_pos+dir];
printf("unknown unit layout for skill %d, %d\n",skillid,skilllv);
return &skill_unit_layout[0];
}
// 0x89,0x8a,0x8b �\������
// 0x9a ��?���̉r���݂����ȃG�t�F�N�g
// 0x9b ��?���̉r���݂����ȃG�t�F�N�g
// 0x9c ��?���̉r���݂����ȃG�t�F�N�g
// 0x9d ���������ȃG�t�F�N�g
// 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 =
/*==========================================
* �X�L���lj�?��
*------------------------------------------
*/
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
{
/* MOB�lj�?�ʃX�L���p */
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;
struct pet_data *pd=NULL;
int skill,skill2;
int rate;
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;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if(skillid < 0)
{ // remove the debug print when this case is finished
printf("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
src, bl,skillid,skilllv,attack_type,tick);
return 0;
}
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
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); //���g�p�H
} else if (src->type == BL_PET){
nullpo_retr(0, pd = (struct pet_data *)src); // [Valaris]
}
if(bl->type == BL_PC) {
nullpo_retr(0, dstsd=(struct map_session_data *)bl);
} else if(bl->type == BL_MOB) {
nullpo_retr(0, dstmd=(struct mob_data *)bl); //���g�p�H
}
//?�ۂ̑ϐ�
sc_def_mdef = status_get_sc_def_mdef(bl);
sc_def_vit = status_get_sc_def_vit(bl);
sc_def_int = status_get_sc_def_int(bl);
sc_def_luk = status_get_sc_def_luk(bl);
//�����̑ϐ�
sc_def_mdef2 = status_get_sc_def_mdef(src);
sc_def_vit2 = status_get_sc_def_vit(src);
sc_def_int2 = status_get_sc_def_int(src);
sc_def_luk2 = status_get_sc_def_luk(src);
switch(skillid){
case 0: /* �ʏ�U? */
/* ������ */
if(sd) {
struct status_change *sc_data = status_get_sc_data(bl);
if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
rand()%1000 <= sd->paramc[5]*10/3+1 ) {
int lv=(sd->status.job_level+9)/10;
skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
}
// �X�i�b�`��?
if(sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
(skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
if(pc_steal_item(sd,bl))
clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
else if (battle_config.display_snatcher_skill_fail)
clif_skill_fail(sd,skillid,0,0);
}
// enchant poison has a chance of poisoning enemy
if (sd->sc_data[SC_ENCPOISON].timer != -1 && sc_data && sc_data[SC_POISON].timer == -1 &&
rand() % 100 < sd->sc_data[SC_ENCPOISON].val1 * sc_def_vit) {
status_change_start(bl,SC_POISON,sd->sc_data[SC_ENCPOISON].val1,
0,0,0,skill_get_time2(AS_ENCHANTPOISON,sd->sc_data[SC_ENCPOISON].val1),0);
}
// �G���`�����g�f�b�g��?�|�C�Y��(�ғ�?��)
if (sd->sc_data[SC_EDP].timer != -1 && sc_data && sc_data[SC_DPOISON].timer == -1 &&
rand() % 100 < sd->sc_data[SC_EDP].val2 * sc_def_vit)
status_change_start(bl,SC_DPOISON,sd->sc_data[SC_EDP].val1,
0,0,0,skill_get_time2(ASC_EDP,sd->sc_data[SC_EDP].val1),0);
}
break;
case SM_BASH: /* �o�b�V���i�}���U?�j */
if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
}
break;
case TF_POISON: /* �C���x�i�� */
case AS_SPLASHER: /* �x�i���X�v���b�V��? */
if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
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: /* �\�j�b�N�u��? */
if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case HT_FREEZINGTRAP: /* �t��?�W���O�g���b�v */
rate=skilllv*3+35;
if(rand()%100 < rate*sc_def_mdef/100)
status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case MG_FROSTDIVER: /* �t���X�g�_�C�o? */
case WZ_FROSTNOVA: /* �t���X�g�m���@ */
{
struct status_change *sc_data = status_get_sc_data(bl);
rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
rate=rate<=5?5:rate;
if(sc_data && sc_data[SC_FREEZE].timer == -1 && rand()%100 < rate)
status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0);
else if (sd && skillid == MG_FROSTDIVER)
clif_skill_fail(sd,skillid,0,0);
}
break;
case WZ_STORMGUST: /* �X�g?���K�X�g */
{
struct status_change *sc_data = status_get_sc_data(bl);
if(sc_data) {
sc_data[SC_FREEZE].val3++;
if(sc_data[SC_FREEZE].val3 >= 3)
status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
}
break;
case HT_LANDMINE: /* �����h�}�C�� */
if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case HT_SHOCKWAVE: /* �V���b�N�E�F?�u�g���b�v */
if(map[bl->m].flag.pvp && dstsd){
dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
status_calc_pc(dstsd,0);
}
break;
case HT_SANDMAN: /* �T���h�}�� */
if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case TF_SPRINKLESAND: /* ���܂� */
if( rand()%100 < 20*sc_def_int/100 )
status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case TF_THROWSTONE: /* ���� */
if( rand()%100 < 7*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_HOLYCROSS: /* �z?��?�N���X */
if( rand()%100 < 3*skilllv*sc_def_int/100 )
status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_GRANDCROSS: /* �O�����h�N���X */
case NPC_DARKGRANDCROSS: /*�ŃO�����h�N���X*/
{
int race = status_get_race(bl);
if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?���t?�������S�ϐ��ɂ͖�?
status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case AM_ACIDTERROR:
if( rand()%100 < (skilllv*3)*sc_def_vit/100 )
status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_SHIELDCHARGE: /* �V?���h�`��?�W */
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case RG_RAID: /* �T�v���C�Y�A�^�b�N */
if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case BA_FROSTJOKE:
if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case DC_SCREAM:
if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case BD_LULLABY: /* �q��S */
if( rand()%100 < 15*sc_def_int/100 )
status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
/* MOB�̒lj�?�ʕt���X�L�� */
case NPC_PETRIFYATTACK:
if(rand()%100 < sc_def_mdef)
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(rand()%100 < sc_def_vit && src->type!=BL_PET)
status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
if(src->type==BL_PET)
status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
break;
case NPC_CURSEATTACK:
if(rand()%100 < sc_def_luk)
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(rand()%100 < sc_def_int)
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(rand()%100 < sc_def_vit)
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case WZ_VERMILION:
if(rand()%100 < sc_def_int)
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( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) {
int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10;
status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0);
}
break;
case LK_SPIRALPIERCE:
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case ST_REJECTSWORD: /* �t��?�W���O�g���b�v */
if( rand()%100 < (skilllv*15) )
status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case PF_FOGWALL: /* �z?��?�N���X */
if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 )
status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case LK_HEADCRUSH: /* �w�b�h�N���b�V�� */
{//?�����ǂ�������Ȃ��̂œK?��
int race=status_get_race(bl);
if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case LK_JOINTBEAT: /* �W���C���g�r?�g */
//?�����ǂ�������Ȃ��̂œK?��
if( rand()%100 < (5*skilllv+5)*sc_def_vit/100 )
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case PF_SPIDERWEB: /* �X�p�C�_?�E�F�b�u */
{
if(bl->type == BL_MOB)
{
int sec=skill_get_time2(skillid,skilllv);
if(map[src->m].flag.pvp) //PvP�ł͍S�����Ԕ����H
sec = sec/2;
battle_stopwalking(bl,1);
status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
}
}
break;
case ASC_METEORASSAULT: /* ���e�I�A�T���g */
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?�Ԉُ�͏ڍׂ�������Ȃ��̂œK?��
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case MO_EXTREMITYFIST: /* ���C���e���� */
//���C�����g����5���Ԏ��R���Ȃ��悤�ɂȂ�
status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
break;
case HW_NAPALMVULCAN: /* �i�p?���o���J�� */
// skilllv*5%�̊m���Ŏ�
if (rand()%10000 < 5*skilllv*sc_def_luk)
status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
break;
}
if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* �J?�h�ɂ��lj�?�� */
int i;
int sc_def_card=100;
for(i=SC_STONE;i<=SC_BLIND;i++){
//?�ۂ�?�Ԉُ�
switch (i) {
case SC_STONE:
case SC_FREEZE:
sc_def_card=sc_def_mdef;
break;
case SC_STAN:
case SC_POISON:
case SC_SILENCE:
sc_def_card=sc_def_vit;
break;
case SC_SLEEP:
case SC_CONFUSION:
case SC_BLIND:
sc_def_card=sc_def_int;
break;
case SC_CURSE:
sc_def_card=sc_def_luk;
}
if (sd) {
if(!sd->state.arrow_atk) {
if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
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(rand()%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�ɂ��ُ�?�� %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
}
//������?�Ԉُ�
switch (i) {
case SC_STONE:
case SC_FREEZE:
sc_def_card=sc_def_mdef2;
break;
case SC_STAN:
case SC_POISON:
case SC_SILENCE:
sc_def_card=sc_def_vit2;
break;
case SC_SLEEP:
case SC_CONFUSION:
case SC_BLIND:
sc_def_card=sc_def_int2;
break;
case SC_CURSE:
sc_def_card=sc_def_luk2;
}
if (sd) {
if(!sd->state.arrow_atk) {
if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
if(battle_config.battle_log)
printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
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(rand()%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�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
}
}
}
if (dstsd &&
rand()%10000 < dstsd->addeff3[i-SC_STONE]*sc_def_card/100){
if(battle_config.battle_log)
printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,dstsd->addeff3[i-SC_STONE]);
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;
}
/*=========================================================================
�X�L���U?�������?��
-------------------------------------------------------------------------*/
int skill_blown( struct block_list *src, struct block_list *target,int count)
{
int dx=0,dy=0,nx,ny;
int x=target->x,y=target->y;
int dir,ret,prev_state=MS_IDLE;
int moveblock;
struct map_session_data *sd=NULL;
struct mob_data *md=NULL;
struct pet_data *pd=NULL;
struct skill_unit *su=NULL;
nullpo_retr(0, src);
nullpo_retr(0, target);
if(target->type==BL_PC){
sd=(struct map_session_data *)target;
}else if(target->type==BL_MOB){
md=(struct mob_data *)target;
}else if(target->type==BL_PET){
pd=(struct pet_data *)target;
}else if(target->type==BL_SKILL){
su=(struct skill_unit *)target;
}else return 0;
if (count&0xf00000)
dir = (count>>20)&0xf;
else if (count&0x10000 || (target->x==src->x && target->y==src->y))
dir = status_get_dir(target);
else
dir = map_calc_dir(target,src->x,src->y);
if (dir>=0 && dir<8){
dx = -dirx[dir];
dy = -diry[dir];
}
ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
nx=ret>>16;
ny=ret&0xffff;
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 if(pd) {
pd->to_x=nx;
pd->to_y=ny;
prev_state = pd->state.state;
pd->state.state = MS_WALK;
clif_fixpetpos(pd);
}
}
else
battle_stopwalking(target,2);
dx = nx - x;
dy = ny - y;
if(sd) /* ?�ʊO�ɏo���̂ŏ��� */
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);
else if(pd)
map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
if(su){
skill_unit_move_unit_group(su->group,target->m,dx,dy);
}else{
int tick = gettick();
skill_unit_move(target,tick,0);
if(moveblock) map_delblock(target);
target->x=nx;
target->y=ny;
if(moveblock) map_addblock(target);
skill_unit_move(target,tick,1);
}
if(sd) { /* ?��?�ɓ����Ă����̂ŕ\�� */
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;
}
else if(pd) {
map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
if(count&0x20000)
pd->state.state = prev_state;
}
return 0;
}
/*
* =========================================================================
* �X�L���U??��?���܂Ƃ�
* flag��?���B16�i?
* 00XRTTff
* ff = magic�Ōv�Z�ɓn�����j
* TT = �p�P�b�g��type����(0�Ńf�t�H���g�j
* X = �p�P�b�g�̃X�L��Lv
* R = �\��iskill_area_sub�Ŏg�p����j
*-------------------------------------------------------------------------
*/
int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
struct Damage dmg;
struct status_change *sc_data;
int type,lv,damage;
static int tmpdmg = 0;
if(skillid > 0 && skilllv <= 0) return 0;
rdamage = 0;
nullpo_retr(0, src);
nullpo_retr(0, dsrc);
nullpo_retr(0, bl);
sc_data = status_get_sc_data(bl);
//�������Ȃ����肱������
if(dsrc->m != bl->m) //?�ۂ������}�b�v�ɂ��Ȃ���Ή������Ȃ�
return 0;
if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prev�悭�킩��Ȃ���
return 0;
if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //�p�ҁH��PC�ł��łɎ���ł����牽�����Ȃ�
return 0;
if(src != dsrc && dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //�p�ҁH��PC�ł��łɎ���ł����牽�����Ȃ�
return 0;
if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?�ۂ�PC�ł��łɎ���ł����牽�����Ȃ�
return 0;
if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *)bl))
return 0; // [MouseJstr]
if(sc_data && sc_data[SC_HIDING].timer != -1) { //�n�C�f�B���O?�Ԃ�
if(skill_get_pl(skillid) != 2) //�X�L����?�����n?���łȂ���Ή������Ȃ�
return 0;
}
if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //���ӂ蒆�͉������Ȃ�
return 0;
if(skillid == WZ_STORMGUST) { //�g�p�X�L�����X�g?���K�X�g��
if(sc_data && sc_data[SC_FREEZE].timer != -1) //����?�ԂȂ牽�����Ȃ�
return 0;
}
if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //�g�p�X�L�����t���X�g�m���@�ŁAdsrc��bl�������ꏊ�Ȃ牽�����Ȃ�
return 0;
if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
return 0;
if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
return 0;
if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
return 0;
//�������Ȃ����肱���܂�
type=-1;
lv=(flag>>20)&0xf;
dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //�_��?�W�v�Z
//�}�W�b�N���b�h?����������
if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //���@�U?�Ń}�W�b�N���b�h?�Ԃ�src=dsrc�Ȃ�
dmg.damage = dmg.damage2 = 0; //�_��?�W0
if(bl->type == BL_PC) { //?�ۂ�PC�̏ꍇ
struct map_session_data *sd = (struct map_session_data *)bl;
if (sd) {
int sp = skill_get_sp(skillid,skilllv); //�g�p���ꂽ�X�L����SP���z?
sp = sp * sc_data[SC_MAGICROD].val2 / 100; //�z?���v�Z
if(skillid == WZ_WATERBALL && skilllv > 1) //�E�H?�^?�{?��Lv1�ȏ�
sp = sp/((skilllv|1)*(skilllv|1)); //����Ɍv�Z�H
if(sp > 0x7fff) sp = 0x7fff; //SP�������̏ꍇ�͗��_�ő�l
else if(sp < 1) sp = 1; //1�ȉ��̏ꍇ��1
if(sd->status.sp + sp > sd->status.max_sp) { //��SP+���݂�SP��MSP���傫���ꍇ
sp = sd->status.max_sp - sd->status.sp; //SP��MSP-����SP�ɂ���
sd->status.sp = sd->status.max_sp; //���݂�SP��MSP����
}
else //��SP+���݂�SP��MSP��菬�����ꍇ�͉�SP�����Z
sd->status.sp += sp;
clif_heal(sd->fd,SP_SP,sp); //SP�G�t�F�N�g�̕\��
sd->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); //�}�W�b�N���b�h�G�t�F�N�g��\��
}
//�}�W�b�N���b�h?�������܂�
if(src->type==BL_PET) { // [Valaris]
dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) );
dmg.damage2=0;
}
damage = dmg.damage + dmg.damage2;
if(lv==15)
lv=-1;
if( flag&0xff00 )
type=(flag&0xff00)>>8;
if(damage <= 0 || damage < dmg.div_) //�����������H��
dmg.blewcount = 0;
if(skillid == CR_GRANDCROSS||skillid == NPC_DARKGRANDCROSS) {//�O�����h�N���X
if(battle_config.gx_disptype) dsrc = src; // �G�_��?�W�������\��
if( src == bl) type = 4; // �����̓_��?�W��?�V�����Ȃ�
}
//�g�p�҂�PC�̏ꍇ��?����������
if(src->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)src;
nullpo_retr(0, sd);
//�A�ŏ�(MO_CHAINCOMBO)��������
if(skillid == MO_CHAINCOMBO) {
int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //��{�f�B���C�̌v�Z
if(damage < status_get_hp(bl)) { //�_��?�W��?�ۂ�HP��菬�����ꍇ
if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //�җ���(MO_COMBOFINISH)�擾��?���ێ�����+300ms
delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��
status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //�R���{?�Ԃ�
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
}
//�A�ŏ�(MO_CHAINCOMBO)�����܂�
//�җ���(MO_COMBOFINISH)��������
else if(skillid == MO_COMBOFINISH) {
int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
if(damage < status_get_hp(bl)) {
//���C���e����(MO_EXTREMITYFIST)�擾��?��4�ێ��������g��(MO_EXPLOSIONSPIRITS)?�Ԏ���+300ms
//���Ռ�(CH_TIGERFIST)�擾����+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; //�lj��f�B���C��conf�ɂ�蒲��
status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //�R���{?�Ԃ�
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
}
//�җ���(MO_COMBOFINISH)�����܂�
//���Ռ�(CH_TIGERFIST)��������
else if(skillid == CH_TIGERFIST) {
int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
if(damage < status_get_hp(bl)) {
if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //�A����?(CH_CHAINCRUSH)�擾����+300ms
delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��
status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //�R���{?�Ԃ�
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
}
//���Ռ�(CH_TIGERFIST)�����܂�
//�A����?(CH_CHAINCRUSH)��������
else if(skillid == CH_CHAINCRUSH) {
int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
if(damage < status_get_hp(bl)) {
//���C���e����(MO_EXTREMITYFIST)�擾��?��4�ێ��������g��(MO_EXPLOSIONSPIRITS)?�Ԏ���+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; //�lj��f�B���C��conf�ɂ�蒲��
status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //�R���{?�Ԃ�
}
sd->attackabletime = sd->canmove_tick = tick + delay;
clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
}
//�A����?(CH_CHAINCRUSH)�����܂�
}
//�g�p�҂�PC�̏ꍇ��?�������܂�
//����X�L���H��������
//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) { //����X�L�����_��?�W���聕�g�p�҂�?�ێ҂��Ⴄ��src=dsrc
if(dmg.flag&BF_SHORT) { //�ߋ����U?���H��
if(bl->type == BL_PC) { //?�ۂ�PC�̎�
struct map_session_data *tsd = (struct map_session_data *)bl;
nullpo_retr(0, tsd);
if(tsd->short_weapon_damage_return > 0) { //�ߋ����U?���˕Ԃ��H��
rdamage += damage * tsd->short_weapon_damage_return / 100;
if(rdamage < 1) rdamage = 1;
}
}
if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //���t���N�g�V?���h��
rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //���˕Ԃ��v�Z
if(rdamage < 1) rdamage = 1;
}
}
else if(dmg.flag&BF_LONG) { //�������U?���H��
if(bl->type == BL_PC) { //?�ۂ�PC�̎�
struct map_session_data *tsd = (struct map_session_data *)bl;
nullpo_retr(0, tsd);
if(tsd->long_weapon_damage_return > 0) { //�������U?���˕Ԃ��H��
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);
}
//����X�L���H�����܂�
switch(skillid){
case AS_SPLASHER:
clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
case ASC_BREAKER: // [celest]
if (attack_type&BF_MAGIC) { // only display damage for the 2nd attack
if (damage + tmpdmg != 0) // if both attacks missed, do not display a 2nd 'miss'
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage+tmpdmg, dmg.div_, skillid, skilllv, type);
tmpdmg = 0; // clear the temporary damage
} else {
if (damage == 0) // if weapon attack missed, display the 'miss'
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
tmpdmg = damage; // store the temporary weapon damage
}
break;
case NPC_SELFDESTRUCTION:
case NPC_SELFDESTRUCTION2:
break;
case SN_SHARPSHOOTING:
clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,0,0,0);
break;
default:
clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
}
/* ������������Ƃ��̃p�P�b�g */
if (dmg.blewcount > 0 && bl->type!=BL_SKILL && !map[src->m].flag.gvg) {
skill_blown(dsrc,bl,dmg.blewcount);
if(bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *)bl);
else if(bl->type == BL_PET)
clif_fixpetpos((struct pet_data *)bl);
else
clif_fixpos(bl);
}
map_freeblock_lock();
/* ?�ۂɃ_��?�W?�����s�� */
if (skillid || flag) {
if (attack_type&BF_WEAPON)
battle_delay_damage(tick+dmg.amotion,src,bl,damage,0);
else
battle_damage(src,bl,damage,0);
}
if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
int rate = 50 + skilllv * 5;
rate = rate + (s_lv - t_lv);
if(rand()%100 < rate)
skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
}
if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer == -1){
struct map_session_data *tsd = (struct map_session_data *)bl;
nullpo_retr(0, tsd);
if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].lv
&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER)
&& !(skillid > NPC_SELFDESTRUCTION2 && skillid < NPC_UNDEADATTACK)){
//?��?��ł���X�L��������ΊY?�X�L��������
if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag==13){
tsd->status.skill[tsd->cloneskill_id].id=0;
tsd->status.skill[tsd->cloneskill_id].flag=0;
}
tsd->cloneskill_id=skillid;
tsd->status.skill[skillid].id=skillid;
tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
tsd->status.skill[skillid].flag=13;//cloneskill flag
clif_skillinfoblock(tsd);
}
}
/* �_��?�W������Ȃ�lj�?�ʔ��� */
if(bl->prev != NULL){
if(!status_isdead(bl)) {
if(damage > 0)
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
if(bl->type==BL_MOB && src!=bl) /* �X�L���g�p?����MOB�X�L�� */
{
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 && rand()%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 && rand()%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 && rand()%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 && rand()%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 (sd->sp_drain_type && bl->type == BL_PC)
battle_heal(NULL,bl,0,-sp,0);
}
if ((skillid || flag) && rdamage>0) {
if (attack_type&BF_WEAPON)
battle_delay_damage(tick+dmg.amotion,bl,src,rdamage,0);
else
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);
status_change_end(bl,SC_AUTOCOUNTER,-1);
}
map_freeblock_unlock();
return (dmg.damage+dmg.damage2); /* ?�_����Ԃ� */
}
/*==========================================
* �X�L����?�U?�p(map_foreachinarea������)
* flag�ɂ��āF16�i?���m�F
* MSB <- 00fTffff ->LSB
* T =�^?�Q�b�g�I?�p(BCT_*)
* ffff=���R�Ɏg�p�\
* 0 =�\��B0�ɌŒ�
*------------------------------------------
*/
static int skill_area_temp[8]; /* �ꎞ??�B�K�v�Ȃ�g���B */
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 *); //�����ł�src�̒l��?�Ƃ��Ă��Ȃ��̂�NULL�`�F�b�N�͂��Ȃ�
skill_id=va_arg(ap,int);
skill_lv=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
flag=va_arg(ap,int);
func=va_arg(ap,SkillFunc);
if(battle_check_target(src,bl,flag) > 0)
func(src,bl,skill_id,skill_lv,tick,flag);
return 0;
}
static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
{
struct skill_unit *unit;
int *c;
int skillid,unit_id;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, unit = (struct skill_unit *)bl);
nullpo_retr(0, c = va_arg(ap,int *));
if(bl->prev == NULL || bl->type != BL_SKILL)
return 0;
if(!unit->alive)
return 0;
skillid = va_arg(ap,int);
unit_id = unit->group->unit_id;
if (skillid==MG_SAFETYWALL || skillid==AL_PNEUMA) {
if(unit_id != 0x7e && unit_id != 0x85)
return 0;
} else if (skillid==AL_WARP) {
if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92)
return 0;
} else if ((skillid>=HT_SKIDTRAP && skillid<=HT_CLAYMORETRAP) || skillid==HT_TALKIEBOX) {
if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92)
return 0;
} else if (skillid==WZ_FIREPILLAR) {
if (unit_id!=0x87)
return 0;
} else if (skillid==HP_BASILICA) {
if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92 && unit_id!=0x83)
return 0;
} else
return 0;
(*c)++;
return 0;
}
int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
{
int c = 0;
int range = skill_get_unit_range(skillid);
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
printf("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
return 0;
}
// �Ƃ肠���������`�̃��j�b�g���C�A�E�g�̂ݑΉ�
range += layout_type;
map_foreachinarea(skill_check_unit_range_sub,m,
x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
return c;
}
static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
{
int *c;
int skillid;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, c = va_arg(ap,int *));
if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
return 0;
if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
return 0;
skillid = va_arg(ap,int);
if (skillid==HP_BASILICA && bl->type==BL_PC)
return 0;
(*c)++;
return 0;
}
int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
{
int c = 0, range, type;
switch (skillid) { // to be expanded later
case WZ_ICEWALL:
range = 2;
break;
default:
{
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
printf("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
return 0;
}
// �Ƃ肠���������`�̃��j�b�g���C�A�E�g�̂ݑΉ�
range = skill_get_unit_range(skillid) + layout_type;
}
break;
}
// if the caster is a monster/NPC, only check for players
// otherwise just check everything
if (bl->type == BL_PC)
type = 0;
else type = BL_PC;
map_foreachinarea(skill_check_unit_range2_sub, m,
x - range, y - range, x + range, y + range,
type, &c, skillid);
return c;
}
int skill_guildaura_sub (struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
struct guild *g;
int gid, id;
int flag = 0;
nullpo_retr(0, sd=(struct map_session_data *)bl);
nullpo_retr(0, ap);
id = va_arg(ap,int);
gid = va_arg(ap,int);
if (sd->status.guild_id != gid)
return 0;
g = va_arg(ap,struct guild *);
if (guild_checkskill(g, GD_LEADERSHIP)>0) flag |= 1<<0;
if (guild_checkskill(g, GD_GLORYWOUNDS)>0) flag |= 1<<1;
if (guild_checkskill(g, GD_SOULCOLD)>0) flag |= 1<<2;
if (guild_checkskill(g, GD_HAWKEYES)>0) flag |= 1<<3;
if (guild_checkskill(g, GD_CHARISMA)>0) flag |= 1<<4;
if (flag > 0) {
if (sd->sc_count && sd->sc_data[SC_GUILDAURA].timer != -1) {
if (sd->sc_data[SC_GUILDAURA].val4 != flag) {
sd->sc_data[SC_GUILDAURA].val4 = flag;
status_calc_pc (sd, 0);
}
return 0;
}
status_change_start(&sd->bl, SC_GUILDAURA,1,id,0,flag,0,0 );
}
return 0;
}
/*=========================================================================
* ��?�X�L���g�p?����������������
*/
/* ?�ۂ�?���J�E���g����B�iskill_area_temp[0]�����������Ă������Ɓj */
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;
}
int skill_count_water(struct block_list *src,int range)
{
int i,x,y,cnt = 0,size = range*2+1;
struct skill_unit *unit;
for (i=0;i<size*size;i++) {
x = src->x+(i%size-range);
y = src->y+(i/size-range);
if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
cnt++;
continue;
}
unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
if (unit) {
cnt++;
skill_delunit(unit);
}
}
return cnt;
}
/*==========================================
*
*------------------------------------------
*/
static int skill_timerskill(int tid, unsigned int tick, int id,int data )
{
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
struct pet_data *pd = NULL;
struct block_list *src = map_id2bl(id),*target;
struct skill_timerskill *skl = NULL;
int range;
nullpo_retr(0, src);
if(src->prev == NULL)
return 0;
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 if(src->type == BL_PET) { // [Valaris]
nullpo_retr(0, pd = (struct pet_data *)src);
skl = &pd->skilltimerskill[data];
}
else
return 0;
nullpo_retr(0, skl);
skl->timer = -1;
if (sd) {
sd->timerskill_count--;
}
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; //���������ĂȂ��̂ɃA�h���X�˂�?��ł����̂��ȁH
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;
pc_randomwarp(sd,3);
for(i=0;i<16;i++) {
j = rand()%8;
x = sd->bl.x + dirx[j];
y = sd->bl.y + diry[j];
if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
break;
}
if(i >= 16) {
x = sd->bl.x;
y = sd->bl.y;
}
if(target->prev != NULL) {
if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
pc_setpos((struct map_session_data *)target,map[sd->bl.m].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;
mob_warp(md,-1,-1,-1,3);
for(i=0;i<16;i++) {
j = rand()%8;
x = md->bl.x + dirx[j];
y = md->bl.y + diry[j];
if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
break;
}
if(i >= 16) {
x = md->bl.x;
y = md->bl.y;
}
if(target->prev != NULL) {
if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
else if(target->type == BL_MOB)
mob_warp((struct mob_data *)target,-1,x,y,3);
}
}
break;
case BA_FROSTJOKE: /* �����W��?�N */
case DC_SCREAM: /* �X�N��?�� */
range=15; //���E�S?
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;
case WZ_WATERBALL:
if (skl->type>1) {
skl->timer = 0; // skill_addtimerskill�Ŏg�p����Ȃ��悤��
skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
skl->timer = -1;
}
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
// should put outside of the switch, but since this is the only
// mage targetted spell for now,
struct status_change *sc_data = status_get_sc_data(src);
if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //�}�W�b�N�p��?��?�ʏI��
status_change_end(src,SC_MAGICPOWER,-1);
}
break;
default:
skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
}
}
else {
if(src->m != skl->map)
return 0;
switch(skl->skill_id) {
case WZ_METEOR:
if(skl->type >= 0) {
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,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;
}
/*==========================================
*
*------------------------------------------
*/
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;
sd->timerskill_count++;
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;
}
else if(src->type == BL_PET) { // [Valaris]
struct pet_data *pd = (struct pet_data *)src;
nullpo_retr(1, pd);
for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
if(pd->skilltimerskill[i].timer == -1) {
pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
pd->skilltimerskill[i].src_id = src->id;
pd->skilltimerskill[i].target_id = target;
pd->skilltimerskill[i].skill_id = skill_id;
pd->skilltimerskill[i].skill_lv = skill_lv;
pd->skilltimerskill[i].map = src->m;
pd->skilltimerskill[i].x = x;
pd->skilltimerskill[i].y = y;
pd->skilltimerskill[i].type = type;
pd->skilltimerskill[i].flag = flag;
return 0;
}
}
return 1;
}
return 1;
}
/*==========================================
*
*------------------------------------------
*/
int skill_cleartimerskill(struct block_list *src)
{
int i;
nullpo_retr(0, src);
if(src->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)src;
nullpo_retr(0, sd);
if (sd->timerskill_count <= 0)
return 0;
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;
sd->timerskill_count--;
}
}
}
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;
}
/* ��?�X�L���g�p?�������������܂�
* -------------------------------------------------------------------------
*/
/*==========================================
* �X�L���g�p�i�r�������AID�w��U?�n�j
* �i�X�p�Q�b�e�B�Ɍ����ĂP?�O�i�I(�_���|)�j
*------------------------------------------
*/
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
struct map_session_data *sd = NULL;
struct status_change *sc_data = status_get_sc_data(src);
int i;
if(skillid < 0)
{ // remove the debug print when this case is finished
printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
src, bl,skillid,skilllv,tick,flag);
return 0;
}
if(skillid > 0 && skilllv <= 0) return 0;
nullpo_retr(1, src);
nullpo_retr(1, bl);
if(src->type==BL_PC)
sd=(struct map_session_data *)src;
if(sd && pc_isdead(sd))
return 1;
if((skillid == CR_GRANDCROSS || skillid == NPC_DARKGRANDCROSS) && 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)
{
/* ����U?�n�X�L�� */
case SM_BASH: /* �o�b�V�� */
case MC_MAMMONITE: /* ���}?�i�C�g */
case AC_DOUBLE: /* �_�u���X�g���C�t�B���O */
case AS_SONICBLOW: /* �\�j�b�N�u��? */
case KN_PIERCE: /* �s�A?�X */
case KN_SPEARBOOMERANG: /* �X�s�A�u?������ */
case KN_BRANDISHSPEAR: /* �u�����f�B�b�V���X�s�A */
case TF_POISON: /* �C���x�i�� */
case TF_SPRINKLESAND: /* ���܂� */
case AC_CHARGEARROW: /* �`��?�W�A��? */
// case KN_SPEARSTAB: /* �X�s�A�X�^�u */
case RG_RAID: /* �T�v���C�Y�A�^�b�N */
case RG_INTIMIDATE: /* �C���e�B�~�f�C�g */
case BA_MUSICALSTRIKE: /* �~��?�W�J���X�g���C�N */
case DC_THROWARROW: /* ��?�� */
case BA_DISSONANCE: /* �s���a�� */
case CR_HOLYCROSS: /* �z?��?�N���X */
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
/* �ȉ�MOB?�p */
/* ??�U?�ASP�����U?�A�������U?�A�h�䖳���U?�A���i�U? */
case NPC_PIERCINGATT:
case NPC_MENTALBREAKER:
case NPC_RANGEATTACK:
case NPC_CRITICALSLASH:
case NPC_COMBOATTACK:
/* �K���U?�A�ōU?�A��?�U?�A��?�U?�A�X�^���U? */
case NPC_GUIDEDATTACK:
case NPC_POISON:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
/* �Ή��U?�A�U?�A�����U?�A�����_��ATK�U? */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_RANDOMATTACK:
/* ��?���U?�A�n?���U?�A��?���U?�A��?���U? */
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
/* ��?���U?�A��?���U?�A��?���U?�A�O?���U?�ASP�����U? */
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_TELEKINESISATTACK:
case NPC_UNDEADATTACK:
case NPC_BREAKARMOR:
case NPC_BREAKWEAPON:
case NPC_BREAKHELM:
case NPC_BREAKSHIELD:
case LK_AURABLADE: /* �I?���u��?�h */
case LK_SPIRALPIERCE: /* �X�p�C�����s�A?�X */
case LK_HEADCRUSH: /* �w�b�h�N���b�V�� */
case LK_JOINTBEAT: /* �W���C���g�r?�g */
// case PA_PRESSURE: /* �v���b�V��? */
// case PA_SACRIFICE: /* �T�N���t�@�C�X */
// case SN_SHARPSHOOTING: /* �V��?�v�V��?�e�B���O */
case CG_ARROWVULCAN: /* �A��?�o���J�� */
// case ASC_BREAKER: /* �\�E���u��?�J? */
case HW_MAGICCRASHER: /* �}�W�b�N�N���b�V��? */
case ASC_METEORASSAULT: /* ���e�I�A�T���g */
case ITM_TOMAHAWK:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case ASC_BREAKER: /* �\�E���u��?�J? */ // [DracoRPG]
// separate weapon and magic attacks
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case SN_SHARPSHOOTING: /* �V��?�v�V��?�e�B���O */
map_foreachinpath (skill_attack_area,src->m, // function, map
src->x,src->y, // source xy
bl->x,bl->y, // target xy
2,0, // range, type
BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
break;
case PA_PRESSURE: /* �v���b�V��? */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (rand()%100 < 50)
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
else
status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
if (bl->type == BL_PC) {
int sp;
struct map_session_data *tsd = (struct map_session_data *)bl;
nullpo_retb (tsd);
sp = tsd->status.max_sp * 10 * skilllv / 100;
if (sp > tsd->status.sp) sp = tsd->status.sp;
tsd->status.sp -= sp;
clif_updatestatus(tsd,SP_SP);
}
break;
case NPC_DARKBREATH:
clif_emotion(src,7);
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
break;
case MO_INVESTIGATE: /* ?�� */
{
struct status_change *sc_data = status_get_sc_data(src);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
}
break;
case SN_FALCONASSAULT: /* �t�@���R���A�T���g */
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
break;
case RG_BACKSTAP: /* �o�b�N�X�^�u */
{
int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_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 = status_get_sc_data(src);
if(sc_data && sc_data[SC_HIDING].timer != -1)
status_change_end(src, SC_HIDING, -1); // �n�C�f�B���O����
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
if (bl->type == BL_PC)
((struct map_session_data *)bl)->dir=dir;
else if (bl->type == BL_MOB)
((struct mob_data *)bl)->dir=dir;
clif_changed_dir(bl);
//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: /* �A�V�b�h�e��? */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) {
pc_breakarmor((struct map_session_data *)bl);
clif_emotion(bl, 23);
}
break;
case MO_FINGEROFFENSIVE: /* �w? */
{
struct status_change *sc_data = status_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)
status_change_end(src,SC_BLADESTOP,-1);
}
break;
case MO_CHAINCOMBO: /* �A�ŏ� */
{
struct status_change *sc_data = status_get_sc_data(src);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
}
break;
case MO_COMBOFINISH: /* �җ��� */
case CH_CHAINCRUSH: /* �A����? */
case CH_PALMSTRIKE: /* �ҌՍd�h�R */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case CH_TIGERFIST: /* ���Ռ� */
if (bl->type == BL_PC && !(map[bl->m].flag.gvg || map[bl->m].flag.pvp)) {
map_freeblock_unlock();
return 1;
}
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
case MO_EXTREMITYFIST: /* ���C���e�P�� */
{
struct status_change *sc_data = status_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);
status_change_end(&sd->bl,SC_COMBO,-1);
}
else
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
}
break;
/* ����n��?�U?�X�L�� */
case AC_SHOWER: /* �A��?�V����? */
case AS_GRIMTOOTH: /* �O�����g�D?�X */
case MC_CARTREVOLUTION: /* �J?�g�����H����?�V���� */
case NPC_SPLASHATTACK: /* �X�v���b�V���A�^�b�N */
case AS_SPLASHER: /* [Valaris] */
if(flag&1){
/* �ʂɃ_��?�W��?���� */
if(bl->id!=skill_area_temp[1]){
int dist=0;
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
0x0500|dist );
if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
struct status_change *sc_data = status_get_sc_data(bl);
if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
}
}
} else {
int ar;
int x = bl->x, y = bl->y;
switch (skillid) {
case AC_SHOWER:
ar=2;
break;
case NPC_SPLASHATTACK:
ar=3;
break;
default:
ar=1;
break;
}
skill_area_temp[1]=bl->id;
skill_area_temp[2]=x;
skill_area_temp[3]=y;
/* �܂��^?�Q�b�g�ɍU?�������� */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
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 SM_MAGNUM: /* �}�O�i���u���C�N [celest] */
{
int dist = 0;
int dx = abs( bl->x - skill_area_temp[2] );
int dy = abs( bl->y - skill_area_temp[3] );
dist = ((dx>dy)?dx:dy);
map_foreachinarea (skill_attack_area,src->m,src->x-1,src->y-1,src->x+1,src->y+1,0,
BF_WEAPON,src,src,skillid,skilllv,tick,0x0500|dist,BCT_ENEMY);
status_change_start (src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
clif_skill_nodamage (src,src,skillid,skilllv,1);
}
break;
case KN_BOWLINGBASH: /* �{�E�����O�o�b�V�� */
if(flag&1){
/* �ʂɃ_��?�W��?���� */
if(bl->id!=skill_area_temp[1])
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
} else {
int i,c; /* ���l���畷���������Ȃ̂ŊԈ���Ă�\���偕?����?���������� */
/* �܂��^�[�Q�b�g�ɍU���������� */
if (!skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
break;
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 if(bl->type == BL_PET)
clif_fixpetpos((struct pet_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;
/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
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 KN_SPEARSTAB: /* �X�s�A�X�^�u */
if(flag&1){
/* �ʂɃ_���[�W��^���� */
if (bl->id==skill_area_temp[1])
break;
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500))
skill_blown(src,bl,skill_area_temp[2]);
} else {
int x=bl->x,y=bl->y,i,dir;
/* �܂��^�[�Q�b�g�ɍU���������� */
dir = map_calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
skill_blown(src,bl,skill_area_temp[2]);
for (i=0;i<4;i++) {
map_foreachinarea(skill_area_sub,bl->m,x,y,x,y,0,
src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
skill_castend_damage_id);
x += dirx[dir];
y += diry[dir];
}
}
break;
case ALL_RESURRECTION: /* ���U���N�V���� */
case PR_TURNUNDEAD: /* �^?���A���f�b�h */
if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
else {
map_freeblock_unlock();
return 1;
}
break;
/* ���@�n�X�L�� */
case MG_SOULSTRIKE: /* �\�E���X�g���C�N */
case NPC_DARKSOULSTRIKE: /*�Ń\�E���X�g���C�N*/
case MG_COLDBOLT: /* �R�[���h�{���g */
case MG_FIREBOLT: /* �t�@�C�A�[�{���g */
case MG_LIGHTNINGBOLT: /* ���C�g�j���O�{���g */
case WZ_EARTHSPIKE: /* �A�[�X�X�p�C�N */
case AL_HEAL: /* �q�[�� */
case AL_HOLYLIGHT: /* �z�[���[���C�g */
case WZ_JUPITEL: /* ���s�e���T���_�[ */
case NPC_DARKJUPITEL: /*���s�e��*/
case NPC_MAGICALATTACK: /* MOB:���@��?�U? */
case PR_ASPERSIO: /* �A�X�y���V�I */
case MG_FROSTDIVER: /* �t���X�g�_�C�o�[ */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case WZ_WATERBALL: /* �E�H?�^?�{?�� */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
if (skilllv>1) {
int cnt,range;
range = skilllv>5?2:skilllv/2;
if (sd)
cnt = skill_count_water(src,range)-1;
else
cnt = skill_get_num(skillid,skilllv)-1;
if (cnt>0)
skill_addtimerskill(src,tick+150,bl->id,0,0,
skillid,skilllv,cnt,flag);
}
break;
case PR_BENEDICTIO: /* ��?�~�� */
if(status_get_race(bl)==1 || status_get_race(bl)==6)
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
/* ���@�n��?�U?�X�L�� */
case MG_NAPALMBEAT: /* �i�p?���r?�g */
case MG_FIREBALL: /* �t�@�C��?�{?�� */
case WZ_SIGHTRASHER: /* �T�C�g���b�V���[ */
if(flag&1){
/* �ʂɃ_��?�W��?���� */
if(bl->id!=skill_area_temp[1]){
if(skillid==MG_FIREBALL){ /* �t�@�C��?�{?���Ȃ璆�S����̋������v�Z */
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;
skill_area_temp[0]=0;
skill_area_temp[1]=bl->id;
switch (skillid) {
case MG_NAPALMBEAT:
ar = 1;
/* �i�p�[���r�[�g�͕��U�_���[�W�Ȃ̂œG�̐��𐔂��� */
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,
skill_area_sub_count);
break;
case MG_FIREBALL:
ar = 2;
skill_area_temp[2]=bl->x;
skill_area_temp[3]=bl->y;
/* �^�[�Q�b�g�ɍU����������(�X�L���G�t�F�N�g�\��) */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
skill_area_temp[0]);
break;
case WZ_SIGHTRASHER:
default:
ar = 3;
bl = src;
status_change_end(src,SC_SIGHT,-1);
break;
}
if (skillid==WZ_SIGHTRASHER) {
/* �X�L���G�t�F�N�g�\�� */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
} else {
/* �^�[�Q�b�g�ɍU����������(�X�L���G�t�F�N�g�\��) */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
skill_area_temp[0]);
}
/* �^�[�Q�b�g�ȊO�͈͓̔��̓G�S�̂ɏ������s�� */
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 WZ_FROSTNOVA: /* �t���X�g�m���@ */
//skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
//skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
break;
/* ���̑� */
case HT_BLITZBEAT: /* �u���b�c�r?�g */
if(flag&1){
/* �ʂɃ_��?�W��?���� */
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);
/* �܂��^?�Q�b�g�ɍU?�������� */
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
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: /* �O�����h�N���X */
case NPC_DARKGRANDCROSS: /*�ŃO�����h�N���X*/
/* �X�L�����j�b�g�z�u */
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: /* ���� */
case NPC_SMOKING: /* �X��?�L���O */
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
break;
// Celest
case PF_SOULBURN:
{
int per = skilllv < 5 ? 20+ skilllv*10 : 60;
if (rand()%100 < per) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (skilllv == 5)
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
if (bl->type == BL_PC && (map[src->m].flag.pvp || map[src->m].flag.gvg)) {
struct map_session_data *tsd = (struct map_session_data *)bl;
if (tsd) {
tsd->status.sp = 0;
clif_updatestatus(tsd,SP_SP);
}
}
} else {
clif_skill_nodamage(src,src,skillid,skilllv,1);
if (skilllv == 5)
skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
if (sd) {
sd->status.sp = 0;
clif_updatestatus(sd,SP_SP);
}
}
if (sd)
pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
}
break;
case NPC_SELFDESTRUCTION: /* ���� */
case NPC_SELFDESTRUCTION2: /* ����2 */
if(flag&1){
/* �ʂɃ_��?�W��?���� */
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]=status_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�z?/HP�z?���@ */
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;
// unknown skills [Celest]
case NPC_BIND:
case NPC_EXPLOSIONSPIRITS:
case NPC_INCAGI:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
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:
printf("Unknown skill used:%d\n",skillid);
map_freeblock_unlock();
return 1;
}
if(sc_data) {
if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //�}�W�b�N�p��?��?�ʏI��
status_change_end(src,SC_MAGICPOWER,-1);
}
map_freeblock_unlock();
return 0;
}
/*==========================================
* �X�L���g�p�i�r�������AID�w��x���n�j
*------------------------------------------
*/
int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
struct mob_data *md=NULL;
struct mob_data *dstmd=NULL;
int i,abra_skillid=0,abra_skilllv;
int sc_def_vit,sc_def_mdef;
int sc_dex,sc_luk;
//�N���X�`�F���W�p�{�X�����X�^?ID
int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
,1157,1159,1190,1272,1312,1373,1492};
int poringclass[]={1002};
if(skillid < 0)
{ // remove the debug print when this case is finished
printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
src, bl,skillid,skilllv,tick,flag);
return 0;
}
if(skillid > 0 && skilllv <= 0) return 0; // celest
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=status_get_mdef(bl);
sc_luk=status_get_luk(bl);
sc_def_vit = status_get_sc_def_vit(bl);
sc_def_mdef = status_get_sc_def_mdef (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(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(status_get_class(bl) == 1288)
return 1;
if (sd && skillnotok(skillid, sd)) // [MouseJstr]
return 0;
map_freeblock_lock();
switch(skillid)
{
case AL_HEAL: /* �q?�� */
{
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; /* ?��峃J?�h�i�q?���ʂO�j */
if (sd){
s_class = pc_calc_base_job(sd->status.class_);
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // ���f�B�e�C�e�B�I
heal += heal*skill*2/100;
if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //������?�ۂ�PC�A?�ۂ������̃p?�g�i?�A�������X�p�m�r�A���������Ȃ�
heal = heal*2; //�X�p�m�r�̉ł��U�߂Ƀq?�������2�{�ɂȂ�
}
clif_skill_nodamage(src,bl,skillid,heal,1);
heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
// JOB??�l�l��
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: /* ���U���N�V���� */
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����s�\?�� */
if(pc_isdead(tsd)){ /* ���S���� */
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 ){ /* �I�V���X�J?�h */
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: /* ���x���� */
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
if( rand()%100 < (50+skilllv*3+(status_get_lv(src)+status_get_int(src)/5)-sc_def_mdef) ) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
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 = status_get_race(bl),ele = status_get_elem_type(bl);
if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
int slv=status_get_lv(src),tlv=status_get_lv(bl),rate;
rate = 25 + skilllv*2 + slv - tlv;
if(rand()%100 < rate)
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: /* ���b�N�X�f�B�r?�i */
{
struct status_change *sc_data = status_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)
status_change_end(bl,SC_DIVINA,-1);
else if( rand()%100 < sc_def_vit ) {
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
}
break;
case SA_ABRACADABRA:
//require 1 yellow gemstone even with mistress card or Into the Abyss
if ((i=pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!)
clif_skill_fail(sd,sd->skillid,0,0);
break;
}
//pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
pc_delitem(sd, i, 1, 0);
//
do{
abra_skillid=skill_abra_dataset(skilllv);
}while(abra_skillid == 0);
abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
sd->skillitem=abra_skillid;
sd->skillitemlv=abra_skilllv;
clif_item_skill(sd,abra_skillid,abra_skilllv,"�A�u���J�_�u��");
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=status_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,status_get_lv(bl)*100);
break;
case SA_TAMINGMONSTER:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (dstmd){
for(i=0;i<MAX_PET_DB;i++){
if(dstmd->class_ == pet_db[i].class_){
pet_catch_process1(sd,dstmd->class_);
break;
}
}
}
break;
case AL_INCAGI: /* ���x?�� */
case AL_BLESSING: /* �u���b�V���O */
case PR_SLOWPOISON:
case PR_IMPOSITIO: /* �C���|�V�e�B�I�}�k�X */
case PR_LEXAETERNA: /* ���b�N�X�G?�e���i */
case PR_SUFFRAGIUM: /* �T�t���M�E�� */
case PR_BENEDICTIO: /* ��?�~�� */
case CR_PROVIDENCE: /* �v�����B�f���X */
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}else{
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 CG_MARIONETTE: /* �}���I�l�b�g�R���g��?�� */
if(sd && dstsd){
struct status_change *sc_data = status_get_sc_data(src);
struct status_change *tsc_data = status_get_sc_data(bl);
int sc = SkillStatusChangeTable[skillid];
int sc2 = SC_MARIONETTE2;
if((dstsd->bl.type!=BL_PC)
|| (sd->bl.id == dstsd->bl.id)
|| (!sd->status.party_id)
|| (sd->status.party_id != dstsd->status.party_id)) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
if(sc_data && tsc_data){
if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
}
else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
status_change_end(src, sc, -1);
status_change_end(bl, sc2, -1);
}
else {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
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 *sd2 = (struct map_session_data *)bl;
if (sd2->special_state.no_magic_damage) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
if(sd2->status.weapon==0 || (sd && sd->status.party_id > 0 && sd->status.party_id != sd2->status.party_id) ||
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) {
if (sd) clif_skill_fail(sd,skillid,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
}
if(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4
if (sd) 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 && sd != sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
pc_breakweapon(sd2);
}
break;
}
else {
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: /* �A�X�y���V�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;
if(bl->type==BL_MOB)
break;
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case PR_KYRIE: /* �L���G�G���C�\�� */
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case KN_AUTOCOUNTER: /* �I?�g�J�E���^? */
case KN_TWOHANDQUICKEN: /* �c?�n���h�N�C�b�P�� */
case CR_SPEARQUICKEN: /* �X�s�A�N�C�b�P�� */
case CR_REFLECTSHIELD:
case AS_POISONREACT: /* �|�C�Y�����A�N�g */
case MC_LOUD: /* ���E�h�{�C�X */
case MG_ENERGYCOAT: /* �G�i�W?�R?�g */
// case SM_ENDURE: /* �C���f���A */
case MG_SIGHT: /* �T�C�g */
case AL_RUWACH: /* ���A�t */
case MO_EXPLOSIONSPIRITS: // �����g��
case MO_STEELBODY: // ����
case LK_AURABLADE: /* �I?���u��?�h */
case LK_PARRYING: /* �p���C���O */
case LK_CONCENTRATION: /* �R���Z���g��?�V���� */
// case LK_BERSERK: /* �o?�T?�N */
case HP_ASSUMPTIO: /* */
case WS_CARTBOOST: /* �J?�g�u?�X�g */
case SN_SIGHT: /* �g�D��?�T�C�g */
case WS_MELTDOWN: /* �����g�_�E�� */
case ST_REJECTSWORD: /* ���W�F�N�g�\?�h */
case HW_MAGICPOWER: /* ���@��?�� */
case PF_MEMORIZE: /* �������C�Y */
case PA_SACRIFICE:
case ASC_EDP: // [Celest]
case CG_MOONLIT: /* ������̐�ɗ�����Ԃт� */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case SM_ENDURE: /* �C���f���A */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
if (sd)
pc_blockskill_start (sd, skillid, 10000);
break;
case SM_AUTOBERSERK: // Celest
{
struct status_change *tsc_data = status_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 )
status_change_start(bl,sc,skilllv,0,0,0,0,0);
else
status_change_end(bl, sc, -1);
}
}
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);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case LK_TENSIONRELAX: /* �e���V���������b�N�X */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
pc_setsit(sd);
clif_sitting(sd);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case LK_BERSERK: /* �o?�T?�N */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
//sd->status.hp = sd->status.max_hp * 3;
break;
case MC_CHANGECART:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
case AC_CONCENTRATION: /* �W���͌��� */
{
int range = 1;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
map_foreachinarea( 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: /* �v���{�b�N */
{
struct status_change *sc_data = status_get_sc_data(bl);
/* MVPmob�ƕs���ɂ�?���Ȃ� */
if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //�s���ɂ�?���Ȃ�
{
map_freeblock_unlock();
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // �r���W�Q
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)
status_change_end(bl,SC_FREEZE,-1);
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
status_change_end(bl,SC_STONE,-1);
if(sc_data[SC_SLEEP].timer!=-1)
status_change_end(bl,SC_SLEEP,-1);
}
if(dstmd) {
int range = skill_get_range(skillid,skilllv);
if(range < 0)
range = status_get_range(src) - (range + 1);
dstmd->state.provoke_flag = src->id;
mob_target(dstmd,src,range);
}
}
break;
case CR_DEVOTION: /* �f�B�{?�V���� */
if(sd && dstsd){
//?����{�q�̏ꍇ�̌��̐E�Ƃ��Z�o����
struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class_);
int lv = sd->status.base_level-dstsd->status.base_level;
lv = (lv<0)?-lv:lv;
if((dstsd->bl.type!=BL_PC) // �����PC����Ȃ��Ƃ���
||(sd->bl.id == dstsd->bl.id) // ���肪�����͂���
||(lv > battle_config.devotion_level_difference) // ���x�����}10�܂�
||(!sd->status.party_id && !sd->status.guild_id) // PT�ɂ��M���h�ɂ���?�����͂���
||((sd->status.party_id != dstsd->status.party_id) // �����p?�e�B?���A
&&(sd->status.guild_id != dstsd->status.guild_id)) // �����M���h����Ȃ��Ƃ���
||(dst_s_class.job==14||dst_s_class.job==21)){ // �N���Z����
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
for(i=0;i<skilllv;i++){
if(!sd->dev.val1[i]){ // ��������������
sd->dev.val1[i] = bl->id;
sd->dev.val2[i] = bl->id;
break;
}else if(i==skilllv-1){ // ���Ȃ�����
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);
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: // ?��
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
}
break;
case CH_SOULCOLLECT: // ��?��
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: // ���n���
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case MO_ABSORBSPIRITS: // ?�D
i=0;
if(dstsd) {
if((sd && sd == dstsd) || map[src->m].flag.pvp || map[src->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 && sd->status.sp + i > sd->status.max_sp)
i = sd->status.max_sp - sd->status.sp;
}
}
} else if (dstmd){ //?�ۂ������X�^?�̏ꍇ
//20%�̊m����?�ۂ�Lv*2��SP������B���������Ƃ��̓^?�Q�b�g(��?�D?)��????!!
if(rand()%100<20){
i=2*mob_db[dstmd->class_].lv;
mob_target(dstmd,src,0);
}
}
if(i && sd){
sd->status.sp += i;
clif_heal(sd->fd,SP_SP,i);
} else clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
case AC_MAKINGARROW: /* ��쐬 */
if(sd) {
clif_arrow_create_list(sd);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case AM_PHARMACY: /* �|?�V�����쐬 */
if(sd) {
clif_skill_produce_mix_list(sd,32);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case WS_CREATECOIN: /* �N���G�C�g�R�C�� */
if(sd) {
clif_skill_produce_mix_list(sd,64);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case WS_CREATENUGGET: /* �� */
if(sd) {
clif_skill_produce_mix_list(sd,128);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case ASC_CDP: // [DracoRPG]
// notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
if(sd) {
clif_skill_produce_mix_list(sd,256);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
case BS_HAMMERFALL: /* �n���}?�t�H?�� */
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( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case RG_RAID: /* �T�v���C�Y�A�^�b�N */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
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);
status_change_end(src, SC_HIDING, -1); // �n�C�f�B���O����
break;
case ASC_METEORASSAULT: /* ���e�I�A�T���g */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinarea(skill_area_sub,
bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,0,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
break;
case KN_BRANDISHSPEAR: /*�u�����f�B�b�V���X�s�A*/
{
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);
/* ��?�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);
}
}
/* ��?�B�A */
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;
}
}
}
/* ��?�@ */
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;
/* �p?�e�B�X�L�� */
case AL_ANGELUS: /* �G���W�F���X */
case PR_MAGNIFICAT: /* �}�O�j�t�B�J?�g */
case PR_GLORIA: /* �O�����A */
case SN_WINDWALK: /* �E�C���h�E�H?�N */
if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
/* �ʂ�?�� */
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
else{
/* �p?�e�B�S?�ւ�?�� */
party_foreachsamemap(skill_area_sub,
sd,1,
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
break;
case BS_ADRENALINE: /* �A�h���i�������b�V�� */
case BS_WEAPONPERFECT: /* �E�F�|���p?�t�F�N�V���� */
case BS_OVERTHRUST: /* �I?�o?�g���X�g */
if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
/* �ʂ�?�� */
clif_skill_nodamage(bl,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
}
else{
/* �p?�e�B�S?�ւ�?�� */
party_foreachsamemap(skill_area_sub,
sd,1,
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
break;
/*�i�t���Ɖ������K�v�j */
case BS_MAXIMIZE: /* �}�L�V�}�C�Y�p��? */
case NV_TRICKDEAD: /* ���ӂ� */
case CR_DEFENDER: /* �f�B�t�F���_? */
case CR_AUTOGUARD: /* �I?�g�K?�h */
{
struct status_change *tsc_data = status_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 )
/* �t������ */
status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
else
/* �������� */
status_change_end(bl, sc, -1);
}
}
break;
case TF_HIDING: /* �n�C�f�B���O */
{
struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,-1,1);
if(tsc_data && tsc_data[sc].timer!=-1 )
/* �������� */
status_change_end(bl, sc, -1);
else
/* �t������ */
status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
break;
case AS_CLOAKING: /* �N��?�L���O */
{
struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,-1,1);
if(tsc_data && tsc_data[sc].timer!=-1 )
/* �������� */
status_change_end(bl, sc, -1);
else
/* �t������ */
status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
//skill_check_cloaking(bl);
}
break;
case ST_CHASEWALK: /* �n�C�f�B���O */
{
struct status_change *tsc_data = status_get_sc_data(bl);
int sc=SkillStatusChangeTable[skillid];
clif_skill_nodamage(src,bl,skillid,-1,1);
if(tsc_data && tsc_data[sc].timer!=-1 )
/* �������� */
status_change_end(bl, sc, -1);
else
/* �t������ */
status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
}
break;
/* ?�n�X�L�� */
case BD_LULLABY: /* �q��S */
case BD_RICHMANKIM: /* �j�����h�̉� */
case BD_ETERNALCHAOS: /* �i���̍��� */
case BD_DRUMBATTLEFIELD: /* ?���ۂ̋��� */
case BD_RINGNIBELUNGEN: /* �j?�x�����O�̎w�� */
case BD_ROKISWEIL: /* ���L�̋��� */
case BD_INTOABYSS: /* �[���̒��� */
case BD_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
case BA_DISSONANCE: /* �s���a�� */
case BA_POEMBRAGI: /* �u���M�̎� */
case BA_WHISTLE: /* ���J */
case BA_ASSASSINCROSS: /* �[�z�̃A�T�V���N���X */
case BA_APPLEIDUN: /* �C�h�D���̗ь� */
case DC_UGLYDANCE: /* ��������ȃ_���X */
case DC_HUMMING: /* �n�~���O */
case DC_DONTFORGETME: /* ����Y��Ȃ��Łc */
case DC_FORTUNEKISS: /* �K�^�̃L�X */
case DC_SERVICEFORYOU: /* �T?�r�X�t�H?��? */
// case CG_MOONLIT: /* ������̐�ɗ�����Ԃт� */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
break;
case HP_BASILICA: /* �o�W���J */
{
struct skill_unit_group *sg;
battle_stopwalking(src,1);
skill_clear_unitgroup(src);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,(int)sg,
skill_get_time(skillid,skilllv),0);
}
break;
case PA_GOSPEL: /* �S�X�y�� */
skill_clear_unitgroup(src);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0);
break;
case BD_ADAPTATION: /* �A�h���u */
{
struct status_change *sc_data = status_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: /* �����W��?�N */
case DC_SCREAM: /* �X�N��?�� */
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: // �X�e�B?��
if(sd) {
if(pc_steal_item(sd,bl))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
clif_skill_fail(sd,skillid,0x0a,0);
}
break;
case RG_STEALCOIN: // �X�e�B?���R�C��
if(sd) {
if(pc_steal_coin(sd,bl)) {
int range = skill_get_range(skillid,skilllv);
if(range < 0)
range = status_get_range(src) - (range + 1);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
mob_target((struct mob_data *)bl,src,range);
}
else
clif_skill_fail(sd,skillid,0,0);
}
break;
case MG_STONECURSE: /* �X�g?���J?�X */
{
struct status_change *sc_data = status_get_sc_data(bl);
// Level 6-10 doesn't consume a red gem if it fails [celest]
int i, gem_flag = 1;
if (bl->type==BL_MOB && status_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 (sc_data && sc_data[SC_STONE].timer != -1) {
status_change_end(bl,SC_STONE,-1);
if (sd)
clif_skill_fail(sd,skillid,0,0);
}
else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
else if(sd) {
if (skilllv > 5) gem_flag = 0;
clif_skill_fail(sd,skillid,0,0);
}
if (dstmd)
mob_target(dstmd,src,skill_get_range(skillid,skilllv));
if (sd && gem_flag) {
if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) {
clif_skill_fail(sd,sd->skillid,0,0);
break;
}
pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
}
}
break;
case NV_FIRSTAID: /* ?�}��? */
clif_skill_nodamage(src,bl,skillid,5,1);
battle_heal(NULL,bl,5,0,0);
break;
case AL_CURE: /* �L���A? */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstsd && dstsd->special_state.no_magic_damage )
break;
status_change_end(bl, SC_SILENCE , -1 );
status_change_end(bl, SC_BLIND , -1 );
status_change_end(bl, SC_CONFUSION, -1 );
if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
}
break;
case TF_DETOXIFY: /* ��� */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_end(bl, SC_POISON , -1 );
status_change_end(bl, SC_DPOISON , -1 );
break;
case PR_STRECOVERY: /* ���J�o��? */
{
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstsd && dstsd->special_state.no_magic_damage)
break;
status_change_end(bl, SC_FREEZE , -1 );
status_change_end(bl, SC_STONE , -1 );
status_change_end(bl, SC_SLEEP , -1 );
status_change_end(bl, SC_STAN , -1 );
if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10))) {
status_change_start(bl, SC_BLIND,1,0,0,0,
1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,0);
}
}
if(dstmd){
dstmd->attacked_id=0;
dstmd->target_id=0;
dstmd->state.targettype = NONE_ATTACKABLE;
dstmd->state.skillstate=MSS_IDLE;
dstmd->next_walktime=tick+rand()%3000+3000;
}
}
break;
case WZ_ESTIMATION: /* �����X�^?��� */
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: /* �A�C�e���Ӓ� */
if(sd)
clif_item_identify_list(sd);
break;
case BS_REPAIRWEAPON: /* ����C�� */
if(sd) {
//���삵�Ȃ��̂łƂ肠�����R�����g�A�E�g
/*if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!)
clif_skill_fail(sd,sd->skillid,0,0);
map_freeblock_unlock();
return 1;
}*/
clif_item_repair_list(sd);
}
break;
case MC_VENDING: /* �I�X�J�� */
if(sd)
clif_openvendingreq(sd,2+sd->skilllv);
break;
case AL_TELEPORT: /* �e���|?�g */
if( sd ){
if(map[sd->bl.m].flag.noteleport){ /* �e���|�֎~ */
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: /* �A�N�A�x�l�f�B�N�^ */
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; /* �L����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: /* �X�g���b�v�E�F�|�� */
case RG_STRIPSHIELD: /* �X�g���b�v�V�[���h */
case RG_STRIPARMOR: /* �X�g���b�v�A�[�}�[ */
case RG_STRIPHELM: /* �X�g���b�v�w���� */
{
struct status_change *tsc_data;
int strip_time, strip_per, strip_fix;
int scid, cp_scid = 0, equip;
tsc_data = status_get_sc_data(bl);
scid = SkillStatusChangeTable[skillid];
switch (skillid) {
case RG_STRIPWEAPON:
equip = EQP_WEAPON;
cp_scid = SC_CP_WEAPON;
break;
case RG_STRIPSHIELD:
equip = EQP_SHIELD;
cp_scid = SC_CP_SHIELD;
break;
case RG_STRIPARMOR:
equip = EQP_ARMOR;
cp_scid = SC_CP_ARMOR;
break;
case RG_STRIPHELM:
equip = EQP_HELM;
cp_scid = SC_CP_HELM;
break;
default:
map_freeblock_unlock();
return 1;
}
if (tsc_data && (tsc_data[scid].timer != -1 || tsc_data[cp_scid].timer != -1))
break;
if (dstsd && dstsd->unstripable_equip & equip)
break;
strip_fix = status_get_dex(src) - status_get_dex(bl);
if(strip_fix < 0)
strip_fix=0;
strip_per = 5+2*skilllv+strip_fix/5;
if (rand()%100 >= strip_per)
break;
if (dstsd) {
for (i=0;i<MAX_INVENTORY;i++) {
if (dstsd->status.inventory[i].equip && (dstsd->status.inventory[i].equip & equip)){
pc_unequipitem(dstsd,i,3);
break;
}
}
if (i == MAX_INVENTORY)
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
break;
}
case ST_FULLSTRIP: // Celest
{
struct status_change *tsc_data;
int i, j, strip_time, strip_per, strip_fix;
int equip[4] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM };
int scid[4] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM };
int cp_scid[4] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM };
tsc_data = status_get_sc_data(bl);
strip_fix = status_get_dex(src) - status_get_dex(bl);
if(strip_fix < 0)
strip_fix = 0;
strip_per = 5+2*skilllv+strip_fix/5;
if (rand()%100 >= strip_per)
break;
strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
for (i=0; i<4; i++) {
if (dstsd) {
if (tsc_data && (tsc_data[scid[i]].timer != -1 || tsc_data[cp_scid[i]].timer != -1))
continue;
if (dstsd->unstripable_equip & equip[i])
continue;
for (j=0; j<MAX_INVENTORY; j++) {
if (dstsd->status.inventory[j].equip && (dstsd->status.inventory[j].equip & equip[i])){
pc_unequipitem(dstsd,j,3);
break;
}
}
if (j == MAX_INVENTORY)
continue;
}
status_change_start(bl,scid[i],skilllv,0,0,0,strip_time,0 );
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
}
/* PotionPitcher */
case AM_POTIONPITCHER: /* �|?�V�����s�b�`��? */
{
struct block_list tbl;
int i,x,hp = 0,sp = 0;
if(sd) {
x = skilllv%11 - 1;
i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
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 = status_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)*10 + 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 + (status_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)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
if(dstsd)
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
}
}
}
else {
hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
if(dstsd)
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
tbl.id = 0;
tbl.m = src->m;
tbl.x = src->x;
tbl.y = src->y;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(hp > 0 || (hp <= 0 && sp <= 0))
clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
if(sp > 0)
clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
battle_heal(src,bl,hp,sp,0);
}
break;
case AM_CP_WEAPON:
case AM_CP_SHIELD:
case AM_CP_ARMOR:
case AM_CP_HELM:
{
int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
struct status_change *tsc_data = status_get_sc_data(bl);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(tsc_data && tsc_data[scid].timer != -1)
status_change_end(bl, scid, -1 );
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
}
break;
case SA_DISPELL: /* �f�B�X�y�� */
{
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;
status_change_end(bl,i,-1);
}
}
break;
case TF_BACKSLIDING: /* �o�b�N�X�e�b�v */
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_PET)
clif_fixpetpos((struct pet_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: // �X�y���u���C�J?
{
struct status_change *sc_data = status_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;
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case SA_AUTOSPELL: /* �I?�g�X�y�� */
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 = rand()%3;
spellid = spellarray[i];
maxlv = skilllv - 1;
}
else if(skilllv > 0) {
spellid = MG_NAPALMBEAT;
maxlv = 3;
}
if(spellid > 0)
status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
skill_get_time(SA_AUTOSPELL,skilllv),0);
}
break;
/* �����_��?��?���A��?��?���A�n�A�A�� */
case NPC_ATTRICHANGE:
case NPC_CHANGEWATER:
case NPC_CHANGEGROUND:
case NPC_CHANGEFIRE:
case NPC_CHANGEWIND:
/* �ŁA���A�O�A�� */
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) /* �����_��?���A�������A*/
md->def_ele=rand()%10; /* �s��?���͏��� */
md->def_ele+=(1+rand()%4)*20; /* ?�����x���̓����_�� */
}
break;
case NPC_PROVOCATION:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(md)
clif_pet_performance(src,mob_db[md->class_].skill[md->skillidx].val[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;
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case NPC_KEEPING:
case NPC_BARRIER:
{
int skill_time = skill_get_time(skillid,skilllv);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
if (src->type == BL_MOB)
mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
else if (src->type == BL_PC)
sd->attackabletime = sd->canmove_tick = tick + skill_time;
}
break;
case NPC_DARKBLESSING:
{
int sc_def = 100 - status_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(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6)
break;
if(rand()%100 < sc_def*(50+skilllv*5)/100) {
if(dstsd) {
int hp = status_get_hp(bl)-1;
pc_heal(dstsd,-hp,0);
}
else if(dstmd)
dstmd->hp = 1;
}
}
break;
case NPC_SELFDESTRUCTION: /* ���� */
case NPC_SELFDESTRUCTION2: /* ����2 */
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(rand()%100 < (skilllv*5)*sc_def_vit/100)
status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case NPC_SUICIDE: /* ���� */
if(src && bl){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (md)
mob_damage(NULL,md,md->hp,0);
else if (sd)
pc_damage(NULL,sd,sd->status.hp);
}
break;
case NPC_SUMMONSLAVE: /* �艺���� */
case NPC_SUMMONMONSTER: /* MOB���� */
if(md)
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: /* �G��?�V���� */
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;
// Equipment breaking monster skills [Celest]
case NPC_BREAKWEAPON:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(bl->type == BL_PC && battle_config.equipment_breaking)
pc_breakweapon(dstsd);
break;
case NPC_BREAKARMOR:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(bl->type == BL_PC && battle_config.equipment_breaking)
pc_breakarmor(dstsd);
break;
case NPC_BREAKHELM:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(bl->type == BL_PC && battle_config.equipment_breaking)
pc_breakhelm(dstsd);
break;
case NPC_BREAKSHIELD:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(bl->type == BL_PC && battle_config.equipment_breaking)
pc_breakshield(dstsd);
break;
case NPC_EXPLOSIONSPIRITS: //NPC�����g��
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SC_EXPLOSIONSPIRITS,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
break;
case WE_MALE: /* �N�����͌��� */
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: /* ���Ȃ���?��?���ɂȂ�܂� */
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 WE_CALLPARTNER: /* ���Ȃ���?������ */
if(sd && dstsd){
if((dstsd = pc_get_partner(sd)) == NULL){
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
clif_skill_teleportmessage(sd,1);
map_freeblock_unlock();
return 0;
}
skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
}
break;
case PF_HPCONVERSION: /* ���C�t�u������ */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd){
int conv_hp=0,conv_sp=0;
conv_hp=sd->status.hp/10; //��{��HP��10%
sd->status.hp -= conv_hp; //HP�����炷
conv_sp=conv_hp*10*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��?�₷
pc_heal(sd,-conv_hp,conv_sp);
clif_heal(sd->fd,SP_SP,conv_sp);
}
break;
case HT_REMOVETRAP: /* ����?�u�g���b�v */
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)){ //?�����Ԃ�
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))
status_change_end(target,SC_ANKLE,-1);
}
skill_delunit(su);
}
}
break;
case HT_SPRINGTRAP: /* �X�v�����O�g���b�v */
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 0x91: // ankle snare
if (su->group->val2 != 0)
// if it is already trapping something don't spring it,
// remove trap should be used instead
break;
// otherwise fallthrough to below
case 0x8f: /* �u���X�g�}�C�� */
case 0x90: /* �X�L�b�h�g���b�v */
case 0x93: /* �����h�}�C�� */
case 0x94: /* �V���b�N�E�F?�u�g���b�v */
case 0x95: /* �T���h�}�� */
case 0x96: /* �t���b�V��? */
case 0x97: /* �t��?�W���O�g���b�v */
case 0x98: /* �N���C���A?�g���b�v */
case 0x99: /* �g?�L?�{�b�N�X */
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: /* �A���R?�� */
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: /* �x�i���X�v���b�V��? */
if((double)status_get_max_hp(bl)*2/3 < status_get_hp(bl)) { //HP��2/3�ȏ�?���Ă����玸�s
map_freeblock_unlock();
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
break;
case PF_MINDBREAKER: /* �v���{�b�N */
{
struct status_change *sc_data = status_get_sc_data(bl);
/* MVPmob�ƕs���ɂ�?���Ȃ� */
if((bl->type==BL_MOB && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //�s���ɂ�?���Ȃ�
{
map_freeblock_unlock();
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // �r���W�Q
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)
status_change_end(bl,SC_FREEZE,-1);
if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
status_change_end(bl,SC_STONE,-1);
if(sc_data[SC_SLEEP].timer!=-1)
status_change_end(bl,SC_SLEEP,-1);
}
if(bl->type==BL_MOB) {
int range = skill_get_range(skillid,skilllv);
if(range < 0)
range = status_get_range(src) - (range + 1);
mob_target((struct mob_data *)bl,src,range);
}
}
break;
case PF_SOULCHANGE:
{
int sp1 = 0, sp2 = 0;
if (sd) {
if (dstsd) {
sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
sd->status.sp = sp2;
dstsd->status.sp = sp1;
clif_heal(sd->fd,SP_SP,sp2);
clif_updatestatus(sd,SP_SP);
clif_heal(dstsd->fd,SP_SP,sp1);
clif_updatestatus(dstsd,SP_SP);
} else if (dstmd) {
if (dstmd->state.soul_change_flag) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
sp2 = sd->status.max_sp * 3 /100;
if (sd->status.sp + sp2 > sd->status.max_sp)
sp2 = sd->status.max_sp - sd->status.sp;
sd->status.sp += sp2;
clif_heal(sd->fd,SP_SP,sp2);
clif_updatestatus(sd,SP_SP);
dstmd->state.soul_change_flag = 1;
}
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
// Weapon Refining [Celest]
case WS_WEAPONREFINE:
if(sd)
clif_item_refine_list(sd);
break;
// Slim Pitcher
case CR_SLIMPITCHER:
{
if (sd && flag&1) {
struct block_list tbl;
int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
hp = hp * (100 + (status_get_vit(bl)<<1))/100;
if (dstsd) {
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
}
tbl.id = 0;
tbl.m = src->m;
tbl.x = src->x;
tbl.y = src->y;
clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
battle_heal(NULL,bl,hp,0,0);
}
}
break;
// Full Chemical Protection
case CR_FULLPROTECTION:
{
int i, skilltime;
struct status_change *tsc_data = status_get_sc_data(bl);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skilltime = skill_get_time(skillid,skilllv);
for (i=0; i<4; i++) {
if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
status_change_end(bl, SC_STRIPWEAPON + i, -1 );
status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
}
}
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)){ //?�����Ԃ�
if(sd)
skill_delunit(su);
}
}
break;
case ST_PRESERVE:
if (sd){
if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1)
status_change_end(src, SC_PRESERVE, -1 );
else
status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 );
clif_skill_nodamage(src,src,skillid,skilllv,1);
}
break;
// New guild skills [Celest]
case GD_BATTLEORDER:
{
struct guild *g = NULL;
// Only usable during WoE
if (!agit_flag) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
if(flag&1) {
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
}
}
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
strcmp(sd->status.name,g->master)==0) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinarea(skill_area_sub,
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
src,skillid,skilllv,tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
pc_blockskill_start (sd, skillid, 300000);
}
}
break;
case GD_REGENERATION:
{
struct guild *g = NULL;
// Only usable during WoE
if (!agit_flag) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
if(flag&1) {
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
}
}
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
strcmp(sd->status.name,g->master)==0) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinarea(skill_area_sub,
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
src,skillid,skilllv,tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
pc_blockskill_start (sd, skillid, 300000);
}
}
break;
case GD_RESTORE:
{
struct guild *g = NULL;
// Only usable during WoE
if (!agit_flag) {
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
if(flag&1) {
if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
int hp, sp;
hp = dstsd->status.max_hp*9/10;
sp = dstsd->status.max_sp*9/10;
sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
battle_heal(NULL,bl,hp,sp,0);
}
}
else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
strcmp(sd->status.name,g->master)==0) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinarea(skill_area_sub,
src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
src,skillid,skilllv,tick, flag|BCT_ALL|1,
skill_castend_nodamage_id);
pc_blockskill_start (sd, skillid, 300000);
}
}
break;
case GD_EMERGENCYCALL:
{
int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
int j = 0;
struct guild *g = NULL;
// Only usable during WoE
if (!agit_flag ||
(sd && map[sd->bl.m].flag.nowarpto && // if not allowed to warp to the map
guild_mapname2gc(sd->mapname) == NULL)) { // and it's not a castle...
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 0;
}
// i don't know if it actually summons in a circle, but oh well. ;P
if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
strcmp(sd->status.name,g->master)==0) {
for(i = 0; i < g->max_member; i++, j++) {
if (j>8) j=0;
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
if (map[dstsd->bl.m].flag.nowarp &&
guild_mapname2gc(sd->mapname) == NULL)
continue;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
dx[j] = dy[j] = 0;
pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
}
}
pc_blockskill_start (sd, skillid, 300000);
}
}
break;
default:
printf("Unknown skill used:%d\n",skillid);
map_freeblock_unlock();
return 1;
}
map_freeblock_unlock();
return 0;
}
/*==========================================
* �X�L���g�p�i�r�������AID�w��j
*------------------------------------------
*/
int skill_castend_id( int tid, unsigned int tick, int id,int data )
{
struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
struct block_list *bl;
int range,inf2;
nullpo_retr(0, sd);
if( sd->bl.prev == NULL ) //prev�������̂͂���Ȃ́H
return 0;
if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* �^�C�}ID�̊m�F */
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)) { //�}�b�v���Ⴄ������������ł���
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 = status_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 = status_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 ) && // �މ�G??�W�`�F�b�N
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 == status_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 = status_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)) { /* �g�p?���`�F�b�N */
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) )
{
/* �U?�n/��������n */
case 0: case 2:
skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
break;
case 1:/* �x���n */
if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(status_get_race(bl),status_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;
}
/*==========================================
* �X�L���g�p�i�r�������A�ꏊ�w���?�ۂ�?���j
*------------------------------------------
*/
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
{
struct map_session_data *sd=NULL;
int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
//if(skilllv <= 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // celest
nullpo_retr(0, src);
if(src->type==BL_PC){
nullpo_retr(0, sd=(struct map_session_data *)src);
}
if( skillid != WZ_METEOR &&
skillid != AM_CANNIBALIZE &&
skillid != AM_SPHEREMINE)
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
if (sd && skillnotok(skillid, sd)) // [MouseJstr]
return 0;
switch(skillid)
{
case PR_BENEDICTIO: /* ��?�~�� */
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: /* �n���}?�t�H?�� */
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: /* �f�B�e�N�e�B���O */
{
int range=skilllv*2+1;
if(src->x!=x)
x+=(src->x-x>0)?-range:range;
if(src->y!=y)
y+=(src->y-y>0)?-range:range;
map_foreachinarea( status_change_timer_sub,
src->m, x-range, y-range, x+range,y+range,0,
src,SC_SIGHT,tick);
}
break;
case MG_SAFETYWALL: /* �Z�C�t�e�B�E�H?�� */
case MG_FIREWALL: /* �t�@�C��?�E�H?�� */
case MG_THUNDERSTORM: /* �T���_?�X�g?�� */
case AL_PNEUMA: /* �j��?�} */
case WZ_ICEWALL: /* �A�C�X�E�H?�� */
case WZ_FIREPILLAR: /* �t�@�C�A�s��? */
case WZ_QUAGMIRE: /* �N�@�O�}�C�A */
case WZ_VERMILION: /* ��?�h�I�u���@?�~���I�� */
//case WZ_FROSTNOVA: /* �t���X�g�m���@ */
case WZ_STORMGUST: /* �X�g?���K�X�g */
case WZ_HEAVENDRIVE: /* �w�����Y�h���C�u */
case PR_SANCTUARY: /* �T���N�`���A�� */
case PR_MAGNUS: /* �}�O�k�X�G�N�\�V�Y�� */
case CR_GRANDCROSS: /* �O�����h�N���X */
case NPC_DARKGRANDCROSS: /*�ŃO�����h�N���X*/
case HT_SKIDTRAP: /* �X�L�b�h�g���b�v */
case HT_LANDMINE: /* �����h�}�C�� */
case HT_ANKLESNARE: /* �A���N���X�l�A */
case HT_SHOCKWAVE: /* �V���b�N�E�F?�u�g���b�v */
case HT_SANDMAN: /* �T���h�}�� */
case HT_FLASHER: /* �t���b�V��? */
case HT_FREEZINGTRAP: /* �t��?�W���O�g���b�v */
case HT_BLASTMINE: /* �u���X�g�}�C�� */
case HT_CLAYMORETRAP: /* �N���C���A?�g���b�v */
case AS_VENOMDUST: /* �x�m���_�X�g */
case AM_DEMONSTRATION: /* �f�����X�g��?�V���� */
case PF_SPIDERWEB: /* �X�p�C�_?�E�F�b�u */
case PF_FOGWALL: /* �t�H�O�E�H?�� */
case HT_TALKIEBOX: /* �g?�L?�{�b�N�X */
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: /* �{���P?�m */
case SA_DELUGE: /* �f����?�W */
case SA_VIOLENTGALE: /* �o�C�I�����g�Q�C�� */
case SA_LANDPROTECTOR: /* �����h�v���e�N�^? */
skill_clear_element_field(src);//?�Ɏ�����?�����Ă���?������N���A
skill_unitsetting(src,skillid,skilllv,x,y,0);
break;
case WZ_METEOR: //���e�I�X�g?��
{
int flag=0;
for(i=0;i<2+(skilllv>>1);i++) {
int j=0;
do {
tmpx = x + (rand()%7 - 3);
tmpy = y + (rand()%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((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && 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;
case AL_WARP: /* ��?�v�|?�^�� */
if(sd) {
if(map[sd->bl.m].flag.noteleport) /* �e���|�֎~ */
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);
if (sd)
pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
break;
case AM_CANNIBALIZE: // �o�C�I�v�����g
if(sd){
int mx,my,amount=6-skilllv,id=0;
int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
struct mob_data *md;
for (i=0; i<amount; i++) { //Amount: 1 lev = 1 mob, 2=2, 3, 4, 5 [Lupus]
mx = x;
my = y;
while (i && mx == x ) {
mx += (rand()%(1+amount) - (1+amount)/2);
}
while (i && my == y) {
my += (rand()%(1+amount) - (1+amount)/2);
}
id=mob_once_spawn(sd,"this",mx,my,"--ja--", summons[skilllv-1] ,1,"");
if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
md->master_id=sd->bl.id;
//md->hp=2210+skilllv*200; commented out, we use REAL hp of the mobs [Lupus]
md->state.special_mob_ai=1;
md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
}
}
//block skill
//i can't check if the summoned mobs are dead.. to be able summon next... so i just disable skill [Lupus]
pc_blockskill_start (sd, AM_CANNIBALIZE, skill_get_time(skillid,skilllv));
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
}
break;
case AM_SPHEREMINE: // �X�t�B�A?�}�C��
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=2000+skilllv*400;
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;
// Slim Pitcher [Celest]
case CR_SLIMPITCHER:
{
if (sd) {
int i = skilllv%11 - 1;
int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
sd->state.potionpitcher_flag = 1;
sd->potion_hp = 0;
run_script(sd->inventory_data[j]->use_script,0,sd->bl.id,0);
pc_delitem(sd,j,skill_db[skillid].amount[i],0);
sd->state.potionpitcher_flag = 0;
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
if(sd->potion_hp > 0) {
map_foreachinarea(skill_area_sub,
src->m,x-3,y-3,x+3,y+3,0,
src,skillid,skilllv,tick,flag|BCT_PARTY|1,
skill_castend_nodamage_id);
}
}
}
break;
}
return 0;
}
/*==========================================
* �X�L���g�p�i�r�������Amap�w��j
*------------------------------------------
*/
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
{
int x=0,y=0;
nullpo_retr(0, sd);
if( sd->bl.prev == NULL || pc_isdead(sd) )
return 0;
if(skillnotok(skill_num, sd))
return 0;
if( sd->opt1>0 || sd->status.option&2 )
return 0;
//�X�L�����g���Ȃ�?�Ԉُ풆
if(sd->sc_count){
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 ||
sd->sc_data[SC_MARIONETTE].timer != -1)
return 0;
}
if( skill_num != sd->skillid) /* �s���p�P�b�g�炵�� */
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: /* �e���|?�g */
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: /* ��?�v�|?�^�� */
{
const struct point *p[4];
struct skill_unit_group *group;
int i;
int maxcount=0;
p[0] = &sd->status.save_point;
p[1] = &sd->status.memo_point[0];
p[2] = &sd->status.memo_point[1];
p[3] = &sd->status.memo_point[2];
if((maxcount = skill_get_maxcount(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;
}
}
if(sd->skilllv <= 0) 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) /* �s���p�P�b�g�H */
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 *)aCallocA(24,sizeof(char));
memcpy(group->valstr,map,24);
group->val2=(x<<16)|y;
}
break;
}
return 0;
}
/*==========================================
* �X�L�����j�b�g�ݒ�?��
*------------------------------------------
*/
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
{
struct skill_unit_group *group;
int i,limit,val1=0,val2=0,val3=0;
int count=0;
int target,interval,range,unit_flag;
struct skill_unit_layout *layout;
struct status_change *sc_data;
int active_flag=1;
nullpo_retr(0, src);
limit = skill_get_time(skillid,skilllv);
range = skill_get_unit_range(skillid);
interval = skill_get_unit_interval(skillid);
target = skill_get_unit_target(skillid);
unit_flag = skill_get_unit_flag(skillid);
layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
if (unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
target = BCT_NOENEMY;
sc_data = status_get_sc_data(src); // for firewall and fogwall - celest
switch(skillid){ /* �ݒ� */
case MG_SAFETYWALL: /* �Z�C�t�e�B�E�H?�� */
val2=skilllv+1;
break;
case MG_FIREWALL: /* �t�@�C��?�E�H?�� */
if(sc_data && sc_data[SC_VIOLENTGALE].timer!=-1)
limit = limit*3/2;
val2=4+skilllv;
break;
case AL_WARP: /* ��?�v�|?�^�� */
val1=skilllv+6;
if(flag==0)
limit=2000;
active_flag=0;
break;
case PR_SANCTUARY: /* �T���N�`���A�� */
val1=(skilllv+3)*2;
val2=(skilllv>6)?777:skilllv*100;
interval += 500;
break;
case WZ_FIREPILLAR: /* �t�@�C�A?�s��? */
if(flag!=0)
limit=1000;
val1=skilllv+2;
if(skilllv >= 6)
range=2;
break;
case HT_SANDMAN: /* �T���h�}�� */
case HT_CLAYMORETRAP: /* �N���C���A?�g���b�v */
case HT_SKIDTRAP: /* �X�L�b�h�g���b�v */
case HT_LANDMINE: /* �����h�}�C�� */
case HT_ANKLESNARE: /* �A���N���X�l�A */
case HT_FLASHER: /* �t���b�V��? */
case HT_FREEZINGTRAP: /* �t��?�W���O�g���b�v */
case HT_BLASTMINE: /* �u���X�g�}�C�� */
// longer trap times in WOE [celest]
if (map[src->m].flag.gvg) limit *= 4;
break;
case HT_SHOCKWAVE: /* �V���b�N�E�F?�u�g���b�v */
val1=skilllv*15+10;
break;
case SA_LANDPROTECTOR: /* �O�����h�N���X */
{
int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
val1=skilllv*15+10;
aoe_diameter=skilllv+skilllv%2+5;
count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
}
break;
case BA_WHISTLE: /* ���J */
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
val2 = ((status_get_agi(src)/10)&0xffff)<<16;
val2 |= (status_get_luk(src)/10)&0xffff;
break;
case DC_HUMMING: /* �n�~���O */
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
val2 = status_get_dex(src)/10;
break;
case DC_DONTFORGETME: /* ����Y��Ȃ��Łc */
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
val2 = ((status_get_str(src)/20)&0xffff)<<16;
val2 |= (status_get_agi(src)/10)&0xffff;
break;
case BA_POEMBRAGI: /* �u���M�̎� */
if(src->type == BL_PC)
val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
val2 = ((status_get_dex(src)/10)&0xffff)<<16;
val2 |= (status_get_int(src)/5)&0xffff;
break;
case BA_APPLEIDUN: /* �C�h�D���̗ь� */
if(src->type == BL_PC)
val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)&0xffff;
val2 |= (status_get_vit(src))&0xffff;
val3 = 0;//�p�^�C���J�E���^(6�b?��1?��)
break;
case DC_SERVICEFORYOU: /* �T?�r�X�t�H?��? */
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
val2 = status_get_int(src)/10;
break;
case BA_ASSASSINCROSS: /* �[�z�̃A�T�V���N���X */
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
val2 = status_get_agi(src)/20;
break;
case DC_FORTUNEKISS: /* �K�^�̃L�X */
if(src->type == BL_PC)
val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
val2 = status_get_luk(src)/10;
break;
case PF_FOGWALL: /* �t�H�O�E�H?�� */
if(sc_data && sc_data[SC_DELUGE].timer!=-1) limit *= 2;
break;
case RG_GRAFFITI: /* Graffiti */
count=1; // Leave this at 1 [Valaris]
break;
}
nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
group->limit=limit;
group->val1=val1;
group->val2=val2;
group->val3=val3;
group->target_flag=target;
group->interval=interval;
if(skillid==HT_TALKIEBOX ||
skillid==RG_GRAFFITI){
group->valstr=aCallocA(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<layout->count;i++){
struct skill_unit *unit;
int ux,uy,val1=skilllv,val2=0,limit=group->limit,alive=1;
ux = x + layout->dx[i];
uy = y + layout->dy[i];
switch (skillid) {
case MG_FIREWALL: /* �t�@�C��?�E�H?�� */
val2=group->val2;
break;
case WZ_ICEWALL: /* �A�C�X�E�H?�� */
if(skilllv <= 1)
val1 = 500;
else
val1 = 200 + 200*skilllv;
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
ux+=(i%5-2);
uy+=(i/5-2);
break;
}
//����X�L���̏ꍇ�ݒu���W��Ƀ����h�v���e�N�^?���Ȃ����`�F�b�N
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,CELL_GETTYPE);
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;
if (range==0 && active_flag)
map_foreachinarea(skill_unit_effect,unit->bl.m
,unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y
,0,&unit->bl,gettick(),1);
}
}
return group;
}
/*==========================================
* �X�L�����j�b�g��?���C�x���g
*------------------------------------------
*/
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 *unit2;
struct status_change *sc_data;
int type;
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));
sc_data = status_get_sc_data(bl);
type = SkillStatusChangeTable[sg->skill_id];
if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
return 0;
// �Ώۂ�LP��ɋ���ꍇ�͖���
if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL))
return 0;
switch (sg->unit_id) {
case 0x85: /* �j���[�} */
case 0x7e: /* �Z�C�t�e�B�E�H�[�� */
if (sc_data && sc_data[type].timer == -1)
status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
break;
case 0x80: /* ���[�v�|�[�^��(������) */
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 ){
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);
if (--sg->val1<=0)
skill_delunitgroup(sg);
}
}
} else if(bl->type==BL_MOB && battle_config.mob_warpportal){
int m = map_mapname2mapid(sg->valstr);
mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
}
break;
case 0x8e: /* �N�@�O�}�C�A */
if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
break;
if(sc_data && sc_data[type].timer==-1)
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: /* �{���P?�m */
case 0x9b: /* �f����?�W */
case 0x9c: /* �o�C�I�����g�Q�C�� */
if (sc_data && sc_data[type].timer!=-1) {
unit2 = (struct skill_unit *)sc_data[type].val4;
if (unit2 && unit2->group &&
(unit2==src || DIFF_TICK(sg->tick,unit2->group->tick)<=0))
break;
}
status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
skill_get_time2(sg->skill_id,sg->skill_lv),0);
break;
case 0x9e: /* �q��S */
case 0x9f: /* �j�����h�̉� */
case 0xa0: /* �i���̍��� */
case 0xa1: /* ?���ۂ̋��� */
case 0xa2: /* �j?�x�����O�̎w�� */
case 0xa3: /* ���L�̋��� */
case 0xa4: /* �[���̒��� */
case 0xa5: /* �s���g�̃W?�N�t��?�h */
case 0xa6: /* �s���a�� */
case 0xa7: /* ���J */
case 0xa8: /* �[�z�̃A�T�V���N���X */
case 0xa9: /* �u���M�̎� */
case 0xaa: /* �C�h�D���̗ь� */
case 0xab: /* ��������ȃ_���X */
case 0xac: /* �n�~���O */
case 0xad: /* ����Y��Ȃ��Łc */
case 0xae: /* �K�^�̃L�X */
case 0xaf: /* �T?�r�X�t�H?��? */
if (sg->src_id==bl->id)
break;
if (sc_data && sc_data[type].timer!=-1) {
unit2 = (struct skill_unit *)sc_data[type].val4;
if (unit2 && unit2->group &&
(unit2 == src || DIFF_TICK(sg->tick,unit2->group->tick)<=0))
break;
}
status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
break;
case 0xb4: // Basilica
if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0) {
if (sc_data && sc_data[type].timer!=-1) {
struct skill_unit_group *sg2 = (struct skill_unit_group *)sc_data[type].val4;
if (sg2 && (sg2 == src->group || DIFF_TICK(sg->tick,sg2->tick)<=0))
break;
} else
status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
skill_get_time2(sg->skill_id,sg->skill_lv),0);
} else if (!status_get_mode(bl)&0x20)
skill_blown(&src->bl,bl,1);
break;
case 0xb6: /* �t�H�O�E�H?�� */
if (sc_data && sc_data[type].timer!=-1) {
unit2 = (struct skill_unit *)sc_data[type].val4;
if (unit2 && unit2->group &&
(unit2 == src || DIFF_TICK(sg->tick,unit2->group->tick)<=0))
break;
}
status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
break;
case 0xb2: /* ���Ȃ���_?�������ł� */
case 0xb3: /* �S�X�y�� */
//case 0xb6: /* �t�H�O�E�H?�� */ - moved [celest]
//�Ƃ肠�����������Ȃ�
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;*/
}
return 0;
}
/*==========================================
* �X�L�����j�b�g�̔����C�x���g(�^�C�}�[����)
*------------------------------------------
*/
int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
struct skill_unit_group *sg;
struct block_list *ss;
int splash_count=0;
struct status_change *sc_data;
struct skill_unit_group_tickset *ts;
int type;
int diff=0;
nullpo_retr(0, src);
nullpo_retr(0, bl);
if (bl->type!=BL_PC && bl->type!=BL_MOB)
return 0;
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));
sc_data = status_get_sc_data(bl);
type = SkillStatusChangeTable[sg->skill_id];
// �Ώۂ�LP��ɋ���ꍇ�͖���
if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL))
return 0;
// �O�ɉe�����Ă���interval�̊Ԃ͉e�����Ȃ�
nullpo_retr(0,ts = skill_unitgrouptickset_search(bl,sg,tick));
diff = DIFF_TICK(tick,ts->tick);
if (sg->skill_id == PR_SANCTUARY)
diff += 500; // �V�K�ɉ������j�b�g�����J�E���g���邽�߂̎d�|��
if (diff < 0)
return 0;
ts->tick = tick+sg->interval;
// GX�͏d�Ȃ��Ă�����3HIT���Ȃ�
if (sg->skill_id==CR_GRANDCROSS && !battle_config.gx_allhit)
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y)-1);
switch (sg->unit_id) {
case 0x83: /* �T���N�`���A�� */
{
int race=status_get_race(bl);
if (battle_check_undead(race,status_get_elem_type(bl)) || race==6) {
if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0)) {
// reduce healing count if this was meant for damaging [celest]
// sg->val1 /= 2;
sg->val1--; // �`���b�g�L�����Z���ɑΉ�
}
} else {
int heal = sg->val2;
if (status_get_hp(bl)>=status_get_max_hp(bl))
break;
if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
heal=0; /* ����峃J�[�h�i�q�[���ʂO�j */
clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
battle_heal(NULL,bl,heal,0,0);
if (diff>=500)
sg->val1--; // �V�K�ɓ��������j�b�g�����J�E���g
}
if (sg->val1<=0)
skill_delunitgroup(sg);
break;
}
case 0x84: /* �}�O�k�X�G�N�\�V�Y�� */
{
int race = status_get_race(bl);
if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
return 0;
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
src->val2++;
break;
}
case 0x7f: /* �t�@�C���[�E�H�[�� */
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 0x86: /* ���[�h�I�u���@�[�~���I��(TS,MS,FN,SG,HD,GX,��GX) */
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case 0x87: /* �t�@�C�A�[�s���[(�����O) */
skill_delunit(src);
skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
break;
case 0x88: /* �t�@�C�A�[�s���[(������) */
map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
//skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case 0x90: /* �X�L�b�h�g���b�v */
{
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: /* �����h�}�C�� */
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: /* �u���X�g�}�C�� */
case 0x94: /* �V���b�N�E�F?�u�g���b�v */
case 0x95: /* �T���h�}�� */
case 0x96: /* �t���b�V��? */
case 0x97: /* �t��?�W���O�g���b�v */
case 0x98: /* �N���C���A?�g���b�v */
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: /* �A���N���X�l�A */
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) - status_get_agi(bl)*100;
if(status_get_mode(bl)&0x20)
sec = sec/5;
if (sec < 3000) // minimum time of 3 seconds [celest]
sec = 3000;
battle_stopwalking(bl,1);
status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
skill_unit_move(bl,tick,0);
if(moveblock) map_delblock(bl);
bl->x = src->bl.x;
bl->y = src->bl.y;
if(moveblock) map_addblock(bl);
skill_unit_move(bl,tick,1);
if(bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *)bl);
else if(bl->type == BL_PET)
clif_fixpetpos((struct pet_data *)bl);
else
clif_fixpos(bl);
clif_01ac(&src->bl);
sg->limit=DIFF_TICK(tick,sg->tick) + sec;
sg->val2=bl->id;
sg->interval = -1;
src->range = 0;
}
break;
case 0x92: /* �x�m���_�X�g */
if(sc_data && sc_data[type].timer==-1 )
status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
break;
case 0xb1: /* �f�����X�g��?�V���� */
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
pc_breakweapon((struct map_session_data *)bl);
break;
case 0x99: /* �g�[�L�[�{�b�N�X */
if(sg->src_id == bl->id) //����������ł��������Ȃ�
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; //����
}
break;
// Basilica
case 0xb4: /* �o�W���J */
if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
!(status_get_mode(bl)&0x20))
skill_blown(&src->bl,bl,1);
if (sg->src_id==bl->id)
break;
if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0 && sc_data && sc_data[type].timer == -1)
status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
skill_get_time2(sg->skill_id,sg->skill_lv),0);
break;
case 0xb7: /* �X�p�C�_?�E�F�b�u */
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);
skill_unit_move(bl,tick,0);
if(moveblock) map_delblock(bl);
bl->x = src->bl.x;
bl->y = src->bl.y;
if(moveblock) map_addblock(bl);
skill_unit_move(bl,tick,1);
if(bl->type == BL_MOB)
clif_fixmobpos((struct mob_data *)bl);
else if(bl->type == BL_PET)
clif_fixpetpos((struct pet_data *)bl);
else
clif_fixpos(bl);
sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv);
sg->val2=bl->id;
sg->interval = -1;
src->range = 0;
}
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) /* �X�L���g�p?����MOB�X�L�� */
{
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;
}
/*==========================================
* �X�L�����j�b�g���痣?����(�������͂��Ă���)�ꍇ
*------------------------------------------
*/
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
struct skill_unit_group *sg;
struct status_change *sc_data;
int type;
nullpo_retr(0, src);
nullpo_retr(0, bl);
nullpo_retr(0, sg=src->group);
sc_data = status_get_sc_data(bl);
type = SkillStatusChangeTable[sg->skill_id];
if (bl->prev==NULL || !src->alive ||
(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)))
return 0;
switch(sg->unit_id){
case 0x7e: /* �Z�C�t�e�B�E�H�[�� */
case 0x85: /* �j���[�} */
case 0x8e: /* �N�@�O�}�C�A */
case 0x9a: /* �{���P�[�m */
case 0x9b: /* �f�����[�W */
case 0x9c: /* �o�C�I�����g�Q�C�� */
if (type==SC_QUAGMIRE && bl->type==BL_MOB)
break;
if (sc_data && sc_data[type].timer!=-1 && sc_data[type].val2==(int)src) {
status_change_end(bl,type,-1);
}
break;
case 0x91: /* �A���N���X�l�A */
{
struct block_list *target = map_id2bl(sg->val2);
if(target && target == bl){
status_change_end(bl,SC_ANKLE,-1);
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
}
break;
}
case 0x9e: /* �q��S */
case 0x9f: /* �j�����h�̉� */
case 0xa0: /* �i���̍��� */
case 0xa1: /* �푾�ۂ̋��� */
case 0xa2: /* �j�[�x�����O�̎w�� */
case 0xa3: /* ���L�̋��� */
case 0xa4: /* �[���̒��� */
case 0xa5: /* �s���g�̃W�[�N�t���[�h */
case 0xad: /* ����Y��Ȃ��Łc */
if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)src) {
status_change_end(bl,type,-1);
}
break;
case 0xa6: /* �s���a�� */
case 0xa7: /* ���J */
case 0xa8: /* �[�z�̃A�T�V���N���X */
case 0xa9: /* �u���M�̎� */
case 0xaa: /* �C�h�D���̗ь� */
case 0xab: /* ��������ȃ_���X */
case 0xac: /* �n�~���O */
case 0xae: /* �K�^�̃L�X */
case 0xaf: /* �T?�r�X�t�H?��? */
status_change_start(bl,SkillStatusChangeTable[sg->skill_id],sg->skill_lv,0,0,0,20000,0 );
break;
case 0xb4: // Basilica
if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)sg) {
status_change_end(bl,type,-1);
}
break;
case 0xb6:
{
struct block_list *target = map_id2bl(sg->val2);
if(target && target==bl) {
status_change_end(bl,SC_FOGWALL,-1);
if (sc_data && sc_data[SC_BLIND].timer!=-1)
sc_data[SC_BLIND].timer = add_timer(
gettick() + 30000, status_change_timer, bl->id, 0);
}
break;
}
case 0xb7: /* �X�p�C�_?�E�F�b�u */
{
struct block_list *target = map_id2bl(sg->val2);
if (target && target==bl)
status_change_end(bl,SC_SPIDERWEB,-1);
sg->limit = DIFF_TICK(tick,sg->tick)+1000;
break;
}
/* default:
if(battle_config.error_log)
printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
break;*/
}
return 0;
}
/*==========================================
* �X�L�����j�b�g���ʔ���/���E����(foreachinarea)
* bl: ���j�b�g(BL_PC/BL_MOB)
*------------------------------------------
*/
int skill_unit_effect(struct block_list *bl,va_list ap)
{
struct skill_unit *unit;
struct skill_unit_group *group;
int flag;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
tick = va_arg(ap,unsigned int);
flag = va_arg(ap,unsigned int);
if (bl->type!=BL_PC && bl->type!=BL_MOB)
return 0;
if (!unit->alive || bl->prev==NULL)
return 0;
nullpo_retr(0, group=unit->group);
if (flag)
skill_unit_onplace(unit,bl,tick);
else {
skill_unit_onout(unit,bl,tick);
unit = map_find_skill_unit_oncell(bl,bl->x,bl->y,group->skill_id,unit);
if (unit)
skill_unit_onplace(unit,bl,tick);
}
return 0;
}
/*==========================================
* �X�L�����j�b�g�̌��E�C�x���g
*------------------------------------------
*/
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: /* ��?�v�|?�^��(?���O) */
{
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=aCallocA(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: /* �A�C�X�E�H?�� */
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: /* ���Ȃ���?������ */
{
struct map_session_data *sd = NULL;
struct map_session_data *p_sd = NULL;
if((sd = map_id2sd(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;
}
/*==========================================
* �X�L�����j�b�g�̃_��?�W�C�x���g
*------------------------------------------
*/
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: /* �A�C�X�E�H?�� */
src->val1-=damage;
break;
case 0x8f: /* �u���X�g�}�C�� */
case 0x98: /* �N���C���A?�g���b�v */
skill_blown(bl,&src->bl,2); //��������Ă݂�
break;
default:
damage = 0;
break;
}
return damage;
}
/*---------------------------------------------------------------------------- */
/*==========================================
* �X�L���g�p�i�r�������A�ꏊ�w��j
*------------------------------------------
*/
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
{
struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
int range,maxcount;
nullpo_retr(0, sd);
if( sd->bl.prev == NULL )
return 0;
if( sd->skilltimer != tid ) /* �^�C�}ID�̊m�F */
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;
}
/*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:
case RG_GRAFFITI:
range = 0;
break;
case AL_PNEUMA:
range = 1;
break;*/
if (!battle_config.pc_skill_reiteration &&
skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
clif_skill_fail(sd,sd->skillid,0,0);
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = sd->skillitemlv = -1;
return 0;
}
/*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:
case WZ_ICEWALL:
range = 2;
break;
case AL_WARP:
range = 0;
break;*/
if (battle_config.pc_skill_nofootset &&
skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
clif_skill_fail(sd,sd->skillid,0,0);
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;
}
}
}
if(sd->skilllv <= 0) return 0;
range = skill_get_range(sd->skillid,sd->skilllv);
if(range < 0)
range = status_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)) { /* �g�p?���`�F�b�N */
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);
skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
return 0;
}
/*==========================================
* ��??�L�������݊m�F����?��(foreachinarea)
*------------------------------------------
*/
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_);
//�`�F�b�N���Ȃ��ݒ�Ȃ�c�ɂ��肦�Ȃ��傫��?����Ԃ��ďI��
if(!battle_config.player_skill_partner_check){ //�{?��foreach�̑O�ɂ�肽�����ǐݒ�K�p�ӏ����܂Ƃ߂邽�߂ɂ�����
(*c)=99;
return 0;
}
ss_class = pc_calc_base_job(ssd->status.class_);
switch(ssd->skillid){
case PR_BENEDICTIO: /* ��?�~�� */
if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
(*c)++;
break;
case BD_LULLABY: /* �q��� */
case BD_RICHMANKIM: /* �j�����h�̉� */
case BD_ETERNALCHAOS: /* �i���̍��� */
case BD_DRUMBATTLEFIELD: /* ?���ۂ̋��� */
case BD_RINGNIBELUNGEN: /* �j?�x�����O�̎w�� */
case BD_ROKISWEIL: /* ���L�̋��� */
case BD_INTOABYSS: /* �[���̒��� */
case BD_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
case BD_RAGNAROK: /* �_?��?�� */
case CG_MOONLIT: /* ������̐�ɗ�����Ԃт� */
if(sd != ssd &&
((ss_class.job==19 && s_class.job==20) ||
(ss_class.job==20 && s_class.job==19)) &&
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;
}
/*==========================================
* ��??�L�������݊m�F�����X�L���g�p?��(foreachinarea)
*------------------------------------------
*/
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_);
//�`�F�b�N���Ȃ��ݒ�Ȃ�c�ɂ��肦�Ȃ��傫��?����Ԃ��ďI��
if(!battle_config.player_skill_partner_check){ //�{?��foreach�̑O�ɂ�肽�����ǐݒ�K�p�ӏ����܂Ƃ߂邽�߂ɂ�����
(*c)=99;
return 0;
}
ss_class = pc_calc_base_job(ssd->status.class_);
skillid=ssd->skillid;
skilllv=ssd->skilllv;
//if(skilllv <= 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // celest
switch(skillid){
case PR_BENEDICTIO: /* ��?�~�� */
if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
sd->status.sp -= 10;
status_calc_pc(sd,0);
(*c)++;
}
break;
case BD_LULLABY: /* �q��� */
case BD_RICHMANKIM: /* �j�����h�̉� */
case BD_ETERNALCHAOS: /* �i���̍��� */
case BD_DRUMBATTLEFIELD: /* ?���ۂ̋��� */
case BD_RINGNIBELUNGEN: /* �j?�x�����O�̎w�� */
case BD_ROKISWEIL: /* ���L�̋��� */
case BD_INTOABYSS: /* �[���̒��� */
case BD_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
case BD_RAGNAROK: /* �_?��?�� */
case CG_MOONLIT: /* ������̐�ɗ�����Ԃт� */
if(sd != ssd && //�{�l�ȊO��
((ss_class.job==19 && s_class.job==20) || //�������o?�h�Ȃ�_���T?��
(ss_class.job==20 && s_class.job==19)) && //�������_���T?�Ȃ�o?�h��
pc_checkskill(sd,skillid) > 0 && //�X�L������������
(*c)==0 && //�ŏ��̈�l��
sd->status.party_id == ssd->status.party_id && //�p?�e�B?��������
!pc_issit(sd) && //�����ĂȂ�
sd->sc_data[SC_DANCING].timer==-1 //�_���X������Ȃ�
){
ssd->sc_data[SC_DANCING].val4=bl->id;
clif_skill_nodamage(bl,src,skillid,skilllv,1);
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;
}
/*==========================================
* ��??�o�C�I�v�����g�A�X�t�B�A�}�C���pMob���݊m�F����?��(foreachinarea)
*------------------------------------------
*/
static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
{
int *c,src_id=0,mob_class=0;
struct mob_data *md;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md=(struct mob_data*)bl);
nullpo_retr(0, src_id=va_arg(ap,int));
nullpo_retr(0, mob_class=va_arg(ap,int));
nullpo_retr(0, c=va_arg(ap,int *));
if(md->class_==mob_class && md->master_id==src_id)
(*c)++;
return 0;
}
/*==========================================
* �X�L���g�p?���i?�Ŏg�p���s�j
*------------------------------------------
*/
int skill_check_condition(struct map_session_data *sd,int type)
{
int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
int index[10],itemid[10],amount[10];
int arrow_flag = 0;
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->skillid == ASC_CDP)
&& sd->state.produce_flag == 1) {
sd->skillitem = sd->skillitemlv = -1;
return 0;
}
if(sd->skillitem == sd->skillid) { /* �A�C�e���̏ꍇ��?������ */
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_count){
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 ||
(sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
clif_skill_fail(sd,sd->skillid,0,0);
return 0; /* ?�Ԉُ�Ⓘ?�Ȃ� */
}
}
skill = sd->skillid;
lv = sd->skilllv;
if(lv <= 0) return 0;
// for the guild skills [celest]
if (skill >= 10000 && skill < 10015) skill-= 9500;
hp=skill_get_hp(skill, lv); /* ����HP */
sp=skill_get_sp(skill, lv); /* ����SP */
if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
sp=sp/2; //�A���R?������SP�������
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); /* ����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; /* ����SP�C�� */
switch(skill) {
case SA_CASTCANCEL:
if(sd->skilltimer == -1) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case BS_MAXIMIZE: /* �}�L�V�}�C�Y�p��? */
case NV_TRICKDEAD: /* ���ӂ� */
case TF_HIDING: /* �n�C�f�B���O */
case AS_CLOAKING: /* �N��?�L���O */
case CR_AUTOGUARD: /* �I?�g�K?�h */
case CR_DEFENDER: /* �f�B�t�F���_? */
case ST_CHASEWALK:
if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
return 1; /* ��������ꍇ��SP����Ȃ� */
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: /* ?�� */
if(sd->spiritball >= lv) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case CH_SOULCOLLECT: /* ��?�� */
if(sd->spiritball >= 5) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case MO_FINGEROFFENSIVE: //�w?
if (sd->spiritball > 0 && sd->spiritball < spiritball) {
spiritball = sd->spiritball;
sd->spiritball_old = sd->spiritball;
}
else sd->spiritball_old = lv;
break;
case MO_BODYRELOCATION:
if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
spiritball = 0;
break;
case MO_CHAINCOMBO: //�A�ŏ�
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: //�җ���
if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
return 0;
break;
case CH_TIGERFIST: //���Ռ�
if((sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) && !sd->state.skill_flag)
return 0;
break;
case CH_CHAINCRUSH: //�A����?
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: // ���C���e�P��
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: /* �A�h���u */
{
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))){ //�_���X���Ŏg�p��5�b�ȏ�̂݁H
clif_skill_fail(sd,skill,0,0);
return 0;
}
}
break;
case PR_BENEDICTIO: /* ��?�~�� */
{
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: /* ���Ȃ��Ɉ������� */
if(!sd->status.partner_id){
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
case AM_CANNIBALIZE: /* �o�C�I�v�����g */
case AM_SPHEREMINE: /* �X�t�B�A?�}�C�� */
if(type&1){
int c=0;
int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
if(battle_config.pc_land_skill_limit && maxcount>0) {
map_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: /* �t�@�C�A?�E�H?�� */
case WZ_QUAGMIRE:
case WZ_FIREPILLAR: // celest
case PF_FOGWALL:
/* ?���� */
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;
// skills require arrows as of 12/07 [celest]
case AC_DOUBLE:
case AC_SHOWER:
case AC_CHARGEARROW:
case BA_MUSICALSTRIKE:
case DC_THROWARROW:
case SN_SHARPSHOOTING:
case CG_ARROWVULCAN:
if(sd->equip_index[10] < 0) {
clif_arrow_fail(sd,0);
return 0;
}
arrow_flag = 1;
break;
case RG_BACKSTAP:
if(sd->status.weapon == 11) {
if (sd->equip_index[10] < 0) {
clif_arrow_fail(sd,0);
return 0;
}
arrow_flag = 1;
}
break;
}
if(!(type&2)){
if( hp>0 && sd->status.hp < hp) { /* HP�`�F�b�N */
clif_skill_fail(sd,skill,2,0); /* HP�s���F���s�ʒm */
return 0;
}
if( sp>0 && sd->status.sp < sp) { /* SP�`�F�b�N */
clif_skill_fail(sd,skill,1,0); /* SP�s���F���s�ʒm */
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); // �����s��
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 (skill == MO_EXTREMITYFIST && ((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)) {
break;
}
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,CELL_CHKWATER))&& (sd->sc_data[SC_DELUGE].timer==-1)){ //���ꔻ��
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 == WZ_FIREPILLAR && lv<=5)
continue; // no gemstones for 1-5 [Celest]
if((skill == AM_POTIONPITCHER ||
skill == CR_SLIMPITCHER) && 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 &&
skill != CR_SLIMPITCHER &&
skill != MG_STONECURSE) {
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); // �A�C�e������
}
if (arrow_flag && battle_config.arrow_decrement)
pc_delitem(sd,sd->equip_index[10],1,0);
}
if(type&2)
return 1;
if(sp > 0) { // SP����
sd->status.sp-=sp;
clif_updatestatus(sd,SP_SP);
}
if(hp > 0) { // HP����
sd->status.hp-=hp;
clif_updatestatus(sd,SP_HP);
}
if(zeny > 0) // Zeny����
pc_payzeny(sd,zeny);
if(spiritball > 0) // ��������
pc_delspiritball(sd,spiritball,0);
return 1;
}
/*==========================================
* �r�����Ԍv�Z
*------------------------------------------
*/
int skill_castfix( struct block_list *bl, int time )
{
struct map_session_data *sd = NULL;
struct mob_data *md; // [Valaris]
struct status_change *sc_data;
int castrate=100;
int skill,lv;
nullpo_retr(0, bl);
if(bl->type==BL_MOB){ // Crash fix [Valaris]
nullpo_retr(0, md=(struct mob_data*)bl);
skill = md->skillid;
lv = md->skilllv;
} else {
nullpo_retr(0, sd=(struct map_session_data*)bl);
skill = sd->skillid;
lv = sd->skilllv;
}
if(lv <= 0) return 0;
sc_data = status_get_sc_data(bl);
if (skill > MAX_SKILL_DB || skill < 0)
return 0;
/* �T�t���M�E�� */
if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 )
time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
status_change_end( bl, SC_SUFFRAGIUM, -1);
if(time==0)
return 0;
if (sd) {
if(!skill_get_castnodex(skill, lv) > 0) {
castrate=((struct map_session_data *)bl)->castrate;
time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100);
time=time*battle_config.cast_rate/100;
}
}
/* �u���M�̎� */
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;
}
/*==========================================
* �f�B���C�v�Z
*------------------------------------------
*/
int skill_delayfix( struct block_list *bl, int time )
{
struct status_change *sc_data;
struct map_session_data *sd = NULL;
int skill = 0,lv = 0;
int delayrate = 100;
nullpo_retr(0, bl);
if(bl->type == BL_PC){
nullpo_retr(0, sd = (struct map_session_data*)bl);
skill = sd->skillid;
lv = sd->skilllv;
}
if(lv <= 0) return 0;
sc_data = status_get_sc_data(bl);
if(sd) {
delayrate=((struct map_session_data *)bl)->delayrate;
// instant cast attack skills depend on aspd as delay [celest]
if (time == 0) {
if (skill_db[skill].skill_type == BF_WEAPON)
time = status_get_adelay (bl)/2;
else
time = 300; // default delay, according to official servers
} else if (time < 0)
time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added
if(battle_config.delay_dependon_dex && /* dex�̉e�����v�Z���� */
!skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex
time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale);
time = time * delayrate * battle_config.delay_rate / 10000;
if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
time = battle_config.min_skill_delay_limit;
}
/* �u���M�̎� */
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;
}
/*==========================================
* �X�L���g�p�iID�w��j
*------------------------------------------
*/
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 ){
/* 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;
sc_data=sd->sc_data;
/* ��?��ُ�i�������A�O�����Ȃǂ̔��������j */
if( sd->opt1>0 )
return 0;
if(sc_data){
// allow to use only Chasewalk [celest]
if(sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK)
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(sc_data[SC_DIVINA].timer!=-1 ||
sc_data[SC_ROKISWEIL].timer!=-1 ||
(sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
sc_data[SC_STEELBODY].timer != -1 ||
sc_data[SC_BERSERK].timer != -1 ||
(sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
return 0; /* ?�Ԉُ�Ⓘ?�Ȃ� */
}
if(sc_data[SC_BLADESTOP].timer != -1){
int lv = sc_data[SC_BLADESTOP].val1;
if(sc_data[SC_BLADESTOP].val2==1) return 0;//���H���ꂽ���Ȃ̂Ń_��
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 (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
// if caster is the owner of basilica
if (sg && sg->src_id == sd->bl.id &&
skill_num == HP_BASILICA) ; // do nothing
// otherwise...
else return 0;
}
/* ���t/�_���X�� */
if(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 ) //���t���̓A�h���u�ȊO�s��
return 0;
if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
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(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
return 0;
//���O�̃X�L��������?����K�v�̂���X�L��
switch(skill_num){
case SA_CASTCANCEL:
if(sd->skillid != skill_num){ //�L���X�g�L�����Z����?��?���Ȃ�
sd->skillid_old = sd->skillid;
sd->skilllv_old = sd->skilllv;
break;
}
case BD_ENCORE: /* �A���R?�� */
if(!sd->skillid_dance){ //�O��g�p�����x�肪�Ȃ��Ƃ���
clif_skill_fail(sd,skill_num,0,0);
return 0;
}else{
sd->skillid_old = skill_num;
}
break;
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
case GD_EMERGENCYCALL:
{
struct guild *g;
if (!sd->status.guild_id)
return 0;
if ((g = guild_search(sd->status.guild_id)) == NULL)
return 0;
if (strcmp(sd->status.name,g->master))
return 0;
skill_lv = guild_checkskill(g, skill_num);
if (skill_lv <= 0) return 0;
}
break;
}
sd->skillid = skill_num;
sd->skilllv = skill_lv;
switch(skill_num){ //���O�Ƀ��x����?������肷��X�L��
case BD_LULLABY: /* �q��� */
case BD_RICHMANKIM: /* �j�����h�̉� */
case BD_ETERNALCHAOS: /* �i���̍��� */
case BD_DRUMBATTLEFIELD: /* ?���ۂ̋��� */
case BD_RINGNIBELUNGEN: /* �j?�x�����O�̎w�� */
case BD_ROKISWEIL: /* ���L�̋��� */
case BD_INTOABYSS: /* �[���̒��� */
case BD_SIEGFRIED: /* �s���g�̃W?�N�t��?�h */
case BD_RAGNAROK: /* �_?��?�� */
case CG_MOONLIT: /* ������̐�ɗ�����Ԃт� */
{
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){ //�����s�v�ݒ肾����
;
}else{
sd->skilllv=(c + skill_lv)/2;
}
}
break;
}
if(!skill_check_condition(sd,0)) return 0;
{
int check_range_flag = 0;
/* �˒��Ə�Q���`�F�b�N */
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
range = status_get_range(&sd->bl) - (range + 1);
// be lenient if the skill was cast before we have moved to the correct position [Celest]
if (sd->walktimer != -1)
range++;
else check_range_flag = 1;
if(!battle_check_range(&sd->bl,bl,range)) {
if (check_range_flag && battle_check_range(&sd->bl,bl,range + 1)) {
int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
int dir = map_calc_dir(&sd->bl,bl->x,bl->y);
pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
} else
return 0;
}
}
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 == CH_CHAINCRUSH && sd->state.skill_flag) ||
(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;
sd->state.skillcastcancel = skill_get_castcancel(skill_num);
switch(skill_num){ /* ���������?�����K�v */
// case AL_HEAL: /* �q?�� */
// if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
// forcecast=1; /* �q?���A�^�b�N�Ȃ�r���G�t�F�N�g�L�� */
// break;
case ALL_RESURRECTION: /* ���U���N�V���� */
if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))){ /* �G���A���f�b�h�Ȃ� */
forcecast=1; /* �^?���A���f�b�g�Ɠ����r������ */
casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
}
break;
case MO_FINGEROFFENSIVE: /* �w? */
casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
break;
case MO_CHAINCOMBO: /*�A�ŏ�*/
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) //�^?�Q�b�g�����Ȃ��H
return 0;
target_id = tbl->id;
}
break;
case MO_COMBOFINISH: /*�җ���*/
// case CH_TIGERFIST: /* ���Ռ� */
case CH_CHAINCRUSH: /* �A����? */
target_id = sd->attacktarget;
break;
case CH_TIGERFIST: /* ���Ռ� */
if(sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
target_id = sd->attacktarget;
break;
// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
//
case MO_EXTREMITYFIST: /*���C���e�P��*/
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 = pc_get_partner(sd);
if (p_sd == NULL) // it's possible to get null if we're not married ^^;
return 0;
// nullpo_retr (0, p_sd)
if(skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100)) // Requires more than 15% of Max HP for WE_MALE
return 0;
else if(skill_num == WE_FEMALE && sd->status.sp <= ((15*sd->status.max_sp)/100)) // Requires more than 15% of Max SP for WE_FEMALE
return 0;
target_id = p_sd->bl.id;
//range������1��?��
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
range = status_get_range(&sd->bl) - (range + 1);
if(!battle_check_range(&sd->bl,&p_sd->bl,range))
return 0;
}
break;
case HP_BASILICA: /* �o�W���J */
{
struct status_change *sc_data;
if (skill_check_unit_range(sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) {
clif_skill_fail(sd,sd->skillid,0,0);
return 0;
}
if (skill_check_unit_range2(&sd->bl,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) {
clif_skill_fail(sd,sd->skillid,0,0);
return 0;
}
// cancel Basilica if already in effect
sc_data = status_get_sc_data(&sd->bl);
if(sc_data && sc_data[SC_BASILICA].timer != -1) {
struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
if (sg && sg->src_id == sd->bl.id) {
status_change_end(&sd->bl,SC_BASILICA,-1);
skill_delunitgroup (sg);
return 0;
}
}
}
break;
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
case GD_EMERGENCYCALL:
casttime = 1000; // temporary [Celest]
break;
}
//�������C�Y?�ԂȂ�L���X�g�^�C����1/3
if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
casttime = casttime/2;
if((--sc_data[SC_MEMORIZE].val2)<=0)
status_change_end(&sd->bl, SC_MEMORIZE, -1);
}
if(battle_config.pc_skill_log)
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 ){ /* �r�����K�v */
struct mob_data *md;
clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime);
/* �r����?�����X�^? */
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 ) /* �r���̖������̂̓L�����Z������Ȃ� */
sd->state.skillcastcancel=0;
sd->skilltarget = target_id;
/* sd->cast_target_bl = bl; */
sd->skillx = 0;
sd->skilly = 0;
sd->canact_tick = tick + casttime + delay;
sd->canmove_tick = tick;
if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
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);
}
return 0;
}
/*==========================================
* �X�L���g�p�i�ꏊ�w��j
*------------------------------------------
*/
int skill_use_pos( struct map_session_data *sd,
int skill_x, int skill_y, int skill_num, int skill_lv)
{
struct block_list bl;
struct status_change *sc_data;
unsigned int tick;
int casttime=0,delay=0,skill,range;
nullpo_retr(0, sd);
if(pc_isdead(sd))
return 0;
if (skillnotok(skill_num, sd)) // [MoueJstr]
return 0;
if(skill_num==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;
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 ||
sc_data[SC_MARIONETTE].timer != -1)
return 0; /* ?�Ԉُ�Ⓘ?�Ȃ� */
if (sc_data[SC_BASILICA].timer != -1) {
struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
// if caster is the owner of basilica
if (sg && sg->src_id == sd->bl.id &&
skill_num == HP_BASILICA) ; // do nothing
// otherwise...
else return 0;
}
}
if(sd->status.option&2)
return 0;
sd->skillid = skill_num;
sd->skilllv = skill_lv;
if(skill_lv <= 0) return 0;
sd->skillx = skill_x;
sd->skilly = skill_y;
if(!skill_check_condition(sd,0)) return 0;
/* �˒��Ə�Q���`�F�b�N */
bl.type = BL_NUL;
bl.m = sd->bl.m;
bl.x = skill_x;
bl.y = skill_y;
{
int check_range_flag = 0;
/* �˒��Ə�Q���`�F�b�N */
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
range = status_get_range(&sd->bl) - (range + 1);
// be lenient if the skill was cast before we have moved to the correct position [Celest]
if (sd->walktimer != -1)
range ++;
else check_range_flag = 1;
if(!battle_check_range(&sd->bl,&bl,range)) {
if (check_range_flag && battle_check_range(&sd->bl,&bl,range + 1)) {
int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
} else
return 0;
}
}
pc_stopattack(sd);
casttime=skill_castfix(&sd->bl, skill_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;
//�������C�Y?�ԂȂ�L���X�g�^�C����1/3
if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
casttime = casttime/3;
if((--sc_data[SC_MEMORIZE].val2)<=0)
status_change_end(&sd->bl, SC_MEMORIZE, -1);
}
if( casttime>0 ) /* �r�����K�v */
clif_skillcasting( &sd->bl,
sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
if( casttime<=0 ) /* �r���̖������̂̓L�����Z������Ȃ� */
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)
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);
}
//�}�W�b�N�p��?��?�ʏI��
if (skill_get_unit_id(skill_num, 0) != 0x86 &&
sc_data && sc_data[SC_MAGICPOWER].timer != -1)
status_change_end(&sd->bl,SC_MAGICPOWER,-1);
return 0;
}
/*==========================================
* �X�L���r���L�����Z��
*------------------------------------------
*/
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);
}
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;
}
/*=========================================
* �u�����f�B�b�V���X�s�A ������?����
*----------------------------------------
*/
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;
}
}
/*=========================================
* �u�����f�B�b�V���X�s�A �������� ��??��
*-----------------------------------------
*/
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;
}
}
}
/*==========================================
* �f�B�{?�V���� �L?�m�F
*------------------------------------------
*/
void skill_devotion(struct map_session_data *md,int target)
{
// ?�m�F
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]);
// ���肪������Ȃ� // ������f�B�{���Ă�̂���������Ȃ� // ����������Ă�
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)
{
// ��f�B�{?�V������?�������̋����`�F�b�N
struct map_session_data *sd = map_id2sd(crusader);
nullpo_retv(bl);
if(sd) skill_devotion3(&sd->bl,bl->id);
}
int skill_devotion3(struct block_list *bl,int target)
{
// �N���Z��?�������̋����`�F�b�N
struct map_session_data *md;
struct map_session_data *sd;
int n,r=0;
nullpo_retr(1, bl);
md = (struct map_session_data *)bl;
if ((sd = map_id2sd(target))==NULL)
return 1;
else
r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);
if(pc_checkskill(md,CR_DEVOTION)+6 < r){ // ���e��?����
for(n=0;n<5;n++)
if(md->dev.val1[n]==target)
md->dev.val2[n]=0; // ���ꂽ���́A?��邾��
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)
{
// �N���Z�Ɣ�f�B�{�L�����̃��Z�b�g
nullpo_retv(md);
nullpo_retv(sd);
md->dev.val1[target]=md->dev.val2[target]=0;
if(sd && sd->sc_data){
// 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);
}
}
/*==========================================
* �I?�g�X�y��
*------------------------------------------
*/
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(skilllv <= 0) return 0;
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;
status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:�X�L��ID val2:�g�p�ő�Lv
skill_get_time(SA_AUTOSPELL,skilllv),0);// �ɂ��Ă݂�����bscript�������Ղ�???�H
return 0;
}
/*==========================================
* �M�����O�X�^?�p���_�C�X����?��(foreachinarea)
*------------------------------------------
*/
static int skill_gangster_count(struct block_list *bl,va_list ap)
{
int *c;
struct map_session_data *sd;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
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;
}
static int skill_gangster_in(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
sd=(struct map_session_data*)bl;
if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
sd->state.gangsterparadise=1;
return 0;
}
static int skill_gangster_out(struct block_list *bl,va_list ap)
{
struct map_session_data *sd;
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;
}
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) {/* ����������?�� */
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) {/*�M�����O�X�^?���������玩���ɂ��M�����O�X�^??���t?*/
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) {/* �����オ�����Ƃ���?�� */
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 < 2)
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;
}
/*==========================================
* �����W��?�N?�X�N��?������?��(foreachinarea)
*------------------------------------------
*/
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
{
struct block_list *src;
int skillnum,skilllv;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, src=va_arg(ap,struct block_list*));
skillnum=va_arg(ap,int);
skilllv=va_arg(ap,int);
if(skilllv <= 0) return 0;
tick=va_arg(ap,unsigned int);
if(src == bl)//�����ɂ�?���Ȃ�
return 0;
if (map[src->m].flag.gvg || map[src->m].flag.pvp)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
// we freeze everybody except of ourselfes on pvp/gvg [veider]
else {
if(battle_check_target(src,bl,BCT_ENEMY) > 0)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
}
// so on non-pvp/gvg we are just freezing as freezed before
return 0;
}
/*==========================================
* Moonlit creates a 'safe zone' [celest]
*------------------------------------------
*/
static int skill_moonlit_count(struct block_list *bl,va_list ap)
{
int *c, id;
struct map_session_data *sd;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, (sd=(struct map_session_data *)bl));
id=va_arg(ap,int);
c=va_arg(ap,int *);
if (sd->bl.id != id && sd->sc_count && sd->sc_data[SC_MOONLIT].timer != -1 && c)
(*c)++;
return 0;
}
int skill_check_moonlit (struct block_list *bl, int dx, int dy)
{
int c=0;
nullpo_retr(0, bl);
map_foreachinarea(skill_moonlit_count,bl->m,
dx-1,dy-1,dx+1,dy+1,BL_PC,bl->id,&c);
return (c>0);
}
/*==========================================
*�A�u���J�_�u���̎g�p�X�L������(����X�L�����_���Ȃ�0��Ԃ�)
*------------------------------------------
*/
int skill_abra_dataset(int skilllv)
{
int skill = rand()%331;
if(skilllv <= 0) return 0;
//db�Ɋ�Â����x��?�m������
if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
//NPC�X�L���̓_��
if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
//���t�X�L���̓_��
if (skill_get_unit_flag(skill)&UF_DANCE) return 0;
return skill;
}
/*==========================================
* �o�W���J�̃Z����ݒ肷��
*------------------------------------------
*/
void skill_basilica_cell(struct skill_unit *unit,int flag)
{
int i,x,y,range = skill_get_unit_range(HP_BASILICA);
int size = range*2+1;
for (i=0;i<size*size;i++) {
x = unit->bl.x+(i%size-range);
y = unit->bl.y+(i/size-range);
map_setcell(unit->bl.m,x,y,flag);
}
}
/*==========================================
*
*------------------------------------------
*/
int skill_attack_area(struct block_list *bl,va_list ap)
{
struct block_list *src,*dsrc;
int atk_type,skillid,skilllv,flag,type;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
atk_type = va_arg(ap,int);
if((src=va_arg(ap,struct block_list*)) == NULL)
return 0;
if((dsrc=va_arg(ap,struct block_list*)) == NULL)
return 0;
skillid=va_arg(ap,int);
skilllv=va_arg(ap,int);
//if(skilllv <= 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // celest
tick=va_arg(ap,unsigned int);
flag=va_arg(ap,int);
type=va_arg(ap,int);
if(battle_check_target(dsrc,bl,type) > 0)
skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int skill_clear_element_field(struct block_list *bl)
{
struct mob_data *md=NULL;
struct map_session_data *sd=NULL;
int i,max,skillid;
nullpo_retr(0, bl);
if (bl->type==BL_MOB) {
max = MAX_MOBSKILLUNITGROUP;
md = (struct mob_data *)bl;
} else if(bl->type==BL_PC) {
max = MAX_SKILLUNITGROUP;
sd = (struct map_session_data *)bl;
} else
return 0;
for (i=0;i<max;i++) {
if(sd){
skillid=sd->skillunit[i].skill_id;
if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
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;
}
/*==========================================
* �����h�v���e�N�^?�`�F�b�N(foreachinarea)
*------------------------------------------
*/
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;
}
/*==========================================
* �C�h�D���̗ь�̉�?��(foreachinarea)
*------------------------------------------
*/
int skill_idun_heal(struct block_list *bl, va_list ap )
{
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);
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_PC || bl->type == BL_MOB){
clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
battle_heal(NULL,bl,heal,0,0);
}
return 0;
}
/*==========================================
* �w���??��src��?���ėL?�ȃ^?�Q�b�g��bl��?��?����(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;
}
/*==========================================
* �g���b�v��??��(foreachinarea)
*------------------------------------------
*/
int skill_trap_splash(struct block_list *bl, va_list ap )
{
struct block_list *src;
int tick;
int splash_count;
struct skill_unit *unit;
struct skill_unit_group *sg;
struct block_list *ss;
int i;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, src = va_arg(ap,struct block_list *));
nullpo_retr(0, unit = (struct skill_unit *)src);
nullpo_retr(0, sg = unit->group);
nullpo_retr(0, ss = map_id2bl(sg->src_id));
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: /* �T���h�}�� */
case 0x96: /* �t���b�V��? */
case 0x94: /* �V���b�N�E�F?�u�g���b�v */
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
break;
case 0x8f: /* �u���X�g�}�C�� */
case 0x98: /* �N���C���A?�g���b�v */
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: /* �t��?�W���O�g���b�v */
skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
break;
default:
break;
}
}
return 0;
}
/*==========================================
* �X�e?�^�X�ُ�I��
*------------------------------------------
*/
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=status_get_sc_data(bl));
if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* �G���`�����g�|�C�Y������ */
status_change_end(bl,SC_ENCPOISON,-1);
if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* �A�X�y���V�I���� */
status_change_end(bl,SC_ASPERSIO,-1);
if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* �t���C�������`������ */
status_change_end(bl,SC_FLAMELAUNCHER,-1);
if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* �t���X�g�E�F�|������ */
status_change_end(bl,SC_FROSTWEAPON,-1);
if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ���C�g�j���O��?�_?���� */
status_change_end(bl,SC_LIGHTNINGLOADER,-1);
if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* �T�C�X�~�b�N�E�F�|������ */
status_change_end(bl,SC_SEISMICWEAPON,-1);
return 0;
}
/* �N��?�L���O?���i����Ɉړ��s�\�n?�����邩�j */
int skill_check_cloaking(struct block_list *bl)
{
struct map_session_data *sd = NULL;
static int dx[]={ 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
static int dy[]={-1, 0, 1, 0, -1, -1, 1, 1};
int end=1,i;
nullpo_retr(0, bl);
if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
return 0;
else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
return 0;
//missing sd [Found by Celest, commited by Aria]
if (bl->type == BL_PC)
sd=(struct map_session_data *)bl;
for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS)) {
end=0;
break;
}
}
if(end){
if ((sd && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
status_change_end(bl, SC_CLOAKING, -1);
}
else if (sd && sd->sc_data[SC_CLOAKING].val3 != 130) {
sd->sc_data[SC_CLOAKING].val3 = 130;
status_calc_speed (sd);
}
}
else {
if (sd && sd->sc_data[SC_CLOAKING].val3 != 103) {
sd->sc_data[SC_CLOAKING].val3 = 103;
status_calc_speed (sd);
}
}
return end;
}
/*
*----------------------------------------------------------------------------
* �X�L�����j�b�g
*----------------------------------------------------------------------------
*/
/*==========================================
* ���t/�_���X����߂�
* flag 1�ō��t���Ȃ瑊���Ƀ��j�b�g��C����
*
*------------------------------------------
*/
void skill_stop_dancing(struct block_list *src, int flag)
{
struct status_change* sc_data;
struct skill_unit_group* group;
short* sc_count;
nullpo_retv(src);
nullpo_retv(sc_data = status_get_sc_data(src));
nullpo_retv(sc_count = status_get_sc_count(src));
if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) {
group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //�_���X�̃X�L�����j�b�gID��val2�ɓ����Ă�
if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //���t��?
struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //������sd�擾
if(flag){ //���O�A�E�g�ȂǕЕ��������Ă����t��??�����
if(dsd && src->id == group->src_id){ //�O��?�v��������PC��������
group->src_id=sc_data[SC_DANCING].val4; //�����ɃO��?�v��C����
if(flag&1) //���O�A�E�g
dsd->sc_data[SC_DANCING].val4=0; //�����̑�����0�ɂ��č��t�I�����ʏ�̃_���X?��
if(flag&2) //�n�G��тȂ�
return; //���t���_���X?�Ԃ��I�������Ȃ����X�L�����j�b�g�͒u���Ă��ڂ�
}else if(dsd && dsd->bl.id == group->src_id){ //�������O��?�v�������Ă���PC��������(�����̓O��?�v�������Ă��Ȃ�)
if(flag&1) //���O�A�E�g
dsd->sc_data[SC_DANCING].val4=0; //�����̑�����0�ɂ��č��t�I�����ʏ�̃_���X?��
if(flag&2) //�n�G��тȂ�
return; //���t���_���X?�Ԃ��I�������Ȃ����X�L�����j�b�g�͒u���Ă��ڂ�
}
status_change_end(src,SC_DANCING,-1);//�����̃X�e?�^�X���I��������
//�����ăO��?�v�͏����Ȃ��������Ȃ��̂ŃX�e?�^�X�v�Z������Ȃ��H
return;
}else{
if(dsd && src->id == group->src_id){ //�O��?�v�������Ă�PC���~�߂�
status_change_end((struct block_list *)dsd,SC_DANCING,-1);//����̃X�e?�^�X���I��������
}
if(dsd && dsd->bl.id == group->src_id){ //�������O��?�v�������Ă���PC���~�߂�(�����̓O��?�v�������Ă��Ȃ�)
status_change_end(src,SC_DANCING,-1);//�����̃X�e?�^�X���I��������
}
}
}
if(flag&2 && group && src->type==BL_PC){ //�n�G�Ŕ�Ƃ��Ƃ��̓��j�b�g�����
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)
status_calc_pc((struct map_session_data *)src,0);
}
}
/*==========================================
* �X�L�����j�b�g������
*------------------------------------------
*/
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);
if (group->skill_id==HP_BASILICA)
skill_basilica_cell(unit,CELL_SETBASILICA);
return unit;
}
/*==========================================
* �X�L�����j�b�g�폜
*------------------------------------------
*/
int skill_delunit(struct skill_unit *unit)
{
struct skill_unit_group *group;
nullpo_retr(0, unit);
if(!unit->alive)
return 0;
nullpo_retr(0, group=unit->group);
/* onlimit�C�x���g�Ăяo�� */
skill_unit_onlimit( unit,gettick() );
/* onout�C�x���g�Ăяo�� */
if (!unit->range) {
map_foreachinarea(skill_unit_effect,unit->bl.m,
unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y,0,
&unit->bl,gettick(),0);
}
if (group->skill_id==HP_BASILICA)
skill_basilica_cell(unit,CELL_CLRBASILICA);
clif_skill_delunit(unit);
unit->group=NULL;
unit->alive=0;
map_delobjectnofree(unit->bl.id);
if(group->alive_count>0 && (--group->alive_count)<=0)
skill_delunitgroup(group);
return 0;
}
/*==========================================
* �X�L�����j�b�g�O��?�v������
*------------------------------------------
*/
static int skill_unit_group_newid = MAX_SKILL_DB;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
int count,int skillid,int skilllv,int unit_id)
{
int i;
struct skill_unit_group *group=NULL, *list=NULL;
int maxsug=0;
if(skilllv <= 0) return 0;
nullpo_retr(NULL, src);
if(src->type==BL_PC){
list=((struct map_session_data *)src)->skillunit;
maxsug=MAX_SKILLUNITGROUP;
}else if(src->type==BL_MOB){
list=((struct mob_data *)src)->skillunit;
maxsug=MAX_MOBSKILLUNITGROUP;
}else if(src->type==BL_PET){
list=((struct pet_data *)src)->skillunit;
maxsug=MAX_MOBSKILLUNITGROUP;
}
if(list){
for(i=0;i<maxsug;i++) /* �������?�� */
if(list[i].group_id==0){
group=&list[i];
break;
}
if(group==NULL){ /* �ĂȂ��̂ŌÂ�����?�� */
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=status_get_party_id(src);
group->guild_id=status_get_guild_id(src);
group->group_id=skill_unit_group_newid++;
if(skill_unit_group_newid<=0)
skill_unit_group_newid = MAX_SKILL_DB;
group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
group->unit_count=count;
group->val1=group->val2=0;
group->skill_id=skillid;
group->skill_lv=skilllv;
group->unit_id=unit_id;
group->map=src->m;
group->limit=10000;
group->interval=1000;
group->tick=gettick();
group->valstr=NULL;
if (skill_get_unit_flag(skillid)&UF_DANCE) {
struct map_session_data *sd = NULL;
if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
sd->skillid_dance=skillid;
sd->skilllv_dance=skilllv;
}
status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
//���t�X�L���͑������_���X��Ԃɂ���
if (sd && skill_get_unit_flag(skillid)&UF_ENSEMBLE) {
int c=0;
map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
sd->bl.x-1,sd->bl.y-1,sd->bl.x+1,sd->bl.y+1,BL_PC,&sd->bl,&c);
}
}
return group;
}
/*==========================================
* �X�L�����j�b�g�O��?�v�폜
*------------------------------------------
*/
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);
//�_���X�X�L���̓_���X��Ԃ���������
if(src) {
if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
status_change_end(src,SC_DANCING,-1);
if (group->unit_id == 0x86) {
struct status_change *sc_data = status_get_sc_data(src);
if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //�}�W�b�N�p��?��?�ʏI��
status_change_end(src,SC_MAGICPOWER,-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); /* aFree()�̑ւ�� */
group->unit=NULL;
group->src_id=0;
group->group_id=0;
group->unit_count=0;
return 0;
}
/*==========================================
* �X�L�����j�b�g�O��?�v�S�폜
*------------------------------------------
*/
int skill_clear_unitgroup(struct block_list *src)
{
struct skill_unit_group *group=NULL;
int maxsug=0;
nullpo_retr(0, src);
if(src->type==BL_PC){
group=((struct map_session_data *)src)->skillunit;
maxsug=MAX_SKILLUNITGROUP;
} else if(src->type==BL_MOB){
group=((struct mob_data *)src)->skillunit;
maxsug=MAX_MOBSKILLUNITGROUP;
} else if(src->type==BL_PET){ // [Valaris]
group=((struct pet_data *)src)->skillunit;
maxsug=MAX_MOBSKILLUNITGROUP;
} else
return 0;
if(group){
int i;
for(i=0;i<maxsug;i++)
if(group[i].group_id>0 && group[i].src_id == src->id)
skill_delunitgroup(&group[i]);
}
return 0;
}
/*==========================================
* �X�L�����j�b�g�O��?�v�̔�e��tick?��
*------------------------------------------
*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
struct block_list *bl,struct skill_unit_group *group,int tick)
{
int i,j=-1,k,s,id;
struct skill_unit_group_tickset *set;
nullpo_retr(0, bl);
if (group->interval==-1)
return NULL;
if (bl->type == BL_PC)
set = ((struct map_session_data *)bl)->skillunittick;
else if (bl->type == BL_MOB)
set = ((struct mob_data *)bl)->skillunittick;
else
return 0;
if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
id = s = group->skill_id;
else
id = s = group->group_id;
for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
if (set[k].id == id)
return &set[k];
else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
j=k;
}
if (j == -1) {
if(battle_config.error_log) {
sprintf (tmp_output, "skill_unitgrouptickset_search: tickset is full\n");
ShowWarning (tmp_output);
}
j = id % MAX_SKILLUNITGROUPTICKSET;
}
set[j].id = id;
set[j].tick = tick;
return &set[j];
}
/*==========================================
* �X�L�����j�b�g�^�C�}??��?���p(foreachinarea)
*------------------------------------------
*/
int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
{
struct skill_unit *unit;
struct skill_unit_group *group;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
unit = va_arg(ap,struct skill_unit *);
tick = va_arg(ap,unsigned int);
if (bl->type!=BL_PC && bl->type!=BL_MOB)
return 0;
if (!unit->alive || bl->prev==NULL)
return 0;
nullpo_retr(0, group=unit->group);
if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
return 0;
skill_unit_onplace_timer(unit,bl,tick);
return 0;
}
/*==========================================
* �X�L�����j�b�g�^�C�}??���p(foreachobject)
*------------------------------------------
*/
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);
tick=va_arg(ap,unsigned int);
if(!unit->alive)
return 0;
group=unit->group;
nullpo_retr(0, group);
range = unit->range;
/* onplace_timer�C�x���g�Ăяo�� */
if (range>=0 && group->interval!=-1) {
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 (!unit->alive)
return 0;
// �}�O�k�X�͔����������j�b�g�͍폜����
if (group->skill_id==PR_MAGNUS && unit->val2) {
skill_delunit(unit);
return 0;
}
}
// �C�h�D���̗ь�ɂ���
if (group->unit_id==0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val3) {
struct block_list *src = map_id2bl(group->src_id);
int range = skill_get_unit_layout_type(group->skill_id,group->skill_lv);
nullpo_retr(0, src);
map_foreachinarea(skill_idun_heal,src->m,
src->x-range,src->y-range,src->x+range,src->y+range,0,unit);
group->val3++;
}
/* ���Ԑ�폜 */
if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
switch(group->unit_id){
case 0x8f: /* �u���X�g�}�C�� */
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: /* �X�L�b�h�g���b�v */
case 0x91: /* �A���N���X�l�A */
case 0x93: /* �����h�}�C�� */
case 0x94: /* �V���b�N�E�F?�u�g���b�v */
case 0x95: /* �T���h�}�� */
case 0x96: /* �t���b�V��? */
case 0x97: /* �t��?�W���O�g���b�v */
case 0x98: /* �N���C���A?�g���b�v */
case 0x99: /* �g?�L?�{�b�N�X */
{
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); // ?�Ԋ�
}
}
skill_delunit(unit);
}
break;
case 0xc1:
case 0xc2:
case 0xc3:
case 0xc4:
{
struct block_list *src=map_id2bl(group->src_id);
if (src)
group->tick = tick;
}
break;
default:
skill_delunit(unit);
}
}
if(group->unit_id == 0x8d) {
unit->val1 -= 5;
if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
unit->limit = DIFF_TICK(tick+700,group->tick);
}
return 0;
}
/*==========================================
* �X�L�����j�b�g�^�C�}??��
*------------------------------------------
*/
int skill_unit_timer( int tid,unsigned int tick,int id,int data)
{
map_freeblock_lock();
map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
map_freeblock_unlock();
return 0;
}
/*==========================================
* �X�L�����j�b�g�ړ���?���p(foreachinarea)
*------------------------------------------
*/
int skill_unit_move_sub( struct block_list *bl, va_list ap )
{
struct skill_unit *unit = (struct skill_unit *)bl;
struct skill_unit_group *group;
struct block_list *target;
unsigned int tick,flag;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, target=va_arg(ap,struct block_list*));
tick = va_arg(ap,unsigned int);
flag = va_arg(ap,int);
if (target->type!=BL_PC && target->type!=BL_MOB)
return 0;
nullpo_retr(0, group=unit->group);
if (group->interval!=-1)
return 0;
if (!unit->alive || target->prev==NULL)
return 0;
if (flag)
skill_unit_onplace(unit,target,tick);
else
skill_unit_onout(unit,target,tick);
return 0;
}
/*==========================================
* �X�L�����j�b�g�ړ���?��
*------------------------------------------
*/
int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
{
nullpo_retr(0, bl);
if(bl->prev==NULL )
return 0;
map_foreachinarea(skill_unit_move_sub,
bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,bl,tick,flag);
return 0;
}
/*==========================================
* �X�L�����j�b�g��?�̈ړ���?��
* ��?�̓O��?�v�ƈړ���
*------------------------------------------
*/
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
{
int i,j;
int tick = gettick();
int *m_flag;
struct skill_unit *unit1;
struct skill_unit *unit2;
nullpo_retr(0, group);
if (group->unit_count<=0)
return 0;
if (group->unit==NULL)
return 0;
// �ړ��\�ȃX�L���̓_���X�n�ƁA�u���X�g�}�C���A�N���C���A�[�g���b�v�̂�
if (!(skill_get_unit_flag(group->skill_id)&UF_DANCE) &&
group->skill_id!=HT_CLAYMORETRAP && group->skill_id!=HT_BLASTMINE)
return 0;
m_flag = malloc(sizeof(int)*group->unit_count);
memset(m_flag,0,sizeof(int)*group->unit_count);// �ړ��t���O
// ��Ƀt���O��S�����߂�
// m_flag
// 0: �P���ړ�
// 1: ���j�b�g���ړ�����(���ʒu���烆�j�b�g���Ȃ��Ȃ�)
// 2: �c�����V�ʒu���ړ���ƂȂ�(�ړ���Ƀ��j�b�g�����݂��Ȃ�)
// 3: �c��
for(i=0;i<group->unit_count;i++){
unit1=&group->unit[i];
if (!unit1->alive || unit1->bl.m!=m)
continue;
for(j=0;j<group->unit_count;j++){
unit2=&group->unit[j];
if (!unit2->alive)
continue;
if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
// �ړ���Ƀ��j�b�g�����Ԃ��Ă���
m_flag[i] |= 0x1;
}
if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
// ���j�b�g�����̏ꏊ�ɂ���Ă���
m_flag[i] |= 0x2;
}
}
}
// �t���O�Ɋ�Â��ă��j�b�g�ړ�
// �t���O��1��unit��T���A�t���O��2��unit�̈ړ���Ɉڂ�
j = 0;
for (i=0;i<group->unit_count;i++) {
unit1=&group->unit[i];
if (!unit1->alive)
continue;
if (!(m_flag[i]&0x2)) {
// ���j�b�g���Ȃ��Ȃ�ꏊ�ŃX�L�����j�b�g�e��������
map_foreachinarea(skill_unit_effect,unit1->bl.m,
unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0,
&unit1->bl,tick,0);
}
if (m_flag[i]==0) {
// �P���ړ�
map_delblock(&unit1->bl);
unit1->bl.m = m;
unit1->bl.x += dx;
unit1->bl.y += dy;
map_addblock(&unit1->bl);
clif_skill_setunit(unit1);
} else if (m_flag[i]==1) {
// �t���O��2�̂��̂�T���Ă��̃��j�b�g�̈ړ���Ɉړ�
for(;j<group->unit_count;j++) {
if (m_flag[j]==2) {
// �p���ړ�
unit2 = &group->unit[j];
if (!unit2->alive)
continue;
map_delblock(&unit1->bl);
unit1->bl.m = m;
unit1->bl.x = unit2->bl.x+dx;
unit1->bl.y = unit2->bl.y+dy;
map_addblock(&unit1->bl);
clif_skill_setunit(unit1);
j++;
break;
}
}
}
if (!(m_flag[i]&0x2)) {
// �ړ���̏ꏊ�ŃX�L�����j�b�g��
map_foreachinarea(skill_unit_effect,unit1->bl.m,
unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0,
&unit1->bl,tick,1);
}
}
aFree(m_flag);
return 0;
}
/*----------------------------------------------------------------------------
* �A�C�e������
*----------------------------------------------------------------------------
*/
/*==========================================
* �A�C�e�������\����
*------------------------------------------
*/
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
{
int i,j;
nullpo_retr(0, sd);
if(nameid<=0)
return 0;
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
if(skill_produce_db[i].nameid == nameid )
break;
}
if( i >= MAX_SKILL_PRODUCE_DB ) /* �f?�^�x?�X�ɂȂ� */
return 0;
if(trigger>=0){
if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
if(skill_produce_db[i].itemlv!=trigger) /* �t�@?�}�V?���|?�V�����ނƗn??��?�ΈȊO�͂��� */
return 0;
}else{
if(skill_produce_db[i].itemlv>=16) /* ����ȊO�͂��� */
return 0;
if( itemdb_wlv(nameid)>trigger ) /* ����Lv���� */
return 0;
}
}
if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
return 0; /* �X�L��������Ȃ� */
for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
int id,x,y;
if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* ����ȏ�͍ޗ��v��Ȃ� */
continue;
if(skill_produce_db[i].mat_amount[j] <= 0) {
if(pc_search_inventory(sd,id) < 0)
return 0;
}
else {
for(y=0,x=0;y<MAX_INVENTORY;y++)
if( sd->status.inventory[y].nameid == id )
x+=sd->status.inventory[y].amount;
if(x<skill_produce_db[i].mat_amount[j]) /* �A�C�e��������Ȃ� */
return 0;
}
}
return i+1;
}
/*==========================================
* �A�C�e�������\����
*------------------------------------------
*/
int skill_produce_mix( struct map_session_data *sd,
int nameid, int slot1, int slot2, int slot3 )
{
int slot[3];
int i,sc,ele,idx,equip,wlv,make_per,flag;
nullpo_retr(0, sd);
if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* ?���s�� */
return 0;
idx--;
slot[0]=slot1;
slot[1]=slot2;
slot[2]=slot3;
/* ����?��?�� */
for(i=0,sc=0,ele=0;i<3;i++){
int j;
if( slot[i]<=0 )
continue;
j = pc_search_inventory(sd,slot[i]);
if(j < 0) /* �s���p�P�b�g(�A�C�e������)�`�F�b�N */
continue;
if(slot[i]==1000){ /* ���̂����� */
pc_delitem(sd,j,1,1);
sc++;
}
if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* ?���� */
static const int ele_table[4]={3,1,4,2};
pc_delitem(sd,j,1,1);
ele=ele_table[slot[i]-994];
}
}
/* �ޗ����� */
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
int j,id,x;
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
continue;
x=skill_produce_db[idx].mat_amount[i]; /* �K�v�Ȍ�? */
do{ /* �Q�ȏ�̃C���f�b�N�X�ɂ܂������Ă��邩������Ȃ� */
int y=0;
j = pc_search_inventory(sd,id);
if(j >= 0){
y = sd->status.inventory[j].amount;
if(y>x)y=x; /* ������� */
pc_delitem(sd,j,y,0);
}else {
if(battle_config.error_log)
printf("skill_produce_mix: material item error\n");
}
x-=y; /* �܂�����Ȃ���?���v�Z */
}while( j>=0 && x>0 ); /* �ޗ�������邩�A�G��?�ɂȂ�܂ŌJ��Ԃ� */
}
/* �m������ */
equip = itemdb_isequip(nameid);
if(!equip) {
// Corrected rates [DracoRPG] --------------------------//
if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ sd->paramc[4]*10+sd->paramc[5]*10;
if(nameid >= 501 && nameid <= 505) // Normal potions
make_per += 2000 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
else if(nameid >= 605 && nameid <= 606) // Anodyne & Aloevera (not sure of the formula, I put the same base value as normal pots but without the Aid Potion bonus since they are not throwable pots ^^)
make_per += 2000;
else if(nameid >= 545 && nameid <= 547) // Concentrated potions
;
else if(nameid == 970) // Alcohol
make_per += 1000;
else if(nameid == 7135) // Bottle Grenade
make_per += 500 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
else if(nameid == 7136) // Acid Bottle
make_per += 500 + pc_checkskill(sd,AM_ACIDTERROR)*100;
else if(nameid == 7137) // Plant Bottle
make_per += 500 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
else if(nameid == 7138) // Marine Sphere Bottle
make_per += 500 + pc_checkskill(sd,AM_SPHEREMINE)*100;
else if(nameid == 7139) // Glistening Coat
make_per += 500 + pc_checkskill(sd,AM_CP_WEAPON)*100 + pc_checkskill(sd,AM_CP_SHIELD)*100 +
pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
} else if (skill_produce_db[idx].req_skill == ASC_CDP) {
make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];
} else {
if(nameid == 998)
make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
else
make_per = 1000 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
}
if(battle_config.pp_rate != 100)
make_per = make_per * battle_config.pp_rate / 100;
} else { // Corrected rates [DracoRPG]
int add_per=0;
if(pc_search_inventory(sd,989) >= 0) add_per = 400;
else if(pc_search_inventory(sd,988) >= 0) add_per = 300;
else if(pc_search_inventory(sd,987) >= 0) add_per = 200;
else if(pc_search_inventory(sd,986) >= 0) add_per = 100;
wlv = itemdb_wlv(nameid);
make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*1000 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +
((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0) + add_per - (ele? 2500:0) - sc*((4-wlv)*500) - wlv*1000;
if(battle_config.wp_rate != 100) /* �m��� */
make_per = make_per * battle_config.wp_rate / 100;
}
// -----------------------------------------------------//
if(make_per < 1) make_per = 1;
// if(battle_config.etc_log)
// printf("make rate = %d\n",make_per);
if(rand()%10000 < make_per){
/* ���� */
struct item tmp_item;
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid=nameid;
tmp_item.amount=1;
tmp_item.identify=1;
if(equip){ /* ����̏ꍇ */
tmp_item.card[0]=0x00ff; /* ��������t���O */
tmp_item.card[1]=((sc*5)<<8)+ele; /* ?���Ƃ悳 */
*((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* �L����ID */
}
else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
(battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
tmp_item.card[0]=0x00fe;
tmp_item.card[1]=0;
*((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* �L����ID */
}
if(log_config.produce > 0)
log_produce(sd,nameid,slot1,slot2,slot3,1);
switch (skill_produce_db[idx].req_skill) {
case AM_PHARMACY:
clif_produceeffect(sd,2,nameid);/* ��?�G�t�F�N�g */
clif_misceffect(&sd->bl,5); /* ���l�ɂ�������ʒm */
break;
case ASC_CDP:
clif_produceeffect(sd,2,nameid);/* �b���?�G�t�F�N�g */
clif_misceffect(&sd->bl,5);
break;
default: /* ���퐻���A�R�C������ */
clif_produceeffect(sd,0,nameid); /* ���퐻���G�t�F�N�g */
clif_misceffect(&sd->bl,3);
break;
}
if((flag = pc_additem(sd,&tmp_item,1))) {
clif_additem(sd,0,0,flag);
map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
}
} else {
if(log_config.produce > 0)
log_produce(sd,nameid,slot1,slot2,slot3,0);
switch (skill_produce_db[idx].req_skill) {
case AM_PHARMACY:
clif_produceeffect(sd,3,nameid);/* ��?���s�G�t�F�N�g */
clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
break;
case ASC_CDP:
{
clif_produceeffect(sd,3,nameid); /* �b���?�G�t�F�N�g */
clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
pc_heal(sd, -(sd->status.max_hp>>2), 0);
}
break;
default:
clif_produceeffect(sd,1,nameid);/* ���퐻�����s�G�t�F�N�g */
clif_misceffect(&sd->bl,2); /* ���l�ɂ����s��ʒm */
break;
}
}
return 0;
}
int skill_arrow_create( struct map_session_data *sd,int nameid)
{
int i,j,flag,index=-1;
struct item tmp_item;
nullpo_retr(0, sd);
if(nameid <= 0)
return 1;
for(i=0;i<MAX_SKILL_ARROW_DB;i++)
if(nameid == skill_arrow_db[i].nameid) {
index = i;
break;
}
if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
return 1;
pc_delitem(sd,j,1,0);
for(i=0;i<5;i++) {
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.identify = 1;
tmp_item.nameid = skill_arrow_db[index].cre_id[i];
tmp_item.amount = skill_arrow_db[index].cre_amount[i];
if(battle_config.making_arrow_name_input) {
tmp_item.card[0]=0x00fe;
tmp_item.card[1]=0;
*((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* �L����ID */
}
if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
continue;
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
clif_additem(sd,0,0,flag);
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
}
}
return 0;
}
/*----------------------------------------------------------------------------
* �������n
*/
/*----------------------------------------------------------------------------
* �������n
*/
/*
* ������
* ',' �ŋ���� val �ɖ߂�
*/
int skill_split_str(char *str,char **val,int num)
{
int i;
for (i=0; i<num && str; i++){
val[i] = str;
str = strchr(str,',');
if (str)
*str++=0;
}
return i;
}
/*
* ������
* ':' �ŋ����atoi����val�ɖ߂�
*/
int skill_split_atoi(char *str,int *val)
{
int i, max = 0;
for (i=0; i<MAX_SKILL_LEVEL; i++) {
if (str) {
val[i] = max = atoi(str);
str = strchr(str,':');
if (str)
*str++=0;
} else {
val[i] = max;
}
}
return i;
}
/*
* �X�L�����j�b�g�̔z�u���쐬
*/
void skill_init_unit_layout()
{
int i,j,size,pos = 0;
memset(skill_unit_layout,0,sizeof(skill_unit_layout));
// ��`�̃��j�b�g�z�u���쐬����
for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
size = i*2+1;
skill_unit_layout[i].count = size*size;
for (j=0; j<size*size; j++) {
skill_unit_layout[i].dx[j] = (j%size-i);
skill_unit_layout[i].dy[j] = (j/size-i);
}
}
pos = i;
// ��`�ȊO�̃��j�b�g�z�u���쐬����
for (i=0;i<MAX_SKILL_DB;i++) {
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
continue;
switch (i) {
case MG_FIREWALL:
case WZ_ICEWALL:
// �t�@�C�A�[�E�H�[���A�A�C�X�E�H�[���͕����ŕς��̂ŕʏ���
break;
case PR_SANCTUARY:
{
static const int dx[] = {
-1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
static const int dy[]={
-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
skill_unit_layout[pos].count = 21;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case PR_MAGNUS:
{
static const int dx[] = {
-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
static const int dy[] = {
-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
skill_unit_layout[pos].count = 33;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case AS_VENOMDUST:
{
static const int dx[] = {-1, 0, 0, 0, 1};
static const int dy[] = { 0,-1, 0, 1, 0};
skill_unit_layout[pos].count = 5;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case CR_GRANDCROSS:
case NPC_DARKGRANDCROSS:
{
static const int dx[] = {
0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
-4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
-1, 0, 1, 2,-1, 0, 1, 0, 0};
static const int dy[] = {
-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 2, 2, 2, 3, 4};
skill_unit_layout[pos].count = 29;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case PF_FOGWALL:
{
static const int dx[] = {
-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
static const int dy[] = {
-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
skill_unit_layout[pos].count = 15;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
default:
printf("unknown unit layout at skill %d\n",i);
break;
}
if (!skill_unit_layout[pos].count)
continue;
for (j=0;j<MAX_SKILL_LEVEL;j++)
skill_db[i].unit_layout_type[j] = pos;
pos++;
}
// �t�@�C���[�E�H�[��
firewall_unit_pos = pos;
for (i=0;i<8;i++) {
if (i&1) { /* �ߔz�u */
skill_unit_layout[pos].count = 5;
if (i&0x2) {
int dx[] = {-1,-1, 0, 0, 1};
int dy[] = { 1, 0, 0,-1,-1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 1, 1 ,0, 0,-1};
int dy[] = { 1, 0, 0,-1,-1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
} else { /* �c���z�u */
skill_unit_layout[pos].count = 3;
if (i%4==0) { /* �㉺ */
int dx[] = {-1, 0, 1};
int dy[] = { 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else { /* ���E */
int dx[] = { 0, 0, 0};
int dy[] = {-1, 0, 1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
// �A�C�X�E�H�[��
icewall_unit_pos = pos;
for (i=0;i<8;i++) {
skill_unit_layout[pos].count = 5;
if (i&1) { /* �ߔz�u */
if (i&0x2) {
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 2,-1, 0,-1,-2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else {
int dx[] = { 2, 1 ,0,-1,-2};
int dy[] = { 2, 1, 0,-1,-2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
} else { /* �c���z�u */
if (i%4==0) { /* �㉺ */
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 0, 0, 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
} else { /* ���E */
int dx[] = { 0, 0, 0, 0, 0};
int dy[] = {-2,-1, 0, 1, 2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
}
pos++;
}
}
/*==========================================
* �X�L��?�W�t�@�C��?��?��
* skill_db.txt �X�L���f?�^
* skill_cast_db.txt �X�L���̉r�����Ԃƃf�B���C�f?�^
* produce_db.txt �A�C�e���쐬�X�L���p�f?�^
* create_arrow_db.txt ��쐬�X�L���p�f?�^
* abra_db.txt �A�u���J�_�u��?���X�L���f?�^
*------------------------------------------
*/
int skill_readdb(void)
{
int i,j,k,l,m;
FILE *fp;
char line[1024],*p;
char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};
/* �X�L���f?�^�x?�X */
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];
if(line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,14);
if(split[13]==NULL || j<14)
continue;
i=atoi(split[0]);
if (i>=10000 && i<10015) // for guild skills [Celest]
i -= 9500;
else if(i<=0 || i>MAX_SKILL_DB)
continue;
/* printf("skill id=%d\n",i); */
skill_split_atoi(split[1],skill_db[i].range);
skill_db[i].hit=atoi(split[2]);
skill_db[i].inf=atoi(split[3]);
skill_db[i].pl=atoi(split[4]);
skill_db[i].nk=atoi(split[5]);
skill_db[i].max=atoi(split[6]);
skill_split_atoi(split[7],skill_db[i].num);
if(strcmpi(split[8],"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[12],"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;
skill_split_atoi(split[13],skill_db[i].blewcount);
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt");
ShowStatus(tmp_output);
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[50];
if(line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,30);
if(split[29]==NULL || j<30)
continue;
i=atoi(split[0]);
if (i>=10000 && i<10015) // for guild skills [Celest]
i -= 9500;
else if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].hp);
skill_split_atoi(split[2],skill_db[i].mhp);
skill_split_atoi(split[3],skill_db[i].sp);
skill_split_atoi(split[4],skill_db[i].hp_rate);
skill_split_atoi(split[5],skill_db[i].sp_rate);
skill_split_atoi(split[6],skill_db[i].zeny);
p = split[7];
for(j=0;j<32;j++){
l = atoi(p);
if (l==99) {
skill_db[i].weapon = 0xffffffff;
break;
}
else
skill_db[i].weapon |= 1<<l;
p=strchr(p,':');
if(!p)
break;
p++;
}
if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
else skill_db[i].state=ST_NONE;
skill_split_atoi(split[9],skill_db[i].spiritball);
skill_db[i].itemid[0]=atoi(split[10]);
skill_db[i].amount[0]=atoi(split[11]);
skill_db[i].itemid[1]=atoi(split[12]);
skill_db[i].amount[1]=atoi(split[13]);
skill_db[i].itemid[2]=atoi(split[14]);
skill_db[i].amount[2]=atoi(split[15]);
skill_db[i].itemid[3]=atoi(split[16]);
skill_db[i].amount[3]=atoi(split[17]);
skill_db[i].itemid[4]=atoi(split[18]);
skill_db[i].amount[4]=atoi(split[19]);
skill_db[i].itemid[5]=atoi(split[20]);
skill_db[i].amount[5]=atoi(split[21]);
skill_db[i].itemid[6]=atoi(split[22]);
skill_db[i].amount[6]=atoi(split[23]);
skill_db[i].itemid[7]=atoi(split[24]);
skill_db[i].amount[7]=atoi(split[25]);
skill_db[i].itemid[8]=atoi(split[26]);
skill_db[i].amount[8]=atoi(split[27]);
skill_db[i].itemid[9]=atoi(split[28]);
skill_db[i].amount[9]=atoi(split[29]);
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_require_db.txt");
ShowStatus(tmp_output);
/* �L���X�e�B���O�f?�^�x?�X */
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];
memset(split,0,sizeof(split)); // [Valaris] thanks to fov
if(line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,5);
if(split[4]==NULL || j<5)
continue;
i=atoi(split[0]);
if (i>=10000 && i<10015) // for guild skills [Celest]
i -= 9500;
else if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].cast);
skill_split_atoi(split[2],skill_db[i].delay);
skill_split_atoi(split[3],skill_db[i].upkeep_time);
skill_split_atoi(split[4],skill_db[i].upkeep_time2);
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt");
ShowStatus(tmp_output);
/* �X�L�����j�b�g�f�[�^�x�[�X */
fp = fopen("db/skill_unit_db.txt","r");
if (fp==NULL) {
printf("can't read db/skill_unit_db.txt\n");
return 1;
}
while (fgets(line,1020,fp)) {
char *split[50];
if (line[0]=='/' && line[1]=='/')
continue;
j = skill_split_str(line,split,8);
if (split[7]==NULL || j<8)
continue;
i=atoi(split[0]);
if (i>=10000 && i<10015) // for guild skills [Celest]
i -= 9500;
else if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
skill_split_atoi(split[3],skill_db[i].unit_layout_type);
skill_db[i].unit_range = atoi(split[4]);
skill_db[i].unit_interval = atoi(split[5]);
if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
else skill_db[i].unit_target = strtol(split[6],NULL,16);
skill_db[i].unit_flag = strtol(split[7],NULL,16);
k++;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_unit_db.txt");
ShowStatus(tmp_output);
skill_init_unit_layout();
/* �����n�X�L���f?�^�x?�X */
memset(skill_produce_db,0,sizeof(skill_produce_db));
for(m=0;m<2;m++){
fp=fopen(filename[m],"r");
if(fp==NULL){
if(m>0)
continue;
printf("can't read %s\n",filename[m]);
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[6 + MAX_PRODUCE_RESOURCE * 2];
int x,y;
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if(i<=0) continue;
skill_produce_db[k].nameid=i;
skill_produce_db[k].itemlv=atoi(split[1]);
skill_produce_db[k].req_skill=atoi(split[2]);
for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
skill_produce_db[k].mat_id[y]=atoi(split[x]);
skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
}
k++;
if(k >= MAX_SKILL_PRODUCE_DB)
break;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,filename[m]);
ShowStatus(tmp_output);
}
memset(skill_arrow_db,0,sizeof(skill_arrow_db));
fp=fopen("db/create_arrow_db.txt","r");
if(fp==NULL){
printf("can't read db/create_arrow_db.txt\n");
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[16];
int x,y;
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,13);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if(i<=0)
continue;
skill_arrow_db[k].nameid=i;
for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
skill_arrow_db[k].cre_id[y]=atoi(split[x]);
skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
}
k++;
if(k >= MAX_SKILL_ARROW_DB)
break;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/create_arrow_db.txt");
ShowStatus(tmp_output);
memset(skill_abra_db,0,sizeof(skill_abra_db));
fp=fopen("db/abra_db.txt","r");
if(fp==NULL){
printf("can't read db/abra_db.txt\n");
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[16];
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,13);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if(i<=0)
continue;
skill_abra_db[i].req_lv=atoi(split[2]);
skill_abra_db[i].per=atoi(split[3]);
k++;
if(k >= MAX_SKILL_ABRA_DB)
break;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/abra_db.txt");
ShowStatus(tmp_output);
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];
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,3);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if (i>=10000 && i<10015) // for guild skills [Celest]
i -= 9500;
else if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].castnodex);
if (!split[2])
continue;
skill_split_atoi(split[2],skill_db[i].delaynodex);
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_castnodex_db.txt");
ShowStatus(tmp_output);
fp=fopen("db/skill_nocast_db.txt","r");
if(fp==NULL){
printf("can't read db/skill_nocast_db.txt\n");
return 1;
}
k=0;
while(fgets(line,1020,fp)){
char *split[16];
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
j = skill_split_str(line,split,2);
if(split[0]==0) //fixed by Lupus
continue;
i=atoi(split[0]);
if (i>=10000 && i<10015) // for guild skills [Celest]
i -= 9500;
else if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_db[i].nocast=atoi(split[1]);
k++;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_nocast_db");
ShowStatus(tmp_output);
return 0;
}
/*===============================================
* For reading leveluseskillspamount.txt [Celest]
*-----------------------------------------------
*/
static int skill_read_skillspamount(void)
{
char *buf,*p;
struct skill_db *skill = NULL;
int s, idx, new_flag=1, level=1, sp=0;
buf=grfio_reads("data\\leveluseskillspamount.txt",&s);
if(buf==NULL)
return -1;
buf[s]=0;
for(p=buf;p-buf<s;){
char buf2[64];
if (sscanf(p,"%[@]",buf2) == 1) {
level = 1;
new_flag = 1;
} else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
for (idx=0; skill_names[idx].id != 0; idx++) {
if (strstr(buf2, skill_names[idx].name) != NULL) {
skill = &skill_db[ skill_names[idx].id ];
new_flag = 0;
break;
}
}
} else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
skill->sp[level-1]=sp;
level++;
}
p=strchr(p,10);
if(!p) break;
p++;
}
aFree(buf);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
ShowStatus(tmp_output);
return 0;
}
void skill_reload(void)
{
skill_readdb();
if (battle_config.skill_sp_override_grffile)
skill_read_skillspamount();
}
/*==========================================
* �X�L��?�W������?��
*------------------------------------------
*/
int do_init_skill(void)
{
skill_readdb();
if (battle_config.skill_sp_override_grffile)
skill_read_skillspamount();
add_timer_func_list(skill_unit_timer,"skill_unit_timer");
add_timer_func_list(skill_castend_id,"skill_castend_id");
add_timer_func_list(skill_castend_pos,"skill_castend_pos");
add_timer_func_list(skill_timerskill,"skill_timerskill");
add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
return 0;
}