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authorValaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-29 16:10:48 +0000
committerValaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-29 16:10:48 +0000
commit620e60eebce2c1f35c5c9a82f6ca365b316587f5 (patch)
tree38a39e0415f419d9a49ae456ed0e26654c23d559 /src/map/skill.c
parenta2675f07d7da22a7c6ae11f545bf8f671e785a82 (diff)
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AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c12348
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diff --git a/src/map/skill.c b/src/map/skill.c
new file mode 100644
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--- /dev/null
+++ b/src/map/skill.c
@@ -0,0 +1,12348 @@
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <time.h>
+
+#include "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"
+#include "date.h"
+
+#define SKILLUNITTIMER_INVERVAL 100
+#define swap(x,y) { int t; t = x; x = y; y = t; }
+
+int skill_names_id[MAX_SKILL_DB];
+const struct skill_name_db skill_names[] = {
+ { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
+ { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
+ { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
+ { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
+ { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
+ { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
+ { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
+ { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
+ { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
+ { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
+ { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
+ { AL_CURE, "AL_CURE", "Cure" } ,
+ { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
+ { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
+ { AL_DP, "AL_DP", "Divine_Protection" } ,
+ { AL_HEAL, "AL_HEAL", "Heal" } ,
+ { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
+ { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
+ { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
+ { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
+ { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
+ { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
+ { AL_WARP, "AL_WARP", "Warp_Portal" } ,
+ { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
+ { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
+ { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
+ { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
+ { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
+ { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
+ { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
+ { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
+ { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
+ { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
+ { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
+ { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
+ { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
+ { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
+ { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
+ { AM_REST, "AM_REST", "Vaporize" } ,
+ { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
+ { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
+ { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
+ { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
+ { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
+ { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
+ { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
+ { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
+ { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
+ { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
+ { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
+ { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
+ { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
+ { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
+ { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
+ { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
+ { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
+ { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
+ { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
+ { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
+ { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
+ { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
+ { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
+ { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
+ { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
+ { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
+ { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
+ { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
+ { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
+ { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
+ { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
+ { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
+ { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
+ { BD_ENCORE, "BD_ENCORE", "Encore" } ,
+ { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
+ { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
+ { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
+ { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
+ { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
+ { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
+ { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
+ { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
+ { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
+ { BS_AXE, "BS_AXE", "Smith_Axe" } ,
+ { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
+ { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
+ { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
+ { BS_GREED, "BS_GREED", "Greed" } ,
+ { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
+ { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
+ { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
+ { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
+ { BS_MACE, "BS_MACE", "Smith_Mace" } ,
+ { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
+ { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
+ { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
+ { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
+ { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
+ { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
+ { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
+ { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
+ { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
+ { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
+ { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
+ { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
+ { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
+ { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
+ { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
+ { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
+ { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
+ { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
+ { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
+ { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
+ { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
+ { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
+ { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
+ { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
+ { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
+ { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
+ { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
+ { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
+ { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
+ { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
+ { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
+ { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
+ { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
+ { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
+ { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
+ { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
+ { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
+ { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
+ { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
+ { CR_TRUST, "CR_TRUST", "Faith" } ,
+ { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
+ { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
+ { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
+ { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
+ { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
+ { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
+ { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
+ { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
+ { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
+ { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
+ { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
+ { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
+ { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
+ { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
+ { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
+ { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
+ { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
+ { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
+ { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
+ { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
+ { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
+ { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
+ { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
+ { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
+ { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
+ { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
+ { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
+ { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
+ { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
+ { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
+ { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
+ { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
+ { HT_DETECTING, "HT_DETECTING", "Detect" } ,
+ { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
+ { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
+ { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
+ { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
+ { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
+ { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
+ { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
+ { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
+ { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
+ { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
+ { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
+ { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
+ { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
+ { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
+ { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
+ { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
+ { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
+ { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
+ { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
+ { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
+ { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
+ { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
+ { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
+ { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
+ { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
+ { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
+ { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
+ { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
+ { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
+ { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
+ { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
+ { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
+ { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
+ { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
+ { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
+ { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
+ { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
+ { LK_PARRYING, "LK_PARRYING", "Parry" } ,
+ { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
+ { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
+ { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
+ { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
+ { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
+ { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
+ { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
+ { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
+ { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
+ { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
+ { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
+ { MC_VENDING, "MC_VENDING", "Vending" } ,
+ { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
+ { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
+ { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
+ { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
+ { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
+ { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
+ { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
+ { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
+ { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
+ { MG_SIGHT, "MG_SIGHT", "Sight" } ,
+ { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
+ { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
+ { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
+ { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
+ { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
+ { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
+ { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
+ { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
+ { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
+ { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
+ { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
+ { MO_DODGE, "MO_DODGE", "Flee" } ,
+ { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
+ { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
+ { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
+ { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
+ { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
+ { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
+ { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
+ { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
+ { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
+ { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
+ { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
+ { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
+ { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
+ { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
+ { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
+ { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
+ { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
+ { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
+ { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
+ { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
+ { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
+ { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
+ { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
+ { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
+ { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
+ { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
+ { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
+ { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
+ { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
+ { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
+ { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
+ { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
+ { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
+ { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
+ { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
+ { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
+ { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
+ { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
+ { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
+ { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
+ { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
+ { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
+ { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
+ { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
+ { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
+ { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
+ { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
+ { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
+ { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
+ { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
+ { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
+ { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
+ { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
+ { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
+ { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
+ { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
+ { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
+ { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
+ { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
+ { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
+ { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
+ { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
+ { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
+ { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
+ { NPC_RUN, "NPC_RUN", "NPC_RUN" },
+ { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
+ { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
+ { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
+ { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
+ { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
+ { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
+ { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
+ { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
+ { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
+ { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
+ { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
+ { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
+ { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
+ { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
+ { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
+ { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
+ { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
+ { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
+ { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
+ { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
+ { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
+ { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
+ { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
+ { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
+ { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
+ { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
+ { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
+ { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
+ { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
+ { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
+ { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
+ { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
+ { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
+ { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
+ { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
+ { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
+ { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
+ { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
+ { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
+ { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
+ { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
+ { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
+ { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
+ { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
+ { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
+ { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
+ { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
+ { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
+ { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
+ { RG_CLEANER, "RG_CLEANER", "Remover" } ,
+ { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
+ { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
+ { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
+ { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
+ { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
+ { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
+ { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
+ { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
+ { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
+ { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
+ { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
+ { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
+ { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
+ { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
+ { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
+ { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
+ { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
+ { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
+ { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
+ { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
+ { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
+ { SA_COMA, "SA_COMA", "Coma" } ,
+ { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
+ { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
+ { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
+ { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
+ { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
+ { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
+ { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
+ { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
+ { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
+ { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
+ { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
+ { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
+ { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
+ { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
+ { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
+ { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
+ { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
+ { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
+ { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
+ { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
+ { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
+ { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
+ { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
+ { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
+ { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
+ { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
+ { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
+ { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
+ { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
+ { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
+ { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
+ { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
+ { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
+ { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
+ { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
+ { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
+ { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
+ { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
+ { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
+ { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
+ { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
+ { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
+ { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
+ { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
+ { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
+ { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
+ { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
+ { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
+ { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
+ { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
+ { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
+ { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
+ { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
+ { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
+ { SL_KAINA, "SL_KAINA", "Kaina" } ,
+ { SL_KAITE, "SL_KAITE", "Kaite" } ,
+ { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
+ { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
+ { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
+ { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
+ { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
+ { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
+ { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
+ { SL_SKA, "SL_SKA", "Eska" } ,
+ { SL_SKE, "SL_SKE", "Eske" } ,
+ { SL_SMA, "SL_SMA", "Esma" } ,
+ { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
+ { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
+ { SL_STIN, "SL_STIN", "Estin" } ,
+ { SL_STUN, "SL_STUN", "Estun" } ,
+ { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
+ { SL_SWOO, "SL_SWOO", "Eswoo" } ,
+ { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
+ { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
+ { SM_BASH, "SM_BASH", "Bash" } ,
+ { SM_ENDURE, "SM_ENDURE", "Endure" } ,
+ { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
+ { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
+ { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
+ { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
+ { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
+ { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
+ { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
+ { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
+ { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
+ { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
+ { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
+ { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
+ { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
+ { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
+ { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
+ { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
+ { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
+ { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
+ { TF_HIDING, "TF_HIDING", "Hiding" } ,
+ { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
+ { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
+ { TF_POISON, "TF_POISON", "Envenom" } ,
+ { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
+ { TF_STEAL, "TF_STEAL", "Steal" } ,
+ { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
+ { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
+ { TK_DODGE, "TK_DODGE", "Sprint" } ,
+ { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
+ { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
+ { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
+ { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
+ { TK_MISSION, "TK_MISSION", "Mission" } ,
+ { TK_POWER, "TK_POWER", "Kihop" } ,
+ { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
+ { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
+ { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
+ { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
+ { TK_RUN, "TK_RUN", "Sprint" } ,
+ { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
+ { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
+ { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
+ { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
+ { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
+ { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
+ { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
+ { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
+ { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
+ { WE_MALE, "WE_MALE", "Undying_Love" } ,
+ { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
+ { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
+ { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
+ { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
+ { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
+ { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
+ { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
+ { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
+ { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
+ { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
+ { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
+ { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
+ { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
+ { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
+ { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
+ { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
+ { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
+ { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
+ { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
+ { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
+ { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
+ { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
+ { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
+};
+
+static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
+static const int diry[8]={1,1,0,-1,-1,-1,0,1};
+
+static int rdamage;
+
+/* スキルデ?タベ?ス */
+struct skill_db skill_db[MAX_SKILL_DB];
+
+/* アイテム??ャデ?タベ?ス */
+struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
+
+/* 矢??ャスキルデ?タベ?ス */
+struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
+
+/* アブラカダブラ?動スキルデ?タベ?ス */
+struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
+
+// macros to check for out of bounds errors [celest]
+// i: Skill ID, l: Skill Level, var: Value to return after checking
+// for values that don't require level just put a one (putting 0 will trigger return 0; instead
+// for values that might need to use a different function just skill_chk would suffice.
+#define skill_chk(i, l) \
+ if (i >= 10000 && i < 10015) {i -= 9500;} \
+ if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
+ if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
+#define skill_get(var, i, l) \
+ { skill_chk(i, l); return var; }
+
+// Skill DB
+int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
+int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].inf : guild_skill_get_inf(id); }
+int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
+int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
+int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].max : guild_skill_get_max(id); }
+int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? skill_db[id].range[lv-1] : 0; }
+int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
+int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
+int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
+int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
+int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
+int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
+int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
+int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
+int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
+int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
+int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
+int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
+int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
+int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
+int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
+int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
+int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
+int skill_get_delaynowalk( int id ,int lv ){ skill_get (skill_db[id].delaynowalk[lv-1], id, lv); }
+int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
+int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
+int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
+int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
+int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
+int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
+int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
+int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
+int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
+const char* skill_get_name( int id ){
+ if (id >= 10000 && id < 10015) id -= 9500;
+ if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
+ return skill_db[id].name;
+}
+
+int skill_tree_get_max(int id, int b_class){
+ int i, skillid;
+ for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
+ if (id == skillid) return skill_tree[b_class][i].max;
+ return skill_get_max (id);
+}
+
+/* プ?トタイプ */
+int skill_check_condition( struct map_session_data *sd,int type);
+int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
+int skill_frostjoke_scream(struct block_list *bl,va_list ap);
+int status_change_timer_sub(struct block_list *bl, va_list ap);
+int skill_attack_area(struct block_list *bl,va_list ap);
+int skill_clear_element_field(struct block_list *bl);
+struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
+int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
+int skill_greed(struct block_list *bl, va_list ap);
+int skill_landprotector(struct block_list *bl, va_list ap);
+int skill_ganbatein(struct block_list *bl, va_list ap);
+int skill_trap_splash(struct block_list *bl, va_list ap);
+int skill_count_target(struct block_list *bl, va_list ap);
+struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
+static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
+static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
+int skill_unit_effect(struct block_list *bl,va_list ap);
+int skill_castend_delay (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag);
+static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
+static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);
+
+int enchant_eff[5] = { 10, 14, 17, 19, 20 };
+int deluge_eff[5] = { 5, 9, 12, 14, 15 };
+
+//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
+int skill_get_range2(struct block_list *bl, int id, int lv) {
+ int range = skill_get_range(id, lv);
+ if(range < 0) {
+ if (battle_config.use_weapon_skill_range)
+ return status_get_range(bl);
+ range *=-1;
+ }
+ //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE.
+ if (id == AC_SHOWER || id == AC_DOUBLE || id == HT_BLITZBEAT || id == AC_CHARGEARROW
+ || id == SN_FALCONASSAULT || id == SN_SHARPSHOOTING || id == HT_POWER) {
+ if (bl->type == BL_PC)
+ range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
+ else
+ range += 10; //Assume level 10?
+ }
+ return range;
+}
+
+// Making plagiarize check its own function [Aru]
+int can_copy(struct map_session_data *sd, int skillid)
+{
+ // Never copy NPC/Wedding Skills
+ if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
+ return 0;
+
+ // High-class skills
+ if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
+ {
+ if(battle_config.copyskill_restrict == 2)
+ return 0;
+ else if(battle_config.copyskill_restrict)
+ return (sd->status.class_ == JOB_STALKER);
+ }
+
+ return 1;
+}
+
+// [MouseJstr] - skill ok to cast? and when?
+int skillnotok(int skillid, struct map_session_data *sd)
+{
+ nullpo_retr (1, sd);
+ //if (sd == 0)
+ //return 0;
+ //return 1;
+ // I think it was meant to be "no skills allowed when not a valid sd"
+
+ if (!(skillid >= 10000 && skillid < 10015))
+ if ((skillid > MAX_SKILL) || (skillid < 0))
+ return 1;
+
+ {
+ int i = skillid;
+ if (i >= 10000 && i < 10015)
+ i -= 9500;
+ if (sd->blockskill[i] > 0)
+ return 1;
+ }
+
+ if (pc_isGM(sd) >= 20)
+ return 0; // gm's can do anything damn thing they want
+
+ // Check skill restrictions [Celest]
+ if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
+ return 1;
+ if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
+ return 1;
+ if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
+ return 1;
+ if (agit_flag && skill_get_nocast (skillid) & 8)
+ return 1;
+ if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
+ return 1;
+
+ 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);
+ }
+}
+
+/* スキルユニットの配置?報を返す */
+struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
+int firewall_unit_pos;
+int icewall_unit_pos;
+
+struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
+{
+ int pos = skill_get_unit_layout_type(skillid,skilllv);
+ int dir;
+
+ if (pos != -1)
+ return &skill_unit_layout[pos];
+
+ if (src->x == x && src->y == y)
+ dir = 2;
+ else
+ dir = map_calc_dir(src,x,y);
+
+ if (skillid == MG_FIREWALL)
+ return &skill_unit_layout [firewall_unit_pos + dir];
+ else if (skillid == WZ_ICEWALL)
+ return &skill_unit_layout [icewall_unit_pos + dir];
+
+ ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
+ return &skill_unit_layout[0];
+}
+
+/*==========================================
+ * スキル追加?果
+ *------------------------------------------
+ */
+int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
+{
+ /* MOB追加?果スキル用 */
+ const int sc[]={
+ SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
+ SC_STONE, SC_CURSE, SC_SLEEP
+ };
+ const int sc2[]={ //Note: We use Sonic Blow's stun duration for the confusion lasting time (dummy value): 12 secs at lv7
+ MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
+ NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
+ NPC_SILENCEATTACK,AS_SONICBLOW,NPC_BLINDATTACK,
+ LK_HEADCRUSH
+ };
+
+ 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;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ if(skillid < 0)
+ { // remove the debug print when this case is finished
+ ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
+ src, bl,skillid,skilllv,attack_type,tick);
+ return 0;
+ }
+ if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
+
+ switch (src->type) {
+ case BL_PC:
+ sd = (struct map_session_data *)src;
+ break;
+ case BL_MOB:
+ md = (struct mob_data *)src;
+ break;
+ case BL_PET:
+ pd = (struct pet_data *)src; // [Valaris]
+ break;
+ }
+
+ switch (bl->type) {
+ case BL_PC:
+ dstsd=(struct map_session_data *)bl;
+ break;
+ case BL_MOB:
+ dstmd=(struct mob_data *)bl;
+ break;
+ default:
+ return 0;
+ }
+
+ //??ロの耐?ォ
+ 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);
+
+ switch(skillid){
+ case 0: // Normal attacks (no skill used)
+ {
+ struct status_change *sc_data;
+ struct status_change *tsc_data;
+ if(sd) {
+ // Automatic trigger of Blitz Beat
+ if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
+ rand()%1000 <= sd->paramc[5]*10/3+1 ) {
+ int lv=(sd->status.job_level+9)/10;
+ skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
+ }
+ // Gank
+ if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
+ (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
+ if(pc_steal_item(sd,bl))
+ clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
+ else if (battle_config.display_snatcher_skill_fail)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ // Chance to trigger Taekwon kicks [Dralnu]
+ if(sd->sc_data[SC_READYSTORM].timer != -1 && sd->sc_data[SC_COMBO].timer == -1 && rand()%100 < 15) {
+ rate = 2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ status_change_start(src,SC_COMBO, TK_STORMKICK,0,0,0,rate,0);
+ } else if(sd->sc_data[SC_READYDOWN].timer != -1 && sd->sc_data[SC_COMBO].timer == -1 && rand()%100 < 15) {
+ rate = 2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ status_change_start(src,SC_COMBO, TK_DOWNKICK,0,0,0,rate,0);
+ } else if(sd->sc_data[SC_READYTURN].timer != -1 && sd->sc_data[SC_COMBO].timer == -1 && rand()%100 < 15) {
+ rate = 2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ status_change_start(src,SC_COMBO, TK_TURNKICK,0,0,0,rate,0);
+ } else if(sd->sc_data[SC_READYCOUNTER].timer != -1 && sd->sc_data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
+ {
+ rate = 20;
+ if (sd->sc_data[SC_SKILLRATE_UP].timer != -1 && sd->sc_data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
+ rate += rate*sd->sc_data[SC_SKILLRATE_UP].val2/100;
+ status_change_end(src,SC_SKILLRATE_UP,-1);
+ }
+ if (rand()%100 < rate) {
+ rate = 2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ status_change_start(src,SC_COMBO, TK_COUNTER,bl->id,0,0,rate,0);
+ }
+ }
+ }
+
+ sc_data = status_get_sc_data(src);
+ tsc_data = status_get_sc_data(bl);
+
+ // Enchant Poison gives a chance to poison attacked enemies
+ if(sc_data && sc_data[SC_ENCPOISON].timer != -1 && tsc_data && tsc_data[SC_POISON].timer == -1 &&
+ rand() % 100 < sc_data[SC_ENCPOISON].val1 * sc_def_vit / 100)
+ status_change_start(bl,SC_POISON,sc_data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc_data[SC_ENCPOISON].val1),0);
+ // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
+ if(sc_data && sc_data[SC_EDP].timer != -1 && !(status_get_mode(bl)&MD_BOSS) && tsc_data && tsc_data[SC_DPOISON].timer == -1 &&
+ rand() % 100 < tsc_data[SC_EDP].val2 * sc_def_vit / 100)
+ status_change_start(bl,SC_DPOISON,sc_data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc_data[SC_EDP].val1),0);
+
+ if (tsc_data && tsc_data[SC_KAAHI].timer != -1) {
+ if (dstsd && dstsd->status.sp < 5*tsc_data[SC_KAAHI].val1)
+ ; //Not enough SP to cast
+ else {
+ rate = battle_heal(bl, bl, 200*tsc_data[SC_KAAHI].val1, -5*tsc_data[SC_KAAHI].val1, 1);
+ if(dstsd && dstsd->fd)
+ clif_heal(dstsd->fd,SP_HP,rate);
+ }
+ }
+ }
+ break;
+
+ case SM_BASH: /* バッシュ?i急??U??j */
+ if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
+ if( rand()%100 < (5*(skilllv-5)+(int)sd->status.base_level/10)*sc_def_vit/100 ) //TODO: How much % per base level it actually is?
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
+ }
+ break;
+
+ case AS_VENOMKNIFE:
+ if (sd) //Poison chance must be that of Envenom. [Skotlex]
+ skilllv = pc_checkskill(sd, TF_POISON);
+ case TF_POISON: /* インベナム */
+ case AS_SPLASHER: /* ベナムスプラッシャ? */
+ if(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: /* ソニックブ?? */
+ 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 AS_GRIMTOOTH:
+ {
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (sd)
+ {
+ if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
+ status_change_start(bl,SC_SLOWDOWN,0,0,0,0,skill_get_time2(skillid, skilllv),0);
+ }
+ else
+ if (sc_data && sc_data[SC_STOP].timer == -1)
+ status_change_start(bl,SC_STOP,0,0,0,0,skill_get_time2(skillid, skilllv), 0);
+ break;
+ }
+ case MG_FROSTDIVER: /* フ?ストダイバ? */
+ case WZ_FROSTNOVA: /* フ?ストノヴァ */
+ {
+ 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;
+ if (rate <= 5)
+ rate = 5;
+ 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);
+ }
+ break;
+
+ case WZ_STORMGUST: /* スト?ムガスト */
+ {
+ 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 WZ_METEOR:
+ if(rand()%100 < 3*skilllv*sc_def_vit/100)
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case WZ_VERMILION:
+ if(rand()%100 < 4*skilllv*sc_def_int/100)
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
+ if(rand()%100 < (3*skilllv+35)*sc_def_mdef/100)
+ status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case HT_FLASHER: /* Flasher */
+ if (!(status_get_mode(bl) & (MD_BOSS|MD_PLANT)) &&
+ rand()%100 < (10*skilllv+30)*sc_def_int/100)
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case HT_LANDMINE: /* ランドマイン */
+ 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: //it can't affect mobs, because they have no SP...
+ if(dstsd){
+ dstsd->status.sp -= dstsd->status.sp*(15*skilllv+5)/100;
+ clif_updatestatus(dstsd,SP_SP);
+ }
+ break;
+
+ case HT_SANDMAN: /* サンドマン */
+ if( rand()%100 < (10*skilllv+40)*sc_def_int/100 )
+ status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case TF_SPRINKLESAND: /* ?サまき */
+ 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: /* ?ホ投げ */
+ if( rand()%100 < 3*sc_def_vit/100 )
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ if( rand()%100 < 3*sc_def_int/100 )
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case NPC_DARKCROSS:
+ case CR_HOLYCROSS: /* ホ?リ?クロス */
+ 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: /* グランドク?ス */
+ case NPC_GRANDDARKNESS: /*闇グランドク?ス*/
+ {
+ int race = status_get_race(bl);
+ if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //??ァ付?だが完全耐?ォには無?
+ 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);
+ }
+ if (dstsd && rand()%100 < skill_get_time(skillid,skilllv) * battle_config.equip_skill_break_rate / 100) { //fixed
+ if(pc_breakarmor(dstsd))
+ clif_emotion(bl,23);
+ }
+
+ break;
+
+ case AM_DEMONSTRATION:
+ if (dstsd && rand()%10000 < skilllv * battle_config.equip_skill_break_rate )
+ pc_breakweapon(dstsd);
+ break;
+
+ case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
+ 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 PA_PRESSURE: /* プレッシャ? */
+ if (dstsd) {
+ dstsd->status.sp -= dstsd->status.sp * (15 + 5 * skilllv) / 100;
+ clif_updatestatus(dstsd,SP_SP);
+ }
+ break;
+
+ case RG_RAID: /* サプライズアタック */
+ 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: /* 子守唄 */
+ 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;
+
+ case DC_UGLYDANCE:
+ if (dstsd) {
+ int skill, sp = 5+5*skilllv;
+ if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
+ sp += 5+skill;
+ dstsd->status.sp -= sp;
+ if(dstsd->status.sp<0)
+ dstsd->status.sp=0;
+ clif_updatestatus(dstsd,SP_SP);
+ }
+ break;
+ case SL_STUN:
+ if (status_get_size(bl)==1 && rand()%100 < (30+10*skilllv)*sc_def_vit/100 ) //Only stuns mid-sized mobs.
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ break;
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ if (dstsd) {
+ dstsd->status.sp -= 5;
+ if(dstsd->status.sp < 0)
+ dstsd->status.sp = 0;
+ clif_updatestatus(dstsd,SP_SP);
+ }
+ break;
+
+ /* MOBの追加?果付きスキル */
+
+ 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;
+
+ 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;
+ if (dstsd) {
+ dstsd->canmove_tick += sec;
+ dstsd->canact_tick += sec;
+ } else if (dstmd)
+ dstmd->canmove_tick += sec;
+ }
+ break;
+
+ case LK_SPIRALPIERCE:
+ if (rand()%100 < (15 + skilllv*5)*sc_def_vit/100)
+ status_change_start(bl,SC_STOP,0,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case ST_REJECTSWORD: /* フリ?ジングトラップ */
+ 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: /* ホ?リ?ク?ス */
+ if (src != bl) {
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (sc_data && sc_data[SC_DELUGE].timer == -1 && !(status_get_mode(bl)&MD_BOSS))
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ }
+ break;
+
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ {
+ //??が良く分からないので適?に
+ int race = status_get_race(bl);
+ if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6) && rand()%100 < 50 * sc_def_vit/100)
+ status_change_start(bl, SC_BLEEDING, skilllv, 0, 0, 0, skill_get_time2(skillid,skilllv), 0);
+ }
+ break;
+
+ case LK_JOINTBEAT: /* ジョイントビ?ト */
+ //??が良く分からないので適?に
+ 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: /* スパイダ?ウェッブ */
+ {
+ int sec = skill_get_time2(skillid,skilllv);
+ if(map[src->m].flag.pvp) //PvPでは?S束時間半減?H
+ sec = sec/2;
+ battle_stopwalking(bl,1);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,sec,0);
+ }
+ break;
+
+ case ASC_METEORASSAULT: /* ?テオアサルト */
+ //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
+ if( rand()%100 < (5+skilllv*5) ) //5%+5*SkillLV%
+ switch(rand()%3) {
+ case 0:
+ status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,1),0);
+ break;
+ case 1:
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,2),0);
+ break;
+ default:
+ status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,3),0);
+ }
+ break;
+
+ case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
+ // skilllv*5%の確率で呪い
+ 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;
+
+ case WS_CARTTERMINATION: // Cart termination
+ if (rand() % 10000 < 5 * skilllv * sc_def_vit)
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+
+ case CR_ACIDDEMONSTRATION:
+ if (dstsd) {
+ if (rand()%10000 < skilllv * battle_config.equip_skill_break_rate)
+ pc_breakweapon(dstsd);
+ // separate chances?
+ if (rand()%10000 < skilllv * battle_config.equip_skill_break_rate)
+ pc_breakarmor(dstsd);
+ }
+ break;
+
+ case TK_DOWNKICK:
+ if(rand()%100 < 100*sc_def_vit/100 )
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ break;
+
+ case TK_JUMPKICK:
+ { //Cancel out Soul Linker status of the target. [Skotlex]
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (sc_data) {
+ if (sc_data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
+ break;
+ //Remove pitched potions effect.
+ if (sc_data[SC_ASPDPOTION0].timer != -1 && sc_data[SC_ASPDPOTION0].val4)
+ status_change_end(bl, SC_ASPDPOTION0, -1);
+ if (sc_data[SC_ASPDPOTION1].timer != -1 && sc_data[SC_ASPDPOTION1].val4)
+ status_change_end(bl, SC_ASPDPOTION1, -1);
+ if (sc_data[SC_ASPDPOTION2].timer != -1 && sc_data[SC_ASPDPOTION2].val4)
+ status_change_end(bl, SC_ASPDPOTION2, -1);
+ if (sc_data[SC_ASPDPOTION3].timer != -1 && sc_data[SC_ASPDPOTION3].val4)
+ status_change_end(bl, SC_ASPDPOTION3, -1);
+ if (sc_data[SC_SPIRIT].timer != -1)
+ status_change_end(bl, SC_SPIRIT, -1);
+ if (sc_data[SC_ONEHAND].timer != -1)
+ status_change_end(bl, SC_ONEHAND, -1);
+ if (sc_data[SC_ADRENALINE2].timer != -1)
+ status_change_end(bl, SC_ADRENALINE2, -1);
+ }
+ }
+ break;
+ case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
+ if(attack_type == BF_MISC && rand()%100 < 70*sc_def_vit/100 ) //70% base stun chance...
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ break;
+ }
+
+ if (md && battle_config.summons_inherit_effects && md->master_id && md->special_state.ai)
+ { //Pass heritage to Master for status causing effects. [Skotlex]
+ sd = map_id2sd(md->master_id);
+ }
+
+ if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
+ int i, type;
+ int sc_def_card=100;
+
+ for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
+ type=i-SC_COMMON_MIN;
+ if (!sd->addeff[type] && (!sd->state.arrow_atk || !sd->arrow_addeff[type]))
+ continue; //Code Speedup.
+ //??ロに?態異?
+ switch (i) {
+ case SC_STONE:
+ case SC_FREEZE:
+ sc_def_card=sc_def_mdef;
+ break;
+ case SC_STAN:
+ case SC_POISON:
+ case SC_DPOISON:
+ case SC_SILENCE:
+ case SC_BLEEDING:
+ 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 (rand()%10000 < (sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0))*sc_def_card/100 )
+ { //Inflicted status effect.
+ if(battle_config.battle_log)
+ ShowInfo("PC %d skill_additional_effect: caused status effect (pos %d): %d\n",sd->bl.id,i,sd->addeff[type]);
+ status_change_start(bl,i,7,0,0,0,skill_get_time2(sc2[type],7),0);
+ }
+ }
+ }
+
+ //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
+ //Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
+ if(sd && !status_isdead(bl) && src != bl &&
+ (!skillid || skillid == KN_AUTOCOUNTER || skillid == CR_REFLECTSHIELD || skill_get_nk(skillid)!=NK_NO_DAMAGE))
+ {
+ struct block_list *tbl;
+ int i, auto_skillid, auto_skilllv, rate;
+
+ for (i = 0; i < MAX_PC_BONUS; i++) {
+ if (sd->autospell[i].id == 0)
+ break;
+
+ auto_skillid = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
+
+ if (auto_skillid == skillid) //Prevents skill from retriggering themselves. [Skotlex]
+ continue;
+
+ auto_skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
+ rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
+
+ if (rand()%1000 > rate)
+ continue;
+ if (sd->autospell[i].id < 0)
+ tbl = src;
+ else
+ tbl = bl;
+
+ if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, auto_skillid, auto_skilllv)))
+ continue; //Autoskills DO check for target-src range. [Skotlex]
+
+ if (skill_get_inf(auto_skillid) & INF_GROUND_SKILL)
+ skill_castend_pos2(src, tbl->x, tbl->y, auto_skillid, auto_skilllv, tick, 0);
+ else {
+ switch (skill_get_nk(auto_skillid)) {
+ case NK_NO_DAMAGE:
+ skill_castend_nodamage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
+ break;
+ case NK_SPLASH_DAMAGE:
+ default:
+ skill_castend_damage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
+ break;
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+/* Splitted off from skill_additional_effect, which is never called when the
+ * attack skill kills the enemy. Place in this function counter status effects
+ * when using skills (eg: Asura's sp regen penalty, or counter-status effects
+ * from cards) that will take effect on the source, not the target. [Skotlex]
+ * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
+ * type of skills, so not every instance of skill_additional_effect needs a call
+ * to this one.
+ */
+int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
+{
+ const int sc2[]={
+ MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
+ NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
+ NPC_SILENCEATTACK,AS_SONICBLOW,NPC_BLINDATTACK,
+ LK_HEADCRUSH
+ };
+
+ struct map_session_data *sd=NULL;
+ struct map_session_data *dstsd=NULL;
+ struct mob_data *md=NULL;
+ struct mob_data *dstmd=NULL;
+// struct pet_data *pd=NULL; Pet's can't be inflicted!
+
+ int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ if(skillid < 0)
+ { // remove the debug print when this case is finished
+ ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
+ src, bl,skillid,skilllv,attack_type,tick);
+ return 0;
+ }
+ if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
+
+ switch (src->type) {
+ case BL_PC:
+ sd = (struct map_session_data *)src;
+ break;
+ case BL_MOB:
+ md = (struct mob_data *)src;
+ break;
+ case BL_PET: //Only mobs/players can be affected. [Skotlex]
+// pd = (struct pet_data *)src;
+// break;
+ default:
+ return 0;
+ }
+
+ switch (bl->type) {
+ case BL_PC:
+ dstsd=(struct map_session_data *)bl;
+ break;
+ case BL_MOB:
+ dstmd=(struct mob_data *)bl;
+ break;
+ default:
+ return 0;
+ }
+
+ //自分の耐?ォ
+ sc_def_mdef = status_get_sc_def_mdef(src);
+ sc_def_vit = status_get_sc_def_vit(src);
+ sc_def_int = status_get_sc_def_int(src);
+ sc_def_luk = status_get_sc_def_luk(src);
+
+ switch(skillid){
+ case 0: //Normal Attack - Nothing here yet.
+ break;
+ case MO_EXTREMITYFIST: /* 阿?C羅覇凰? */
+ //阿?C羅を使うと5分間自然回復しないようになる
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
+ break;
+ }
+
+ if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
+ int i, type;
+ int sc_def_card=100;
+
+ for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
+ type=i-SC_COMMON_MIN;
+
+ switch (i) {
+ case SC_STONE:
+ case SC_FREEZE:
+ sc_def_card=sc_def_mdef;
+ break;
+ case SC_STAN:
+ case SC_POISON:
+ case SC_DPOISON:
+ case SC_SILENCE:
+ case SC_BLEEDING:
+ 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 && (rand()%10000 < (sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0))*sc_def_card/100 ))
+ { //Self infliced status from attacking.
+ if(battle_config.battle_log)
+ ShowInfo("PC %d skill_addeff: self inflicted effect (pos %d): %d\n",src->id,i,sd->addeff2[type]);
+ status_change_start(src,i,7,0,0,0,skill_get_time2(sc2[type],7),0);
+ }
+ if (dstsd &&
+ (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))) &&
+ (rand()%10000 < dstsd->addeff3[type]*sc_def_card/100)
+ ) { //Counter status effect.
+ if(battle_config.battle_log)
+ ShowInfo("PC %d skill_addeff: counter inflicted effect (pos %d): %d\n",src->id,i,dstsd->addeff3[type]);
+ status_change_start(src,i,7,0,0,0,skill_get_time2(sc2[type],7),0);
+ }
+ }
+ }
+
+ //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
+ if(dstsd && !status_isdead(bl) && src != bl &&(!skillid || skill_get_nk(skillid)!=NK_NO_DAMAGE))
+ {
+ struct block_list *tbl;
+ int i, skillid, skilllv, rate;
+
+ for (i = 0; i < MAX_PC_BONUS; i++) {
+ if (dstsd->autospell2[i].id == 0)
+ break;
+
+ skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
+ skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
+ rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
+ dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
+
+ if (rand()%1000 > rate)
+ continue;
+ if (dstsd->autospell2[i].id < 0)
+ tbl = bl;
+ else
+ tbl = src;
+
+ if (skill_get_inf(skillid) & INF_GROUND_SKILL)
+ skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
+ else {
+ switch (skill_get_nk(skillid)) {
+ case NK_NO_DAMAGE:
+ skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
+ break;
+ case NK_SPLASH_DAMAGE:
+ default:
+ skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
+ break;
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+/*=========================================================================
+ Used to knock back players, monsters, traps, etc
+ If count&0xf00000, the direction is send in the 6th byte.
+ If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
+ If count&0x20000, position update packets must not be sent.
+-------------------------------------------------------------------------*/
+int skill_blown( struct block_list *src, struct block_list *target,int count)
+{
+ int dx=0,dy=0,nx,ny;
+ int x=target->x,y=target->y;
+ int dir,ret;
+ struct map_session_data *sd=NULL;
+ struct mob_data *md=NULL;
+ struct pet_data *pd=NULL;
+ struct skill_unit *su=NULL;
+ struct status_change* sc_data=NULL;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, target);
+
+ if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
+ return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
+
+ switch (target->type) {
+ case BL_PC:
+ sd=(struct map_session_data *)target;
+ break;
+ case BL_MOB:
+ md=(struct mob_data *)target;
+ break;
+ case BL_PET:
+ pd=(struct pet_data *)target;
+ break;
+ case BL_SKILL:
+ su=(struct skill_unit *)target;
+ break;
+ default:
+ return 0;
+ }
+ if (target->type != BL_SKILL)
+ sc_data = status_get_sc_data(target);
+
+ if (count&0xf00000)
+ dir = (count>>20)&0xf;
+ else if (count&0x10000 || (target->x==src->x && target->y==src->y))
+ dir = status_get_dir(target);
+ else
+ dir = map_calc_dir(target,src->x,src->y);
+ if (dir>=0 && dir<8){
+ dx = -dirx[dir];
+ dy = -diry[dir];
+ }
+
+ ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
+ nx=ret>>16;
+ ny=ret&0xffff;
+
+ battle_stopwalking(target,0);
+
+ dx = nx - x;
+ dy = ny - y;
+
+ if(sd) /* ?面外に?oたので?チ去 */
+ map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
+ else if(md)
+ map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
+ else if(pd)
+ map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
+
+ if (sc_data) {
+ if (sc_data[SC_DANCING].timer != -1) { //Move the song/dance [Skotlex]
+ if (sc_data[SC_DANCING].val1 == CG_MOONLIT) //Cancel Moonlight Petals if moved from casting position. [Skotlex]
+ skill_stop_dancing(target);
+ else
+ skill_unit_move_unit_group((struct skill_unit_group *)sc_data[SC_DANCING].val2, target->m, dx, dy);
+ }
+ if (sc_data[SC_CLOSECONFINE].timer != -1)
+ status_change_end(target, SC_CLOSECONFINE, -1);
+ if (sc_data[SC_CLOSECONFINE2].timer != -1)
+ status_change_end(target, SC_CLOSECONFINE2, -1);
+ }
+
+ if(su){
+ skill_unit_move_unit_group(su->group,target->m,dx,dy);
+ }else{
+ map_moveblock(target, nx, ny, gettick());
+ }
+
+ if(sd) /* ?面?に入ってきたので表示 */
+ map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
+ else if(md)
+ map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
+ else if(pd)
+ map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
+
+ if(!(count&0x20000))
+ clif_blown(target);
+
+ return 0;
+}
+
+/*
+ * =========================================================================
+ * スキル?U??果??まとめ
+ * flagの?明?B16?i?
+ * 00XRTTff
+ * ff = magicで計算に渡される?j
+ * TT = パケットのtype部分(0でデフォルト?j
+ * X = パケットのスキルLv
+ * R = 予約?iskill_area_subで使用する?j
+ *-------------------------------------------------------------------------
+ */
+
+int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
+ struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
+{
+ struct Damage dmg;
+ struct status_change *sc_data;
+ struct map_session_data *sd=NULL, *tsd=NULL;
+ int type,lv,damage;
+ static int tmpdmg = 0;
+
+ if(skillid > 0 && skilllv <= 0) return 0;
+
+ rdamage = 0;
+ nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
+ nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
+ nullpo_retr(0, bl); //Target to be attacked.
+
+ if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
+ return 0;
+ //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
+ if (src != dsrc && !status_check_skilluse(NULL, bl, skillid, 1))
+ return 0;
+
+ //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
+ if ((skill_get_nk(skillid) == NK_SPLASH_DAMAGE || skillid == ASC_METEORASSAULT || skillid == SN_SHARPSHOOTING)
+ && !status_check_skilluse(dsrc, bl, skillid, 1))
+ return 0;
+
+ //uncomment the following to do a check between caster and target. [Skotlex]
+ //eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
+// if(src->m != bl->m)
+// return 0;
+
+ //Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
+ //eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
+// if(src != dsrc && status_isdead(src))
+// return 0;
+
+ if (dsrc->type == BL_PC)
+ sd = (struct map_session_data *)dsrc;
+ if (bl->type == BL_PC)
+ tsd = (struct map_session_data *)bl;
+
+//Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
+// if(dsrc->type == BL_PC && skillnotok(skillid, (struct map_session_data *)dsrc))
+// return 0; // [MouseJstr]
+// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
+ if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフ?ストノヴァで?Adsrcとblが同じ??鰍ネら何もしない
+ return 0;
+ if(sd && sd->chatID) //術者がPCでチャット中なら何もしない
+ return 0;
+
+//何もしない判定ここまで
+
+ sc_data = status_get_sc_data(bl);
+ if (attack_type&BF_MAGIC && sc_data && sc_data[SC_KAITE].timer != -1 && src == dsrc
+ && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
+ ) { //Bounce back the skill.
+ if (--sc_data[SC_KAITE].val2 <= 0)
+ status_change_end(bl, SC_KAITE, -1);
+ bl = src; //Just make the skill attack yourself @.@
+ sc_data = status_get_sc_data(bl);
+ tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
+ if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_WIZARD)
+ return 0; //Spirit of Wizard blocks bounced back spells.
+ }
+
+ type=-1;
+ lv=(flag>>20)&0xf;
+ dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダ??ジ計算
+
+ //Skotlex: Adjusted to the new system
+ if(src->type==BL_PET && (struct pet_data *)src)
+ { // [Valaris]
+ struct pet_data *pd = (struct pet_data *)src;
+ if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
+ {
+ int element = skill_get_pl(skillid);
+ if (skillid == -1)
+ element = status_get_attack_element(src);
+ dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
+ dmg.damage2=0;
+ dmg.div_= pd->a_skill->div_;
+ }
+ }
+
+//マジックロッド?理ここから
+ if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻?でマジックロッド?態でsrc=dsrcなら
+ dmg.damage = dmg.damage2 = 0; //ダメ?ジ0
+ dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
+ if(tsd) {
+ int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸?
+ sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算
+ if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上
+ sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算?
+ if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
+ else if(sp < 1) sp = 1; //1以下の場合は1
+ if(tsd->status.sp + sp > tsd->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
+ sp = tsd->status.max_sp - tsd->status.sp; //SPをMSP-現在SPにする
+ tsd->status.sp = tsd->status.max_sp; //現在のSPにMSPを代入
+ }
+ else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
+ tsd->status.sp += sp;
+ clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
+ tsd->canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc_data[SC_MAGICROD].val1, 0);
+ }
+ clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
+ }
+//マジックロッド?理ここまで
+
+ damage = dmg.damage + dmg.damage2;
+
+ if(lv==15)
+ lv=-1;
+
+ if( flag&0xff00 )
+ type=(flag&0xff00)>>8;
+
+ if((damage <= 0 || damage < dmg.div_)
+ && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
+ dmg.blewcount = 0;
+
+ if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
+ if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
+ if(src == bl) type = 4; // 反動はダメ?ジモ?ションなし
+ }
+
+//使用者がPCの??の??ここから
+ if(sd) {
+ //Sorry for removing the Japanese comments, but they were actually distracting
+ //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
+ if (skillid && sd->sc_data[SC_COMBO].timer != -1)
+ status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
+ switch(skillid)
+ {
+ case MO_TRIPLEATTACK:
+ {
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if (damage < status_get_hp(bl) &&
+ pc_checkskill(sd, MO_CHAINCOMBO) > 0)
+ delay += 300 * battle_config.combo_delay_rate / 100;
+ status_change_start(src,SC_COMBO,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src, delay);
+
+ if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
+ party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
+ break;
+ }
+ case MO_CHAINCOMBO:
+ {
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if(damage < status_get_hp(bl) &&
+ (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
+ delay += 300 * battle_config.combo_delay_rate /100;
+ status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0);
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay);
+ break;
+ }
+ case MO_COMBOFINISH:
+ {
+ int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if(damage < status_get_hp(bl) &&
+ (
+ (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
+ (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
+ (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
+ ))
+ delay += 300 * battle_config.combo_delay_rate /100;
+ status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0);
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay);
+ break;
+ }
+ case CH_TIGERFIST:
+ { //Tigerfist is now a combo-only skill. [Skotlex]
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if(damage < status_get_hp(bl) &&
+ (
+ (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
+ (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
+ ))
+ delay += 300 * battle_config.combo_delay_rate /100;
+ status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0);
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay);
+ break;
+ }
+ case CH_CHAINCRUSH:
+ {
+ int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src);
+ if(damage < status_get_hp(bl))
+ delay += 300 * battle_config.combo_delay_rate /100;
+ status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0);
+ sd->attackabletime = sd->canmove_tick = tick + delay;
+ clif_combo_delay(src,delay);
+ break;
+ }
+ case AC_DOUBLE:
+ {
+ int race = status_get_race(bl);
+ if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
+ //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
+ status_change_start(src,SC_COMBO,HT_POWER,bl->id,0,0,2000,0);
+ clif_combo_delay(src,2000);
+ }
+ break;
+ }
+ case TK_COUNTER:
+ { //bonus from SG_FRIEND [Komurka]
+ int level;
+ if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
+ party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
+ }
+ case TK_STORMKICK:
+ case TK_DOWNKICK:
+ case TK_TURNKICK:
+ // Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
+ sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
+ break;
+ case SL_STIN:
+ case SL_STUN:
+ if (skilllv >= 7 && sd->sc_data[SC_COMBO].timer == -1)
+ status_change_start(src,SC_COMBO,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv),0);
+ break;
+ } //Switch End
+ }
+ if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc)
+ { //武器スキル&ダメ?ジあり&使用者と?象者が違う&src=dsrc
+ if(dmg.flag&BF_SHORT) { //近距離攻?時?※
+ if(tsd && tsd->short_weapon_damage_return > 0)
+ { //近距離攻?跳ね返し?※
+ rdamage += damage * tsd->short_weapon_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時
+ rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ else if(dmg.flag&BF_LONG) { //遠距離攻?時?※
+ if(tsd && tsd->long_weapon_damage_return > 0)
+ { //遠距離攻?跳ね返し?※
+ rdamage += damage * tsd->long_weapon_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+ } else
+ // magic_damage_return by [AppleGirl] and [Valaris]
+ if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc)
+ {
+ if(tsd && tsd->magic_damage_return > 0 )
+ {
+ rdamage += damage * tsd->magic_damage_return / 100;
+ if(rdamage < 1) rdamage = 1;
+ }
+ }
+
+//武器スキル?ここまで
+ 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_WEAPON) { // the 1st attack won't really deal any damage
+ tmpdmg = damage; // store the temporary weapon damage
+ } else { // only display damage for the 2nd attack
+ if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
+ clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
+ damage += tmpdmg; // add weapon and magic damage
+ tmpdmg = 0; // clear the temporary weapon damage
+ if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
+ clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
+ }
+ break;
+ case NPC_SELFDESTRUCTION:
+ if(src->type==BL_PC)
+ dmg.blewcount = 10;
+ break;
+ case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
+ case SN_SHARPSHOOTING:
+ case TF_DOUBLE:
+ clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
+ break;
+ default:
+ clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
+ }
+
+ map_freeblock_lock();
+
+ if(damage > 0 && dmg.flag&BF_SKILL && tsd
+ && pc_checkskill(tsd,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer == -1
+ && damage < tsd->status.hp)
+ { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
+ if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
+ can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
+ {
+ //?に?んでいるスキルがあれば該?スキルを消す
+ if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
+ tsd->status.skill[tsd->cloneskill_id].id = 0;
+ tsd->status.skill[tsd->cloneskill_id].lv = 0;
+ tsd->status.skill[tsd->cloneskill_id].flag = 0;
+ }
+ tsd->cloneskill_id = skillid;
+ tsd->status.skill[skillid].id = skillid;
+ tsd->status.skill[skillid].lv = skilllv;
+ if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
+ tsd->status.skill[skillid].lv = lv;
+ tsd->status.skill[skillid].flag = 13;//cloneskill flag
+ pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
+ pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
+ clif_skillinfoblock(tsd);
+ }
+ }
+ if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
+ struct skill_unit* su = (struct skill_unit*)bl;
+ if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
+ damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
+ }
+ if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
+ battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
+ if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
+ skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
+ }
+
+ //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
+ if (dmg.blewcount > 0 && !status_isdead(bl))
+ skill_blown(dsrc,bl,dmg.blewcount);
+
+ //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
+ if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
+ battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
+ }
+
+ if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
+ int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
+ int rate = 50 + skilllv * 5;
+ rate = rate + (s_lv - t_lv);
+ if(rand()%100 < rate)
+ skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
+ }
+
+ if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex]
+ skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
+
+ /* ダ??ジがあるなら追加?果判定 */
+ if(!status_isdead(bl) && bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
+ {
+ struct mob_data *md=(struct mob_data *)bl;
+// nullpo_retr(0, md); //Just so you know.. these are useless. When you cast a pointer, the pointer still is the same, so if bl is not null, the after-casted pointer will never be nulll :/ [Skotlex]
+ if(battle_config.mob_changetarget_byskill && sd)
+ {
+ int target ;
+ target=md->target_id;
+ md->target_id=src->id;
+ mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
+ md->target_id=target;
+ }
+ else
+ mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
+ }
+
+ if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
+ int hp = 0,sp = 0;
+ if(sd->right_weapon.hp_drain_rate && sd->right_weapon.hp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.hp_drain_rate) {
+ hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
+ if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
+ else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
+ }
+ if(sd->left_weapon.hp_drain_rate && sd->left_weapon.hp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.hp_drain_rate) {
+ hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
+ if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
+ else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
+ }
+ if(sd->right_weapon.sp_drain_rate > 0 && sd->right_weapon.sp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.sp_drain_rate) {
+ sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
+ if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
+ else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
+ }
+ if(sd->left_weapon.sp_drain_rate > 0 && sd->left_weapon.sp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.sp_drain_rate) {
+ sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
+ if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
+ else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
+ }
+ if(hp || sp)
+ pc_heal(sd,hp,sp);
+ if (sd->sp_drain_type && bl->type == BL_PC)
+ battle_heal(NULL,bl,0,-sp,0);
+ }
+
+ if (/*(skillid || flag) &&*/ rdamage>0) { //Is the skillid/flag check really necessary? [Skotlex]
+ if (attack_type&BF_WEAPON)
+ battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
+ else
+ battle_damage(bl,src,rdamage,0);
+ clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
+ //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
+ skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
+ }
+
+ if (!(flag & 1) &&
+ (
+ skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
+ ) &&
+ (sc_data = status_get_sc_data(src)) &&
+ sc_data[SC_DOUBLECAST].timer != -1 &&
+ rand() % 100 < 40+10*sc_data[SC_DOUBLECAST].val1)
+ {
+ skill_castend_delay (src, bl, skillid, skilllv, tick + dmg.div_*dmg.amotion, flag|1);
+ }
+
+ map_freeblock_unlock();
+
+ return (dmg.damage+dmg.damage2); /* ?ダ?を返す */
+}
+
+/*==========================================
+ * スキル範??U?用(map_foreachinareaから呼ばれる)
+ * flagについて?F16?i?を確認
+ * MSB <- 00fTffff ->LSB
+ * T =タ?ゲット選?用(BCT_*)
+ * ffff=自由に使用可能
+ * 0 =予約?B0に固定
+ *------------------------------------------
+ */
+static int skill_area_temp[8]; /* 一時???B必要なら使う?B */
+static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
+static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
+typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
+int skill_area_sub( struct block_list *bl,va_list ap )
+{
+ struct block_list *src;
+ int skill_id,skill_lv,flag;
+ unsigned int tick;
+ SkillFunc func;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
+ return 0;
+
+ src=va_arg(ap,struct block_list *); //ここではsrcの値を??ニしていないのでNULLチェックはしない
+ skill_id=va_arg(ap,int);
+ skill_lv=va_arg(ap,int);
+ tick=va_arg(ap,unsigned int);
+ flag=va_arg(ap,int);
+ func=va_arg(ap,SkillFunc);
+
+ if(battle_check_target(src,bl,flag) > 0)
+ func(src,bl,skill_id,skill_lv,tick,flag);
+ return 0;
+}
+
+static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
+{
+ struct skill_unit *unit;
+ int *c;
+ int skillid,g_skillid;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, unit = (struct skill_unit *)bl);
+ nullpo_retr(0, c = va_arg(ap,int *));
+
+ if(bl->prev == NULL || bl->type != BL_SKILL)
+ return 0;
+
+ if(!unit->alive)
+ return 0;
+
+ skillid = va_arg(ap,int);
+ g_skillid = unit->group->skill_id;
+
+ switch (skillid)
+ {
+ case MG_SAFETYWALL:
+ case AL_PNEUMA:
+ if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
+ return 0;
+ break;
+ case AL_WARP:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HT_TALKIEBOX:
+ case HP_BASILICA:
+ //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
+ if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
+ return 0;
+ break;
+ default: //Avoid stacking with same kind of trap. [Skotlex]
+ if (g_skillid != skillid)
+ return 0;
+ break;
+ }
+
+ (*c)++;
+
+ return 1;
+}
+
+int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
+{
+ int c = 0;
+ int range = skill_get_unit_range(skillid);
+ int layout_type = skill_get_unit_layout_type(skillid,skilllv);
+ if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
+ ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
+ return 0;
+ }
+
+ // とりあえず?ウ方形のユニットレイアウトのみ対応
+ range += layout_type;
+ map_foreachinarea(skill_check_unit_range_sub,m,
+ x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);
+
+ return c;
+}
+
+static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
+{
+ int *c;
+ int skillid;
+
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, c = va_arg(ap,int *));
+
+ if(bl->prev == NULL)
+ return 0;
+
+ if(status_isdead(bl))
+ return 0;
+
+ skillid = va_arg(ap,int);
+ if (skillid==HP_BASILICA && bl->type==BL_PC)
+ return 0;
+
+ if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((struct mob_data*)bl)->class_ == MOBID_EMPERIUM)
+ return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
+
+ (*c)++;
+
+ return 1;
+}
+
+int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
+{
+ int c = 0, range, type;
+
+ switch (skillid) { // to be expanded later
+ case WZ_ICEWALL:
+ range = 2;
+ break;
+ default:
+ {
+ int layout_type = skill_get_unit_layout_type(skillid,skilllv);
+ if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
+ ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
+ return 0;
+ }
+ // とりあえず?ウ方形のユニットレイアウトのみ対応
+ range = skill_get_unit_range(skillid) + layout_type;
+ }
+ break;
+ }
+
+ // if the caster is a monster/NPC, only check for players
+ // otherwise just check characters
+ if (bl->type == BL_PC)
+ type = BL_CHAR;
+ else
+ type = BL_PC;
+
+ map_foreachinarea(skill_check_unit_range2_sub, m,
+ x - range, y - range, x + range, y + range,
+ type, &c, skillid);
+
+ return c;
+}
+
+int skill_guildaura_sub (struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+ int gid, id, *flag;
+
+ nullpo_retr(0, sd = (struct map_session_data *)bl);
+ nullpo_retr(0, ap);
+
+ id = va_arg(ap,int);
+ gid = va_arg(ap,int);
+ if (sd->status.guild_id != gid)
+ return 0;
+ nullpo_retr(0, flag = va_arg(ap,int *));
+
+ if (flag && *flag > 0) {
+ if (sd->sc_count && sd->sc_data[SC_GUILDAURA].timer != -1) {
+ if (sd->sc_data[SC_GUILDAURA].val4 != *flag) {
+ sd->sc_data[SC_GUILDAURA].val4 = *flag;
+ status_calc_pc (sd, 0);
+ }
+ return 0;
+ }
+ status_change_start(&sd->bl, SC_GUILDAURA, 1, id, 0, *flag, 0, 0);
+ }
+
+ return 0;
+}
+
+/*=========================================================================
+ * 範?スキル使用???ャ分けここから
+ */
+/* ??ロの?をカウントする?B?iskill_area_temp[0]を?炎化しておくこと?j */
+int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
+{
+ if(skill_area_temp[0] < 0xffff)
+ skill_area_temp[0]++;
+ return 1;
+}
+
+int skill_count_water(struct block_list *src,int range)
+{
+ int i,x,y,cnt = 0,size = range*2+1;
+ struct skill_unit *unit;
+
+ for (i=0;i<size*size;i++) {
+ x = src->x+(i%size-range);
+ y = src->y+(i/size-range);
+ if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
+ cnt++;
+ continue;
+ }
+ unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
+ if (unit) {
+ cnt++;
+ skill_delunit(unit);
+ }
+ }
+ return cnt;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+static int skill_timerskill(int tid, unsigned int tick, int id,int data )
+{
+ struct map_session_data *sd = NULL;
+ struct mob_data *md = NULL;
+ struct pet_data *pd = NULL;
+ struct block_list *src = map_id2bl(id),*target;
+ struct skill_timerskill *skl = NULL;
+ int range;
+
+ nullpo_retr(0, src);
+
+ if(src->type == BL_PC) {
+ 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--;
+ }
+
+ //Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
+ if(src->prev == NULL)
+ return 0;
+
+ if(skl->target_id) {
+ struct block_list tbl;
+ target = map_id2bl(skl->target_id);
+ if(skl->skill_id == RG_INTIMIDATE) {
+ if(target == NULL) {
+ target = &tbl; //?炎化してないのにアドレス突っ?んでいいのかな?H
+ target->type = BL_NUL;
+ target->m = src->m;
+ target->prev = target->next = NULL;
+ }
+ }
+ if(target == NULL)
+ return 0;
+
+ if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
+ return 0;
+ if(src->m != target->m)
+ return 0;
+ if(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 RG_INTIMIDATE:
+ if(sd && !map[src->m].flag.noteleport) {
+ int x,y,i,j;
+ pc_randomwarp(sd,3);
+ for(i=0;i<16;i++) {
+ j = rand()%8;
+ x = sd->bl.x + dirx[j];
+ y = sd->bl.y + diry[j];
+ if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
+ break;
+ }
+ if(i >= 16) {
+ x = sd->bl.x;
+ y = sd->bl.y;
+ }
+ if(target->prev != NULL) {
+ if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
+ pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
+ else if(target->type == BL_MOB)
+ mob_warp((struct mob_data *)target,-1,x,y,3);
+ }
+ }
+ else if(md && !map[src->m].flag.monster_noteleport) {
+ int x,y,i,j;
+ mob_warp(md,-1,-1,-1,3);
+ for(i=0;i<16;i++) {
+ j = rand()%8;
+ x = md->bl.x + dirx[j];
+ y = md->bl.y + diry[j];
+ if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
+ break;
+ }
+ if(i >= 16) {
+ x = md->bl.x;
+ y = md->bl.y;
+ }
+ if(target->prev != NULL) {
+ if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
+ pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
+ else if(target->type == BL_MOB)
+ mob_warp((struct mob_data *)target,-1,x,y,3);
+ }
+ }
+ break;
+
+ case BA_FROSTJOKE: /* 寒いジョ?ク */
+ case DC_SCREAM: /* スクリ?ム */
+ range=battle_config.area_size; //視界全?
+ map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
+ skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
+ break;
+
+ case WZ_WATERBALL:
+ if (skl->type>1) {
+ skl->timer = 0; // skill_addtimerskillで使用されないように
+ skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
+ skl->timer = -1;
+ }
+ skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
+ // should put outside of the switch, but since this is the only
+ // mage targetted spell for now,
+ struct status_change *sc_data = status_get_sc_data(src);
+ if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //マジックパ??の?果?I了
+ status_change_end(src,SC_MAGICPOWER,-1);
+ }
+ break;
+ default:
+ skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ break;
+ }
+ }
+ else {
+ if(src->m != skl->map)
+ return 0;
+ switch(skl->skill_id) {
+ case WZ_METEOR:
+ if(skl->type >= 0) {
+ skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
+ clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
+ }
+ else
+ skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
+ break;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
+{
+ int i;
+
+ 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 && sd->timerskill_count > 0;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;
+ }
+ }
+ }
+ else if(src->type == BL_PET) { // Ya forgot this one, Valaris. [Skotlex]
+ 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) {
+ delete_timer(pd->skilltimerskill[i].timer, skill_timerskill);
+ pd->skilltimerskill[i].timer = -1;
+ }
+ }
+ }
+ return 0;
+}
+
+struct castend_delay {
+ struct block_list *src;
+ int target;
+ int id;
+ int lv;
+ int flag;
+};
+int skill_castend_delay_sub (int tid, unsigned int tick, int id, int data)
+{
+ struct castend_delay *dat = (struct castend_delay *)data;
+ struct block_list *target = map_id2bl(dat->target);
+
+ if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL)
+ skill_castend_damage_id(dat->src, target, dat->id, dat->lv, tick, dat->flag);
+ aFree(dat);
+ return 0;
+}
+int skill_castend_delay (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
+{
+ struct castend_delay *dat;
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ dat = (struct castend_delay *)aCalloc(1, sizeof(struct castend_delay));
+ dat->src = src;
+ dat->target = bl->id;
+ dat->id = skillid;
+ dat->lv = skilllv;
+ dat->flag = flag;
+ add_timer (tick, skill_castend_delay_sub, src->id, (int)dat);
+
+ return 0;
+}
+
+/* 範?スキル使用???ャ分けここまで
+ * -------------------------------------------------------------------------
+ */
+
+/*==========================================
+ * スキル使用?i詠?・完了?AID指定?U?系?j
+ * ?iスパゲッティに向けて1?前?i?I(ダ?ポ)?j
+ *------------------------------------------
+ */
+int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
+{
+ struct map_session_data *sd = NULL, *tsd = NULL;
+ struct status_change *sc_data;
+
+ if(skillid < 0)
+ { // remove the debug print when this case is finished
+ ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
+ src, bl,skillid,skilllv,tick,flag);
+ return 0;
+ }
+ if (skillid > 0 && skilllv <= 0) return 0;
+
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
+
+ if (src->m != bl->m)
+ return 1;
+
+ if (src->type == BL_PC) {
+ nullpo_retr(1, sd = (struct map_session_data *)src);
+ }
+
+ if (bl->prev == NULL)
+ return 1;
+ if (bl->type == BL_PC) {
+ nullpo_retr(1, tsd = (struct map_session_data *)bl);
+ }
+
+ if ((skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS) && src != bl)
+ bl = src;
+
+ if (status_isdead(src) || (src != bl && status_isdead(bl)))
+ return 1;
+
+ sc_data = status_get_sc_data(src);
+
+ map_freeblock_lock();
+
+ switch(skillid)
+ {
+ /* ?器?U?系スキル */
+ case SM_BASH: /* バッシュ */
+ case MC_MAMMONITE: /* ?マ?ナイト */
+ case TF_DOUBLE:
+ case AC_DOUBLE: /* ダブルストレイフィング */
+ case AC_SHOWER: /* ア??シャ?? */
+ case AS_SONICBLOW: /* ソニックブ?? */
+ case KN_PIERCE: /* ピア?ス */
+ case KN_SPEARBOOMERANG: /* スピアブ??ラン */
+ case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
+ case TF_POISON: /* インベナム */
+ case TF_SPRINKLESAND: /* ?サまき */
+ case AC_CHARGEARROW: /* チャ?ジア?? */
+ case RG_RAID: /* サプライズアタック */
+ case RG_INTIMIDATE: /* インティミデイト */
+ case AM_ACIDTERROR: /* アシッドテラ? */
+ case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
+ case DC_THROWARROW: /* 矢?ち */
+ case BA_DISSONANCE: /* 不協和音 */
+ case CR_HOLYCROSS: /* ホ?リ?ク?ス */
+ case NPC_DARKCROSS:
+ case CR_SHIELDCHARGE:
+ case CR_SHIELDBOOMERANG:
+ /* 以下MOB?用 */
+ /* ???U??ASP減?ュ?U??A遠距離?U??A防御無視?U??A多段?U? */
+ case NPC_PIERCINGATT:
+ case NPC_MENTALBREAKER:
+ case NPC_RANGEATTACK:
+ case NPC_CRITICALSLASH:
+ case NPC_COMBOATTACK:
+ /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
+ case NPC_GUIDEDATTACK:
+ case NPC_POISON:
+ case NPC_BLINDATTACK:
+ case NPC_SILENCEATTACK:
+ case NPC_STUNATTACK:
+ /* ?ホ化?U??A呪い?U??A?眠?U??AランダムATK?U? */
+ case NPC_PETRIFYATTACK:
+ case NPC_CURSEATTACK:
+ case NPC_SLEEPATTACK:
+ case NPC_RANDOMATTACK:
+ /* ???ォ?U??A地??ォ?U??A火??ォ?U??A風??ォ?U? */
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ case NPC_UNDEADATTACK:
+ case NPC_BREAKARMOR:
+ case NPC_BREAKWEAPON:
+ case NPC_BREAKHELM:
+ case NPC_BREAKSHIELD:
+ case LK_AURABLADE: /* オ?ラブレ?ド */
+ case LK_SPIRALPIERCE: /* スパイラルピア?ス */
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ case LK_JOINTBEAT: /* ジョイントビ?ト */
+ case CG_ARROWVULCAN: /* ア??バルカン */
+ case HW_MAGICCRASHER: /* マジッククラッシャ? */
+ case ASC_METEORASSAULT: /* ?テオアサルト */
+ case ITM_TOMAHAWK:
+ case MO_TRIPLEATTACK:
+ case CH_CHAINCRUSH: /* 連柱崩? */
+ case CH_TIGERFIST: /* 伏虎? */
+ case PA_SHIELDCHAIN: // Shield Chain
+ case PA_SACRIFICE: // Sacrifice, Aru's style.
+ case WS_CARTTERMINATION: // Cart Termination
+ case AS_VENOMKNIFE:
+ case HT_PHANTASMIC:
+ case HT_POWER:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case MO_COMBOFINISH:
+ if (!(flag&1) && sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_MONK)
+ { //Becomes a splash attack when Soul Linked.
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ } else
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case TK_STORMKICK: // Taekwon kicks [Dralnu]
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinarea(skill_attack_area, src->m,
+ src->x-2, src->y-2, src->x+2, src->y+2, BL_CHAR,
+ BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
+ break;
+ case TK_JUMPKICK:
+ if(sd) {
+ if (!pc_can_move(sd))
+ return 0;
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ pc_movepos(sd,bl->x,bl->y,0);
+ clif_slide(src,bl->x,bl->y);
+ }
+ break;
+ case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
+ // Separate weapon and magic attacks
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
+ // Does it stop if touch an obstacle? it shouldn't shoot trough walls
+ map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,2,BL_CHAR,
+ BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
+ break;
+
+ case MO_INVESTIGATE: /* ?勁 */
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ status_change_end(src,SC_BLADESTOP,-1);
+ break;
+
+ case RG_BACKSTAP: /* バックスタブ */
+ {
+ int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
+ if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
+ if (sc_data && sc_data[SC_HIDING].timer != -1)
+ status_change_end(src, SC_HIDING, -1); // ハイディング解?
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
+ if (tsd)
+ tsd->dir = dir;
+ else if (bl->type == BL_MOB) {
+ struct mob_data *tmd = (struct mob_data *)bl;
+ if (tmd) tmd->dir = dir;
+ }
+ clif_changed_dir(bl);
+ }
+ else if (sd)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+
+ case MO_FINGEROFFENSIVE: /* 指? */
+ {
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if (battle_config.finger_offensive_type && sd) {
+ int i;
+ for (i = 1; i < sd->spiritball_old; i++)
+ skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
+ sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
+ }
+ if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ status_change_end(src,SC_BLADESTOP,-1);
+ }
+ break;
+
+ case MO_CHAINCOMBO: /* 連打?カ */
+ {
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
+ status_change_end(src,SC_BLADESTOP,-1);
+ }
+ break;
+
+ case KN_CHARGEATK:
+ case MO_EXTREMITYFIST: /* 阿?C羅覇鳳? */
+ {
+ if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
+ struct walkpath_data wpd;
+ int dx,dy,speed;
+
+ if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ dx = bl->x - sd->bl.x;
+ dy = bl->y - sd->bl.y;
+ if(dx > 0) dx++;
+ else if(dx < 0) dx--;
+ if (dy > 0) dy++;
+ else if(dy < 0) dy--;
+ if(dx == 0 && dy == 0) dx++;
+ if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
+ dx = bl->x - sd->bl.x;
+ dy = bl->y - sd->bl.y;
+ if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ }
+ sd->to_x = sd->bl.x + dx;
+ sd->to_y = sd->bl.y + dy;
+ if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
+ flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
+ if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex]
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ else
+ clif_skill_fail(sd,skillid,0,0);
+ speed = sd->speed;
+ sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
+// clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
+ clif_walkok(sd);
+ clif_movechar(sd);
+ if(dx < 0) dx = -dx;
+ if(dy < 0) dy = -dy;
+ sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
+ if(sd->canact_tick < sd->canmove_tick)
+ sd->canact_tick = sd->canmove_tick;
+ sd->speed = speed;
+// clif_updatestatus(sd, SP_SPEED);
+ pc_movepos(sd,sd->to_x,sd->to_y,1);
+ }
+ else //Assume minimum distance of 1 for Charge.
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
+ if (skillid == MO_EXTREMITYFIST && sc_data)
+ {
+ if (sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
+ status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
+ if (sc_data[SC_BLADESTOP].timer != -1)
+ status_change_end(src,SC_BLADESTOP,-1);
+ if (sc_data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
+ status_change_end(src,SC_COMBO,-1);
+ }
+ }
+ break;
+
+ /* ?器系範??U?スキル */
+ case AS_GRIMTOOTH: /* グリムトゥ?ス */
+ case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
+ case NPC_SPLASHATTACK: /* スプラッシュアタック */
+ if(flag&1){
+ /* 個別にダ??ジを?える */
+ if(bl->id!=skill_area_temp[1]){
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
+ 0x0500);
+ }
+ } else {
+ int ar = 1;
+ int x = bl->x, y = bl->y;
+ switch (skillid) {
+ case NPC_SPLASHATTACK:
+ ar=3;
+ break;
+ }
+
+ skill_area_temp[1]=bl->id;
+ skill_area_temp[2]=x;
+ skill_area_temp[3]=y;
+ /* まずタ?ゲットに?U?を加える */
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
+ /* その後タ?ゲット以外の範??の敵全?に??を?sう */
+ map_foreachinarea(skill_area_sub,
+ bl->m,x-ar,y-ar,x+ar,y+ar,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case AS_SPLASHER:
+ if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
+ if (bl->id != skill_area_temp[1])
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+ else
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
+ } else {
+ skill_area_temp[0] = 0;
+ skill_area_temp[1] = bl->id;
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-2, bl->y-2, bl->x+2, bl->y+2, BL_CHAR,
+ src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+ skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
+ src, skillid, skilllv, tick, BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+
+ case SM_MAGNUM:
+ if(flag&1){
+ int dist = distance_blxy (bl, skill_area_temp[2], skill_area_temp[3]);
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
+ 0x0500|dist);
+ } else {
+ skill_area_temp[1]=src->id;
+ skill_area_temp[2]=src->x;
+ skill_area_temp[3]=src->y;
+ map_foreachinarea(skill_area_sub,
+ src->m,src->x-2,src->y-2,src->x+2,src->y+2,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ status_change_start (src,SC_WATK_ELEMENT,3,20,0,0,10000,0); //Initiate 10% of your damage becomes fire element.
+ clif_skill_nodamage (src,src,skillid,skilllv,1);
+ }
+ break;
+
+ case KN_BOWLINGBASH: /* ボウリングバッシュ */
+ if(flag&1){
+ /* 個別にダ??ジを?える */
+ if(bl->id!=skill_area_temp[1])
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
+ } else {
+ int i,c; /* 他?lから聞いた動きなので間違ってる可能?ォ大??率が?いっす?? */
+ /* まずタ?[ゲットに?U撃を加える */
+ c = skill_get_blewcount(skillid,skilllv);
+ if(map_flag_gvg(bl->m) || status_get_mexp(bl))
+ c = 0;
+ for(i=0;i<c;i++){
+ skill_blown(src,bl,0x20000|1);
+ skill_area_temp[0]=0;
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY ,
+ skill_area_sub_count);
+ if(skill_area_temp[0]>1) break;
+ }
+ clif_blown(bl); //Update target pos.
+ skill_area_temp[1]=bl->id;
+ /* その後タ?ゲット以外の範??の敵全?に??を?sう */
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
+ }
+ break;
+
+ case KN_SPEARSTAB: /* スピアスタブ */
+ if(flag&1){
+ /* 個別にダ??[ジを与える */
+ if (bl->id==skill_area_temp[1])
+ break;
+ if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
+ skill_blown(src,bl,skill_area_temp[2]);
+ } else {
+ int x=bl->x,y=bl->y,i,dir;
+ /* まずタ?[ゲットに?U撃を加える */
+ dir = map_calc_dir(bl,src->x,src->y);
+ skill_area_temp[1] = bl->id;
+ skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
+ if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
+ skill_blown(src,bl,skill_area_temp[2]);
+ for (i=0;i<4;i++) {
+ map_foreachinarea(skill_area_sub,bl->m,x,y,x,y,BL_CHAR,
+ src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ x += dirx[dir];
+ y += diry[dir];
+ }
+ }
+ break;
+
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
+ {
+ skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
+ if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
+ map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,BL_CHAR,
+ src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+ case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
+ // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
+ clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
+ skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
+ break;
+
+ case ALL_RESURRECTION: /* リザレクション */
+ case PR_TURNUNDEAD: /* タ?ンアンデッド */
+ if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ /* 魔法系スキル */
+ case MG_SOULSTRIKE: /* ソウルストライク */
+ case NPC_DARKSTRIKE: /*闇ソウルストライク*/
+ case MG_COLDBOLT: /* コ?[ルドボルト */
+ case MG_FIREBOLT: /* ファイア?[ボルト */
+ case MG_LIGHTNINGBOLT: /* ライトニングボルト */
+ case WZ_EARTHSPIKE: /* ア?[ススパイク */
+ case AL_HEAL: /* ヒ?[ル */
+ case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
+ case WZ_JUPITEL: /* ユピテルサンダ?[ */
+ case NPC_DARKTHUNDER: /*闇ユピテル*/
+ case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
+ case PR_ASPERSIO: /* アスペルシオ */
+ case MG_FROSTDIVER: /* フ?ストダイバ?[ */
+ case WZ_SIGHTBLASTER:
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ if (skilllv>1) {
+ int range = skilllv > 5 ? 2 : skilllv/2;
+ //Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
+ //int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
+ int cnt = (src->type==BL_PC)?skill_count_water(src,range) - 1:(skilllv>3?24:8);
+ if (cnt > 0)
+ skill_addtimerskill(src,tick+150,bl->id,0,0,
+ skillid,skilllv,cnt,flag);
+ }
+ break;
+
+ case PR_BENEDICTIO: /* ?ケ??~福 */
+ { //Should attack undead and demons. [Skotlex]
+ int race = status_get_race(bl);
+ if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
+ skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
+ }
+ break;
+
+ /* 魔法系範??U?スキル */
+ case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
+ case MG_FIREBALL: /* ファイヤ?ボ?ル */
+ case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
+ if (flag & 1) {
+ /* 個別にダ??ジを?える */
+ if (bl->id != skill_area_temp[1]){
+ if(skillid == MG_FIREBALL){ /* ファイヤ?ボ?ルなら中?Sからの距離を計算 */
+ skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
+ }
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
+ skill_area_temp[0]| 0x0500);
+ }
+ } else {
+ int ar;
+ skill_area_temp[0]=0;
+ skill_area_temp[1]=bl->id;
+ switch (skillid) {
+ case MG_NAPALMBEAT:
+ ar = 1;
+ /* ナパ?[ムビ?[トは分散ダ??[ジなので敵の?狽?狽ヲる */
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,BL_CHAR,
+ 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;
+ break;
+ case WZ_SIGHTRASHER:
+ default:
+ ar = 3;
+ bl = src;
+ status_change_end(src,SC_SIGHT,-1);
+ break;
+ }
+ if (skillid==WZ_SIGHTRASHER) {
+ /* スキルエフェクト表示 */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ } else {
+ /* タ?[ゲットに?U撃を加える(スキルエフェクト表示) */
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
+ skill_area_temp[0]);
+ }
+ /* タ?[ゲット以外の範囲内の敵全体に??を?sう */
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case HW_NAPALMVULCAN: // Fixed By SteelViruZ
+ if (flag & 1) {
+ if (bl->id != skill_area_temp[1])
+ skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+ } else {
+ skill_area_temp[0] = 0;
+ skill_area_temp[1] = bl->id;
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY,
+ skill_area_sub_count);
+ skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case WZ_FROSTNOVA: /* フ?ストノヴァ */
+ map_foreachinarea(skill_attack_area, src->m,
+ src->x-5, src->y-5, bl->x+5, bl->y+5, BL_CHAR,
+ BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
+ break;
+
+ case SL_STIN:
+ case SL_STUN:
+ case SL_SMA:
+ if (sd && bl->type != BL_MOB) {
+ status_change_start(src,SC_STAN,skilllv,0,0,0,3000,0);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ /* その他 */
+ case HT_BLITZBEAT: /* ブリッツビ?ト */
+ if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
+ skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+ } else {
+ skill_area_temp[0] = 0;
+ skill_area_temp[1] = bl->id;
+ if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
+ src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_CHAR,
+ src, skillid, skilllv, tick, BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case CR_GRANDCROSS: /* グランドク?ス */
+ case NPC_GRANDDARKNESS: /*闇グランドク?ス*/
+ /* スキルユニット配置 */
+ skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
+ if(sd)
+ sd->canmove_tick = tick + 900;
+ else if(src->type == BL_MOB)
+ mob_changestate((struct mob_data *)src,MS_DELAY,900);
+ break;
+
+ case NPC_DARKBREATH:
+ clif_emotion(src,7);
+ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case SN_FALCONASSAULT: /* ファルコンアサルト */
+ case PA_PRESSURE: /* プレッシャ? */
+ case CR_ACIDDEMONSTRATION: // Acid Demonstration
+ case TF_THROWSTONE: /* ?ホ投げ */
+ case NPC_SMOKING: /* スモ?キング */
+ skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ // Celest
+ case PF_SOULBURN:
+ if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (skilllv == 5)
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
+ if (tsd) {
+ tsd->status.sp = 0;
+ clif_updatestatus(tsd,SP_SP);
+ }
+ } else {
+ clif_skill_nodamage(src,src,skillid,skilllv,1);
+ if (skilllv == 5)
+ skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
+ if (sd) {
+ sd->status.sp = 0;
+ clif_updatestatus(sd,SP_SP);
+ }
+ }
+ if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
+ break;
+
+ case NPC_SELFDESTRUCTION: /* 自爆 */
+ if (flag & 1) {
+ /* 個別にダ??[ジを与える */
+ if (bl->id != skill_area_temp[1])
+ skill_attack(BF_MISC, src, src, bl, NPC_SELFDESTRUCTION, skilllv, tick, flag);
+ } else {
+ skill_area_temp[1] = bl->id;
+ if(bl->type==BL_PC)
+ skill_area_temp[2] = 999999;
+ else
+ skill_area_temp[2] = status_get_hp(src);
+ clif_skill_nodamage(src, src, NPC_SELFDESTRUCTION, -1, 1);
+ if(bl->type==BL_PC)
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-10, bl->y-10, bl->x+10, bl->y+10, BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ else
+ map_foreachinarea(skill_area_sub, bl->m,
+ bl->x-5, bl->y-5, bl->x+5, bl->y+5, BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ battle_damage(src, src, skill_area_temp[2], 0);
+ }
+ break;
+
+ /* HP吸?/HP吸?魔法 */
+ case NPC_BLOODDRAIN:
+ case NPC_ENERGYDRAIN:
+ {
+ int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
+ src, src, bl, skillid, skilllv, tick, flag);
+ if (heal > 0){
+ struct block_list tbl;
+ tbl.id = 0;
+ tbl.type = BL_NUL;
+ tbl.m = src->m;
+ tbl.x = src->x;
+ tbl.y = src->y;
+ clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
+ battle_heal(NULL, src, heal, 0, 0);
+ }
+ }
+ break;
+
+ case 0:
+ if(sd) {
+ if (flag & 3){
+ if (bl->id != skill_area_temp[1])
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
+ } else {
+ 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, BL_CHAR,
+ src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
+ skill_castend_damage_id);
+ }
+ }
+ break;
+
+ default:
+ ShowWarning("Unknown skill used:%d\n",skillid);
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ map_freeblock_unlock();
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用?i詠?・完了?AID指定支援系?j
+ *------------------------------------------
+ */
+int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct map_session_data *dstsd = NULL;
+ struct mob_data *md = NULL;
+ struct mob_data *dstmd = NULL;
+ int i;
+ int sc_def_vit, sc_def_mdef;
+// int sc_dex, sc_luk;
+
+ if(skillid < 0)
+ { // remove the debug print when this case is finished
+ ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
+ src, bl,skillid,skilllv,tick,flag);
+ return 0;
+ }
+ if(skillid > 0 && skilllv <= 0) return 0; // celest
+
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
+
+ if (src->m != bl->m)
+ return 1;
+
+ if (src->type == BL_PC) {
+ nullpo_retr (1, sd = (struct map_session_data *)src);
+ } else if (src->type == BL_MOB) {
+ nullpo_retr (1, md = (struct mob_data *)src);
+ }
+
+ 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->prev == NULL)
+ return 1;
+ if(sd && pc_isdead(sd))
+ return 1;
+ if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
+ return 1;
+//Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
+// if (sd && skillnotok(skillid, sd)) // [MouseJstr]
+// return 0;
+
+ //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
+ switch (skillid) {
+ case AL_HEAL:
+ case ALL_RESURRECTION:
+ case PR_ASPERSIO:
+ if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
+ if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
+ //Offensive heal does not works on non-enemies. [Skotlex]
+ if (sd) clif_skill_fail(sd,skillid,0,0);
+ return 0;
+ }
+ if(!sd) {
+ //Prevent non-players from casting offensive heal. [Skotlex]
+ clif_emotion(src, 4);
+ return 0;
+ }
+ return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
+ }
+ break;
+ }
+
+ map_freeblock_lock();
+ switch(skillid)
+ {
+ case AL_HEAL: /* ヒ?ル */
+ {
+ int heal = skill_calc_heal(src, skilllv);
+ int heal_get_jobexp;
+ int skill;
+ struct status_change *sc_data = status_get_sc_data(bl);
+
+
+ if (skilllv > 10)
+ heal = 9999; //9999ヒ?[ル
+ if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
+ heal=0; /* ?金蟲カ?ド?iヒ?ル量0?j */
+ if (sd) {
+ if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // ?ディテイティオ
+ heal += heal * skill * 2 / 100;
+ if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
+ (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //自分も?象もPC、?象が自分のパ?トナ?、自分がスパノビ、自分が♀なら
+ heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
+ }
+
+ if (sc_data && sc_data[SC_KAITE].timer != -1
+ && !(status_get_mode(src)&MD_BOSS)
+ ) { //Bounce back heal
+ if (--sc_data[SC_KAITE].val2 <= 0)
+ status_change_end(bl, SC_KAITE, -1);
+ if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
+ clif_skill_nodamage (src, src, skillid, heal, 1);
+ heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
+ } else {
+ clif_skill_nodamage (src, bl, skillid, heal, 1);
+ heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
+ }
+
+ // JOB??値獲得
+ if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
+ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
+ if (heal_get_jobexp <= 0)
+ heal_get_jobexp = 1;
+ if (bl->type == BL_PC) // Give heal experience only when healing players [Harbin]
+ pc_gainexp (sd, 0, heal_get_jobexp);
+ }
+ }
+ break;
+
+ case PR_REDEMPTIO:
+ if (sd && !(flag&1)) {
+ if (sd->status.party_id == 0) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ skill_area_temp[0] = 0;
+ party_foreachsamemap(skill_area_sub,
+ sd,1,
+ src,skillid,skilllv,tick, flag|BCT_PARTY|1,
+ skill_castend_nodamage_id);
+ if (skill_area_temp[0] == 0) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
+ if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
+ sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
+ sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
+ clif_updatestatus(sd,SP_BASEEXP);
+ clif_updatestatus(sd,SP_JOBEXP);
+ }
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0); //SC_COMA :P
+ break;
+ } else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
+ skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
+ skilllv = 3; //Resurrection level 3 is used
+ } else //Invalid target, skip resurrection.
+ break;
+
+ case ALL_RESURRECTION: /* リザレクション */
+ if(sd && map_flag_gvg(bl->m))
+ { //No reviving in WoE grounds!
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ if(dstsd) {
+ int per = 0;
+ if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
+ break; /* PVPで復活不可能?態 */
+
+ if (pc_isdead(dstsd)) { /* 死亡判定 */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ switch(skilllv){
+ case 1: per=10; break;
+ case 2: per=30; break;
+ case 3: per=50; break;
+ case 4: per=80; break;
+ }
+ dstsd->status.hp = dstsd->status.max_hp * per / 100;
+ if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
+ if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */
+ dstsd->status.hp = dstsd->status.max_hp;
+ dstsd->status.sp = dstsd->status.max_sp;
+ }
+ pc_setstand(dstsd);
+ if(battle_config.pc_invincible_time > 0)
+ pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
+ clif_updatestatus(dstsd, SP_HP);
+ clif_resurrection(bl, 1);
+ if(sd && sd != dstsd && battle_config.resurrection_exp > 0) {
+ int exp = 0,jexp = 0;
+ int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
+ if(lv > 0) {
+ exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if (exp < 1) exp = 1;
+ }
+ if(jlv > 0) {
+ jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+ if (jexp < 1) jexp = 1;
+ }
+ if(exp > 0 || jexp > 0)
+ pc_gainexp (sd, exp, jexp);
+ }
+ }
+ }
+ break;
+
+ case AL_DECAGI: /* 速度減?ュ */
+ if (status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ if (rand() % 100 < (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5 +(sc_def_mdef-100))) { //0 defense is sc_def_mdef == 100! [Skotlex]
+ i = skill_get_time(skillid,skilllv);
+ if (bl->type == BL_PC) i/=2; //Halved duration for Players
+ status_change_start (bl, SkillStatusChangeTable[skillid], skilllv, 0, 0, 0, i, 0);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ }
+ 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);
+ int rate = 23 + skilllv*4 + slv - tlv;
+ if (rand()%100 < rate)
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
+ }
+ } else {
+ map_foreachinarea(skill_area_sub,
+ src->m, src->x-15, src->y-15, src->x+15, src->y+15, BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_nodamage_id);
+ clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ }
+ break;
+
+ case PR_LEXDIVINA: /* レックスディビ?ナ */
+ {
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ if (sc_data && sc_data[SC_SILENCE].timer != -1) {
+ status_change_end(bl,SC_SILENCE, -1);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ } else if (rand() % 100 < sc_def_vit) {
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ } else
+ clif_skill_nodamage (src, bl, skillid, skilllv, 0);
+ }
+ break;
+
+ case SA_ABRACADABRA:
+ {
+ int abra_skillid = 0, abra_skilllv;
+ if (sd)
+ { //Crash-fix [Skotlex]
+ //require 1 yellow gemstone even with mistress card or Into the Abyss
+ if ((i = pc_search_inventory(sd, 715)) < 0 )
+ { //bug fixed by Lupus (item pos can be 0, too!)
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ pc_delitem(sd, i, 1, 0);
+ }
+ do {
+ abra_skillid = rand() % MAX_SKILL_ABRA_DB;
+ if (skill_abra_db[abra_skillid].req_lv > skilllv ||
+ rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル?確率判定
+ (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルはダ?
+ skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダ?
+ abra_skillid = 0; // reset to get a new id
+ } while (abra_skillid == 0);
+ abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
+ clif_skill_nodamage (src, bl, skillid, skilllv, 1);
+ if (sd)
+ { //Crash-protection against Abracadabra casting pets
+ sd->skillitem = abra_skillid;
+ sd->skillitemlv = abra_skilllv;
+ sd->state.abra_flag = 1;
+ clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
+ } else if(src->type == BL_PET)
+ { // [Skotlex]
+ struct pet_data *pd = (struct pet_data *)src;
+ int inf = skill_get_inf(abra_skillid);
+ if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
+ nullpo_retr(1,(struct map_session_data *)pd->msd);
+ petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick);
+ } else //Assume offensive skills
+ petskill_use(pd, bl, abra_skillid, abra_skilllv, tick);
+ }
+ }
+ break;
+
+ case SA_COMA:
+ if (status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case SA_FULLRECOVERY:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (status_isimmune(bl))
+ break;
+ if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
+ else if (dstmd) dstmd->hp = status_get_max_hp(bl);
+ break;
+ case SA_SUMMONMONSTER:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
+ break;
+ case SA_LEVELUP:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0);
+ break;
+ case SA_INSTANTDEATH:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ battle_damage(NULL,src,status_get_hp(src)-1,0);
+ break;
+ case SA_QUESTION:
+ case SA_GRAVITY:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case SA_CLASSCHANGE:
+ {
+ //クラスチェンジ用ボスモンスタ?ID
+ static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
+ ,1157,1159,1190,1272,1312,1373,1492};
+ int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstmd) mob_class_change(dstmd,class_);
+ }
+ break;
+ case SA_MONOCELL:
+ {
+ static int poringclass[]={1002};
+ int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstmd) mob_class_change(dstmd,class_);
+ }
+ break;
+ case SA_DEATH:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ battle_damage(NULL,bl,status_get_max_hp(bl),1);
+ break;
+ case SA_REVERSEORCISH:
+ status_change_start(bl, SkillStatusChangeTable[skillid], skilllv,0,0,0,skill_get_time(skillid, skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case SA_FORTUNE:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
+ break;
+ case SA_TAMINGMONSTER:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd && dstmd) {
+ for (i = 0; i < MAX_PET_DB; i++) {
+ if (dstmd->class_ == pet_db[i].class_) {
+ pet_catch_process1 (sd, dstmd->class_);
+ break;
+ }
+ }
+ }
+ break;
+
+ case AL_INCAGI: /* 速度?加 */
+ case AL_BLESSING: /* ブレッシング */
+ case PR_SLOWPOISON:
+ case PR_IMPOSITIO: /* イムポシティオマヌス */
+ case PR_LEXAETERNA: /* レックスエ?テルナ */
+ case PR_SUFFRAGIUM: /* サフラギウム */
+ case PR_BENEDICTIO: /* ?ケ??~福 */
+ if (status_isimmune(bl))
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ else {
+ 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 CR_PROVIDENCE: /* プ?ヴィデンス */
+ if (status_isimmune(bl))
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ else {
+ if(sd && dstsd){ //Check they are not another crusader [Skotlex]
+ if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ }
+ 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: /* マリオネットコント??ル */
+ {
+ 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(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);
+ clif_marionette(src, bl);
+ }
+ 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);
+ clif_marionette(src, 0);
+ }
+ else {
+ if (sd) clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ }
+ break;
+
+ case RG_CLOSECONFINE:
+ if (status_isimmune(bl))
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ else {
+ status_change_start (bl,SkillStatusChangeTable[skillid],skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
+ case SA_FROSTWEAPON:
+ case SA_LIGHTNINGLOADER:
+ case SA_SEISMICWEAPON:
+ if (dstsd) {
+ if (status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ if(dstsd->status.weapon == 0 ||
+ dstsd->sc_data[SC_FIREWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_WATERWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_WINDWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_EARTHWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_SHADOWWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_GHOSTWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_ENCPOISON].timer != -1) {
+ if (sd) clif_skill_fail(sd,skillid,0,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ }
+ if (sd) {
+ int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
+ if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
+ }
+
+ if(skilllv < 4 && rand()%100 > (60+skilllv*10) ) { // 100% success rate at lv4 & 5, but lasts longer at lv5
+ if (sd) clif_skill_fail(sd,skillid,0,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if(dstsd && battle_config.equip_self_break_rate) {
+ if(sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon");
+ pc_breakweapon(dstsd);
+ }
+ 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: /* アスペルシオ */
+ if (status_isimmune(bl) || dstmd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ 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 TK_SEVENWIND:
+ {
+ int sc=-1;
+ switch(skilllv){
+ case 1:
+ sc=SC_EARTHWEAPON;
+ break;
+ case 2:
+ sc=SC_WINDWEAPON;
+ break;
+ case 3:
+ sc=SC_WATERWEAPON;
+ break;
+ case 4:
+ sc=SC_FIREWEAPON;
+ break;
+ case 5:
+ sc=SC_GHOSTWEAPON;
+ break;
+ case 6:
+ sc=SC_SHADOWWEAPON;
+ break;
+ case 7:
+ sc=SC_ASPERSIO;
+ break;
+ }
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case PR_KYRIE: /* キリエエレイソン */
+ if (status_isimmune(bl)) {
+ clif_skill_nodamage(bl,bl,skillid,skilllv,0);
+ break;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(bl,bl,skillid,skilllv,1);
+ break;
+
+ case LK_BERSERK: /* バ?サ?ク */
+ if(battle_config.berserk_cancels_buffs)
+ {
+ status_change_end(bl,SC_ONEHAND,-1);
+ status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+ status_change_end(bl,SC_CONCENTRATION,-1);
+ status_change_end(bl,SC_PARRYING,-1);
+ status_change_end(bl,SC_ENDURE,-1);
+ status_change_end(bl,SC_AURABLADE,-1);
+ }
+ case KN_AUTOCOUNTER: /* オ?トカウンタ? */
+ case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */
+ case KN_ONEHAND:
+ case CR_SPEARQUICKEN: /* スピアクイッケン */
+ case CR_REFLECTSHIELD:
+ case AS_POISONREACT: /* ポイズンリアクト */
+ case MC_LOUD: /* ラウドボイス */
+ case MG_ENERGYCOAT: /* エナジ?コ?ト */
+ case MG_SIGHT: /* サイト */
+ case AL_RUWACH: /* ルアフ */
+ case MO_EXPLOSIONSPIRITS: // 爆裂波動
+ case MO_STEELBODY: // 金?
+ case LK_AURABLADE: /* オ?ラブレ?ド */
+ case LK_PARRYING: /* パリイング */
+ case LK_CONCENTRATION: /* コンセントレ?ション */
+ case WS_CARTBOOST: /* カ?トブ?スト */
+ case SN_SIGHT: /* トゥル?サイト */
+ case WS_MELTDOWN: /* ?ルトダウン */
+ case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
+ case ST_REJECTSWORD: /* リジェクトソ?ド */
+ case HW_MAGICPOWER: /* 魔法力?? */
+ case PF_MEMORIZE: /* ?モライズ */
+ case PA_SACRIFICE:
+ case ASC_EDP: // [Celest]
+ case NPC_STOP:
+ case WZ_SIGHTBLASTER:
+ 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_MOONLIT: /* 月明りの泉に落ちる花びら */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd && battle_config.player_skill_partner_check) {
+ skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
+ } else
+ skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
+
+ break;
+
+ case HP_ASSUMPTIO:
+ if (flag&1)
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ else
+ {
+ map_foreachinarea(skill_area_sub,
+ bl->m, bl->x-1, bl->y-1, bl->x+1, bl->y+1, BL_PC,
+ src, skillid, skilllv, tick, flag|BCT_ALL|1,
+ skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case SM_ENDURE: /* インデュア */
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (sd)
+ pc_blockskill_start (sd, skillid, 10000);
+ break;
+
+ case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
+ if (dstsd) {
+ if(dstsd->sc_data[SC_FIREWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_WATERWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_WINDWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_EARTHWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_SHADOWWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_GHOSTWEAPON].timer != -1 ||
+ dstsd->sc_data[SC_ENCPOISON].timer != -1) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ }
+ 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 LK_TENSIONRELAX: /* テンションリラックス */
+ if (sd) {
+ pc_setsit(sd);
+ clif_sitting(sd);
+ }
+ 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 MC_CHANGECART:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case TK_MISSION:
+ if (sd) {
+ int id;
+ if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
+ clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ id = mob_get_random_id(0,0, sd->status.base_level);
+ if (!id) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ sd->mission_mobid = id;
+ sd->mission_count = 0;
+ pc_setglobalreg(sd,"TK_MISSION_ID", id);
+ clif_mission_mob(sd, id, 0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case AC_CONCENTRATION: /* ?W中力向? */
+ {
+ int range = 1;
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinarea( status_change_timer_sub,
+ src->m, src->x-range, src->y-range, src->x+range,src->y+range,BL_CHAR,
+ src,SkillStatusChangeTable[skillid],tick);
+ }
+ break;
+
+ case SM_PROVOKE: /* プ?ボック */
+ {
+ struct status_change *sc_data = status_get_sc_data(bl);
+
+ /* MVPmobと不死には?かない */
+ if((status_get_mode(bl)&MD_BOSS) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //不死には?かない
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ if (rand()%100 > 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)) //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
+ {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if (sd)
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+
+ if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
+ skill_castcancel(bl,0);
+ if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
+ && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
+ skill_castcancel(bl,0);
+
+ if(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) {
+ dstmd->state.provoke_flag = src->id;
+ mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
+ }
+ }
+ break;
+
+ case CR_DEVOTION: /* ディボ?ション */
+ if(sd && dstsd)
+ {
+ //??カや養子の??の元の?E業を算?oする
+
+ int lv = sd->status.base_level - dstsd->status.base_level;
+ if (lv < 0) lv = -lv;
+ if (lv > battle_config.devotion_level_difference ||
+ (dstsd->sc_data[SC_DEVOTION].timer != -1 && dstsd->sc_data[SC_DEVOTION].val1 != src->id) || //Avoid overriding [Skotlex]
+ (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
+ for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
+ if (i == skilllv)
+ {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ sd->devotion[i] = bl->id;
+ status_change_start(bl,SkillStatusChangeTable[skillid],src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_devotion(sd);
+ }
+ else
+ if (sd)
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+
+ case MO_CALLSPIRITS: // ?功
+ if(sd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
+ }
+ break;
+
+ case CH_SOULCOLLECT: // 狂?功
+ if(sd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ for (i = 0; i < 5; i++)
+ pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
+ }
+ break;
+
+ case MO_KITRANSLATION:
+ if(dstsd) {
+ pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
+ }
+ break;
+
+ case TK_TURNKICK:
+ case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
+ if (skill_area_temp[1] != bl->id) {
+ skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
+ skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
+ }
+ break;
+
+ case MO_BLADESTOP: // 白?n取り
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case MO_ABSORBSPIRITS: // ?奪
+ i = 0;
+ if (dstsd && dstsd->spiritball > 0 &&
+ ((sd && sd == dstsd) || map_flag_vs(src->m)))
+ {
+ i = dstsd->spiritball * 7;
+ pc_delspiritball(dstsd,dstsd->spiritball,0);
+ } else if (dstmd && //??ロがモンスタ?の??
+ //20%の確率で??ロのLv*2のSPを回復する?B?ャ功したときはタ?ゲット(σ?Д?)σ????!!
+ !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
+ {
+ i = 2 * dstmd->db->lv;
+ mob_target(dstmd,src,0);
+ }
+ if (sd){
+ if (i > 0x7FFF)
+ i = 0x7FFF;
+ if (sd->status.sp + i > sd->status.max_sp)
+ i = sd->status.max_sp - sd->status.sp;
+ if (i) {
+ sd->status.sp += i;
+ clif_heal(sd->fd,SP_SP,i);
+ }
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+
+ case AC_MAKINGARROW: /* 矢??ャ */
+ if(sd) {
+ clif_arrow_create_list(sd);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case AM_PHARMACY: /* ポ?ション??ャ */
+ if(sd) {
+ clif_skill_produce_mix_list(sd,22);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case SA_CREATECON:
+ if(sd) {
+ clif_skill_produce_mix_list(sd,23);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case BS_HAMMERFALL: /* ハンマ?フォ?ル */
+ if(dstsd && dstsd->special_state.no_weapon_damage) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ if(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);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case RG_RAID: /* サプライズアタック */
+ 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,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ status_change_end(src, SC_HIDING, -1); // ハイディング解?
+ break;
+
+ case ASC_METEORASSAULT: /* ?テオアサルト */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinarea(skill_area_sub,
+ bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ break;
+
+ case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
+ {
+ int c,n=4,ar;
+ int dir = map_calc_dir(src,bl->x,bl->y);
+ struct square tc;
+ int x=bl->x,y=bl->y;
+ ar=skilllv/3;
+ skill_brandishspear_first(&tc,dir,x,y);
+ skill_brandishspear_dir(&tc,dir,4);
+ /* 範?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],BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
+ skill_castend_damage_id);
+ }
+ }
+ /* 範?BA */
+ if(skilllv > 6){
+ skill_brandishspear_dir(&tc,dir,-1);
+ n--;
+ }else{
+ skill_brandishspear_dir(&tc,dir,-2);
+ n-=2;
+ }
+
+ if(skilllv > 3){
+ for(c=0;c<5;c++){
+ map_foreachinarea(skill_area_sub,
+ bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
+ skill_castend_damage_id);
+ if(skilllv > 6 && n==3 && c==4){
+ skill_brandishspear_dir(&tc,dir,-1);
+ n--;c=-1;
+ }
+ }
+ }
+ /* 範?@ */
+ for(c=0;c<10;c++){
+ if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
+ map_foreachinarea(skill_area_sub,
+ bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ }
+ break;
+
+ /* パ?ティスキル */
+ case AL_ANGELUS: /* エンジェラス */
+ case PR_MAGNIFICAT: /* マグニフィカ?ト */
+ case PR_GLORIA: /* グ?リア */
+ case SN_WINDWALK: /* ウインドウォ?ク */
+ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
+ /* 個別の?? */
+ if(status_isimmune(bl)) {
+ clif_skill_nodamage(bl,bl,skillid,skilllv,0);
+ break;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(bl,bl,skillid,skilllv,1);
+ } else if (sd) {
+ /* パ?ティ全?への?? */
+ party_foreachsamemap (skill_area_sub,
+ sd,1,
+ src,skillid,skilllv,tick, flag|BCT_PARTY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+
+ case BS_ADRENALINE: /* アドレナリンラッシュ */
+ case BS_ADRENALINE2:
+ case BS_WEAPONPERFECT: /* ウェポンパ?フェクション */
+ case BS_OVERTHRUST: /* オ?バ?トラスト */
+ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
+ /* 個別の?? */
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(bl,bl,skillid,skilllv,1);
+ } else if (sd) {
+ /* パ?ティ全?への?? */
+ party_foreachsamemap(skill_area_sub,
+ sd,1,
+ src,skillid,skilllv,tick, flag|BCT_PARTY|1,
+ skill_castend_nodamage_id);
+ }
+ break;
+
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case CR_DEFENDER:
+ case CR_AUTOGUARD:
+ case TK_READYSTORM:
+ case TK_READYDOWN:
+ case TK_READYTURN:
+ case TK_READYCOUNTER:
+ case TK_DODGE:
+ case CR_SHRINK:
+ {
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ int sc = SkillStatusChangeTable[skillid];
+ if (tsc_data && tsc_data[sc].timer != -1)
+ status_change_end(bl, sc, -1);
+ else
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case SL_KAITE:
+ case SL_KAAHI:
+ case SL_KAIZEL:
+ case SL_KAUPE:
+ if (sd) {
+ if (!dstsd || !(
+ (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
+ dstsd->char_id == sd->char_id ||
+ dstsd->char_id == sd->status.partner_id ||
+ dstsd->char_id == sd->status.child
+ )) {
+ status_change_start(src,SC_STAN,skilllv,0,0,0,3000,0);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ }
+ 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 SM_AUTOBERSERK: // Celest
+ {
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ int sc = SkillStatusChangeTable[skillid];
+ if (tsc_data && tsc_data[sc].timer != -1)
+ status_change_end(bl, sc, -1);
+ else
+ status_change_start(bl,sc,skilllv,0,0,0,0,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case TF_HIDING: /* ハイディング */
+ case ST_CHASEWALK: /* ハイディング */
+ {
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ int sc = SkillStatusChangeTable[skillid];
+ if (tsc_data && tsc_data[sc].timer != -1)
+ status_change_end(bl, sc, -1);
+ else
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,-1,1); // Don't display the skill name as it is a hiding skill
+ }
+ break;
+ case TK_RUN:
+ {
+ struct status_change *sc_data = status_get_sc_data(bl);
+ int type = SkillStatusChangeTable[skillid];
+ if(!sc_data)
+ break;
+ if (sc_data[type].timer!=-1)
+ status_change_end(bl,type,-1);
+ else{
+ status_change_start(bl,type,skilllv,status_get_dir(bl),0,0,0,0);
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case AS_CLOAKING: /* ク??キング */
+ {
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ int sc=SkillStatusChangeTable[skillid];
+ if(tsc_data && tsc_data[sc].timer!=-1 )
+ /* 解?怩キる */
+ status_change_end(bl, sc, -1);
+ else
+ /* 付加する */
+ { //Avoid cloaking with no wall and low skill level. [Skotlex]
+ if (sd && skilllv < 3 && skill_check_cloaking(bl))
+ clif_skill_fail(sd,skillid,0,0);
+ else
+ status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ }
+ clif_skill_nodamage(src,bl,skillid,-1,1);
+ }
+ break;
+
+ /* ?地スキル */
+ case BD_LULLABY: /* 子守唄 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
+ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
+ case BD_ROKISWEIL: /* ?キの叫び */
+ case BD_INTOABYSS: /* ?[淵の中に */
+ case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
+ case BA_DISSONANCE: /* 不協和音 */
+ case BA_POEMBRAGI: /* ブラギの? */
+ case BA_WHISTLE: /* 口笛 */
+ case BA_ASSASSINCROSS: /* 夕陽のアサシンク?ス */
+ case BA_APPLEIDUN: /* イドゥンの林檎 */
+ case DC_UGLYDANCE: /* 自分?沁閧ネダンス */
+ case DC_HUMMING: /* ハミング */
+ case DC_DONTFORGETME: /* 私を忘れないで?c */
+ case DC_FORTUNEKISS: /* ?K運のキス */
+ case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
+ break;
+
+ case HP_BASILICA: /* バジリカ */
+ case CG_HERMODE: // Wand of Hermod
+ {
+ struct skill_unit_group *sg;
+ battle_stopwalking(src,1);
+ skill_clear_unitgroup(src);
+ sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
+ if(skillid == CG_HERMODE)
+ status_change_start(src,SC_DANCING,skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv),0);
+ else
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,BCT_SELF,sg->group_id,
+ skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case PA_GOSPEL: /* ゴスペル */
+ {
+ struct status_change *sc_data = status_get_sc_data(src);
+ if (!sc_data) break;
+ if (sc_data[SC_GOSPEL].timer != -1 && sc_data[SC_GOSPEL].val4 == BCT_SELF) {
+ status_change_end(src,SC_GOSPEL,-1);
+ } else {
+ struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
+ if (sc_data[SC_GOSPEL].timer != -1)
+ status_change_end(src,SC_GOSPEL,-1); //Was under someone else's Gospel. [Skotlex]
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case BD_ADAPTATION: /* アドリブ */
+ {
+ 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);
+ }
+ }
+ break;
+
+ case BA_FROSTJOKE: /* 寒いジョ?ク */
+ case DC_SCREAM: /* スクリ?ム */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
+ if (md) { // Mobは?れないから?Aスキル名を叫ばせてみる
+ char temp[128];
+ if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
+ break; //Message won't fit on buffer. [Skotlex]
+ sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
+ clif_GlobalMessage(&md->bl,temp);
+ }
+ break;
+
+
+ case BA_PANGVOICE://パンボイス
+ if(status_get_mode(bl)&MD_BOSS){
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ if(rand()%100 < 50){
+ status_change_start(bl,SC_CONFUSION,7,0,0,0,10000+7000,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }else{
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+
+ case DC_WINKCHARM://魅惑のウィンク
+ if(dstsd){
+ if(rand()%100 < 30) {
+ status_change_start(bl,SC_CONFUSION,7,0,0,0,10000+7000,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }else{
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ }else if(dstmd)
+ {
+ int race = status_get_race(bl);
+ if(!(status_get_mode(bl)&MD_BOSS) && status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8) && rand()%100 < 70) {
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,10000,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ } else{
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ }
+ break;
+
+ case TF_STEAL: // スティ?ル
+ if(sd) {
+ if(pc_steal_item(sd,bl))
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ else
+ clif_skill_fail(sd,skillid,0x0a,0);
+ }
+ break;
+
+ case RG_STEALCOIN: // スティ?ルコイン
+ if(sd) {
+ if(pc_steal_coin(sd,bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
+ }
+ else
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+
+ case MG_STONECURSE: /* スト?ンカ?ス */
+ {
+ 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, fail_flag = 0;
+ if (status_get_mode(bl)&MD_BOSS) {
+ if (sd) clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ if(status_isimmune(bl) || !sc_data)
+ break;
+ if (sc_data[SC_STONE].timer != -1) {
+ status_change_end(bl,SC_STONE,-1);
+ if (sd) {
+ fail_flag = 1;
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ }
+ else if( rand()%100 < (skilllv*4+20)*status_get_sc_def(bl, SC_STONE)/100
+ && !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);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ } else if(sd) {
+ if (skilllv > 5) gem_flag = 0;
+ clif_skill_fail(sd,skillid,0,0);
+ fail_flag = 1;
+ }
+ if (dstmd)
+ mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
+ if (sd && gem_flag) {
+ if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) {
+ // if (!fail_flag) clif_skill_fail(sd,skillid,0,0); This is actually a bug! Altough the gem is checked in skill_check_condition...
+ break;
+ }
+ if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_WIZARD)
+ break; //Do not delete the gemstone.
+ pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
+ }
+ }
+ break;
+
+ case NV_FIRSTAID: /* ?急手? */
+ clif_skill_nodamage(src,bl,skillid,5,1);
+ battle_heal(NULL,bl,5,0,0);
+ break;
+
+ case AL_CURE: /* キュア? */
+ if(status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ status_change_end(bl, SC_SILENCE , -1 );
+ status_change_end(bl, SC_BLIND , -1 );
+ status_change_end(bl, SC_CONFUSION, -1 );
+ if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
+ status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case TF_DETOXIFY: /* 解毒 */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ status_change_end(bl, SC_POISON , -1 );
+ status_change_end(bl, SC_DPOISON , -1 );
+ break;
+
+ case PR_STRECOVERY: /* リカバリ? */
+ {
+ if(status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ status_change_end(bl, SC_FREEZE , -1 );
+ status_change_end(bl, SC_STONE , -1 );
+ status_change_end(bl, SC_SLEEP , -1 );
+ status_change_end(bl, SC_STAN , -1 );
+ if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果
+ 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);
+ }
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstmd){
+ dstmd->attacked_id=0;
+ dstmd->target_id=0;
+ dstmd->state.targettype = NONE_ATTACKABLE;
+ dstmd->state.skillstate=MSS_IDLE;
+ dstmd->next_walktime=tick+rand()%3000+3000;
+ }
+ }
+ break;
+
+ case WZ_ESTIMATION: /* モンスタ??報 */
+ if(sd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_estimation((struct map_session_data *)src,bl);
+ }
+ break;
+
+ case BS_REPAIRWEAPON: /* ?器?C? */
+ if(sd && dstsd)
+ clif_item_repair_list(sd,dstsd);
+ break;
+
+ case MC_IDENTIFY: /* アイテム鑑定 */
+ if(sd)
+ clif_item_identify_list(sd);
+ break;
+
+ // Weapon Refining [Celest]
+ case WS_WEAPONREFINE:
+ if(sd)
+ clif_item_refine_list(sd);
+ break;
+
+ case MC_VENDING: /* 露店開?ン */
+ if(sd)
+ { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
+ if ( pc_can_give_items(pc_isGM(sd)) )
+ clif_skill_fail(sd,skillid,0,0);
+ else
+ clif_openvendingreq(sd,2+sd->skilllv);
+ }
+ break;
+
+ case AL_TELEPORT: /* テレポ?ト */
+ if(sd) {
+ if (map[sd->bl.m].flag.noteleport) { /* テレポ禁止 */
+ clif_skill_teleportmessage(sd,0);
+ break;
+ }
+ if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
+ clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
+ break;
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd->skilllv == 1)
+ if(!battle_config.skip_teleport_lv1_menu) // possibility to skip menu [LuzZza]
+ clif_skill_warppoint(sd,skillid,"Random","","","");
+ else
+ pc_randomwarp(sd,3);
+ else {
+ clif_skill_warppoint(sd,skillid,"Random",
+ mapindex_id2name(sd->status.save_point.map),"","");
+ }
+ } else if(dstmd)
+ mob_warp(dstmd,-1,-1,-1,3);
+ break;
+
+ case AL_HOLYWATER: /* アクアベネディクタ */
+ if(sd) {
+ if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ else
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+
+ case TF_PICKSTONE:
+ if(sd) {
+ int eflag;
+ struct item item_tmp;
+ struct block_list tbl;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ memset(&item_tmp,0,sizeof(item_tmp));
+ memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
+ item_tmp.nameid = 7049;
+ item_tmp.identify = 1;
+ tbl.id = 0;
+ clif_takeitem(&sd->bl,&tbl);
+ eflag = pc_additem(sd,&item_tmp,1);
+ if(eflag) {
+ clif_additem(sd,0,0,eflag);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+ break;
+ case ASC_CDP:
+ if(sd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
+ }
+ break;
+
+ case RG_STRIPWEAPON: /* ストリップウェポン */
+ case RG_STRIPSHIELD: /* ストリップシ?[ルド */
+ case RG_STRIPARMOR: /* ストリップア?[マ?[ */
+ case RG_STRIPHELM: /* ストリップヘルム */
+ case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
+ {
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ int strip_fix, equip = 0;
+ int sclist[4] = {0,0,0,0};
+
+ if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
+ equip |= EQP_WEAPON;
+ if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
+ equip |= EQP_SHIELD;
+ if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
+ equip |= EQP_ARMOR;
+ if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
+ equip |= EQP_HELM;
+
+ strip_fix = status_get_dex(src) - status_get_dex(bl);
+ if(strip_fix < 0)
+ strip_fix=0;
+ if (rand()%100 >= 5+2*skilllv+strip_fix/5)
+ {
+ if (sd)
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+
+ if (dstsd) {
+ for (i=0;i<11;i++) {
+ if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
+ if (equip &EQP_WEAPON && (i == 9 || (i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 4)) && !(dstsd->unstripable_equip &EQP_WEAPON) && !(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1)) {
+ sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
+ pc_unequipitem(dstsd,dstsd->equip_index[i],3);
+ } else if (equip &EQP_SHIELD && i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 5 && !(dstsd->unstripable_equip &EQP_SHIELD) && !(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1)) {
+ sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
+ pc_unequipitem(dstsd,dstsd->equip_index[i],3);
+ } else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1)) {
+ sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
+ pc_unequipitem(dstsd,dstsd->equip_index[i],3);
+ } else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc_data && tsc_data[SC_CP_HELM].timer != -1)) {
+ sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
+ pc_unequipitem(dstsd,dstsd->equip_index[i],3);
+ }
+ }
+ }
+ } else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
+ if (equip &EQP_WEAPON)
+ sclist[0] = SC_STRIPWEAPON;
+ if (equip &EQP_SHIELD)
+ sclist[1] = SC_STRIPSHIELD;
+ if (equip &EQP_ARMOR)
+ sclist[2] = SC_STRIPARMOR;
+ if (equip &EQP_HELM)
+ sclist[3] = SC_STRIPHELM;
+ }
+
+ for (i=0;i<4;i++) {
+ if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
+ status_change_start(bl,sclist[i],skilllv,0,0,0,skill_get_time(skillid,skilllv)+strip_fix/2,0);
+ }
+
+ break;
+ }
+
+ /* PotionPitcher */
+ case AM_BERSERKPITCHER:
+ case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
+ {
+ struct block_list tbl;
+ int i,x,hp = 0,sp = 0,bonus=100;
+ if(sd) {
+ x = skilllv%11 - 1;
+ i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
+ if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
+ if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 1;
+ }
+ }
+ potion_flag = 1;
+ potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
+ potion_target = bl->id;
+ run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
+ pc_delitem(sd,i,skill_db[skillid].amount[x],0);
+ potion_flag = potion_target = 0;
+ if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_ALCHEMIST)
+ bonus += sd->status.base_level;
+ if(potion_per_hp > 0 || potion_per_sp > 0) {
+ hp = status_get_max_hp(bl) * potion_per_hp / 100;
+ hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ if(dstsd) {
+ sp = dstsd->status.max_sp * potion_per_sp / 100;
+ sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ }
+ }
+ else {
+ if(potion_hp > 0) {
+ hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
+ if(dstsd)
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ if(potion_sp > 0) {
+ sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
+ if(dstsd)
+ sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+ }
+ }
+ }
+ else {
+ hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
+ hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
+ if(dstsd)
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ }
+ tbl.id = 0;
+ tbl.m = src->m;
+ tbl.x = src->x;
+ tbl.y = src->y;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
+ clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
+ if(sp > 0)
+ clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
+ battle_heal(src,bl,hp,sp,0);
+ }
+ break;
+ case AM_CP_WEAPON:
+ case AM_CP_SHIELD:
+ case AM_CP_ARMOR:
+ case AM_CP_HELM:
+ {
+ int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ 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 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+ case AM_TWILIGHT1:
+ if (sd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ //Prepare 200 White Potions.
+ if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+ case AM_TWILIGHT2:
+ if (sd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ //Prepare 200 Slim White Potions.
+ if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ break;
+ case AM_TWILIGHT3:
+ if (sd) {
+ //check if you can produce all three, if not, then fail:
+ if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
+ || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
+ || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
+ ) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
+ skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
+ skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
+ }
+ break;
+ case SA_DISPELL: /* ディスペル */
+ {
+ int i;
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (rand()%100 >= (50+10*skilllv)*sc_def_mdef/100 // Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
+ || tsc_data == NULL || (tsc_data[SC_SPIRIT].timer != -1 && tsc_data[SC_SPIRIT].val2 == SL_ROGUE)) //Rogue's spirit defends againt dispel.
+ {
+ if (sd)
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ if(status_isimmune(bl))
+ break;
+ for(i=0;i<SC_MAX;i++){
+ if (tsc_data[i].timer == -1)
+ continue;
+ if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
+ || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
+ || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
+ || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_STEELBODY || i==SC_EDP
+ || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
+ )
+ continue;
+ if(i==SC_BERSERK) tsc_data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
+ status_change_end(bl,i,-1);
+ }
+ }
+ break;
+
+ case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
+ break;
+
+ case TK_HIGHJUMP:
+ {
+ int x,y, dir = status_get_dir(src);
+
+ if (sd && !pc_can_move(sd))
+ return 0;
+ if (md && !mob_can_move(md))
+ return 0;
+
+ x = src->x + dirx[dir]*skilllv*2;
+ y = src->y + diry[dir]*skilllv*2;
+
+ clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
+ if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
+ if (sd) pc_movepos(sd,x,y,0);
+ if (md) mob_warp(md, src->m, x, y, 0);
+ clif_slide(src,x,y);
+ }
+ }
+ break;
+
+ case SA_CASTCANCEL:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_castcancel(src,1);
+ if(sd) {
+ int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
+ sp = sp * (90 - (skilllv-1)*20) / 100;
+ if(sp < 0) sp = 0;
+ pc_heal(sd,0,-sp);
+ }
+ break;
+ case SA_SPELLBREAKER: // スペルブレイカ?
+ {
+ 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,hp = 0;
+ if(bl->type == BL_PC) {
+ if(dstsd && dstsd->skilltimer != -1) {
+ bl_skillid = dstsd->skillid;
+ bl_skilllv = dstsd->skilllv;
+ if (map_flag_vs(bl->m))
+ hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
+ }
+ }
+ else if(bl->type == BL_MOB) {
+ if(dstmd && dstmd->skilltimer != -1) {
+ if (status_get_mode(bl) & MD_BOSS)
+ { //Only 10% success chance against bosses. [Skotlex]
+ if (rand()%100 < 90)
+ {
+ if (sd) clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ } else
+ hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
+ bl_skillid = dstmd->skillid;
+ bl_skilllv = dstmd->skilllv;
+ }
+ }
+ if(bl_skillid > 0 /*&& bl_skillid != PA_PRESSURE && skill_db[bl_skillid].skill_type == BF_MAGIC*/) { //Reports indicate Spell Break cancels any type of skill, except Pressure. [Skotlex]
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_castcancel(bl,0);
+ sp = skill_get_sp(bl_skillid,bl_skilllv);
+ if(dstsd)
+ pc_heal(dstsd,-hp,-sp);
+ if(sd) {
+ sp = sp*(25*(skilllv-1))/100;
+ if(skilllv > 1 && sp < 1) sp = 1;
+ if(sp > 0x7fff) sp = 0x7fff;
+ else if(sp < 1) sp = 1;
+ if(sd->status.sp + sp > sd->status.max_sp) {
+ sp = sd->status.max_sp - sd->status.sp;
+ sd->status.sp = sd->status.max_sp;
+ }
+ else
+ sd->status.sp += sp;
+
+ if (hp && skilllv > 5)
+ { //Recover half damaged HP at levels 6-10 [Skotlex]
+ hp /=2;
+ if(sd->status.hp + hp > sd->status.max_hp) {
+ hp = sd->status.max_hp - sd->status.hp;
+ sd->status.hp = sd->status.max_hp;
+ }
+ else
+ sd->status.hp += hp;
+
+ clif_heal(sd->fd,SP_HP,hp);
+ }
+ clif_heal(sd->fd,SP_SP,sp);
+ }
+ }
+ else if(sd)
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ }
+ break;
+ case SA_MAGICROD:
+ if (status_isimmune(bl))
+ break;
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ break;
+ case SA_AUTOSPELL: /* オ?トスペル */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd)
+ clif_autospell(sd,skilllv);
+ else {
+ int maxlv=1,spellid=0;
+ static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
+ if(skilllv >= 10) {
+ spellid = MG_FROSTDIVER;
+// if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SA_SAGE)
+// maxlv = 10;
+// else
+ maxlv = skilllv - 9;
+ }
+ else if(skilllv >=8) {
+ spellid = MG_FIREBALL;
+ maxlv = skilllv - 7;
+ }
+ else if(skilllv >=5) {
+ spellid = MG_SOULSTRIKE;
+ maxlv = skilllv - 4;
+ }
+ else if(skilllv >=2) {
+ int i = rand()%3;
+ spellid = spellarray[i];
+ maxlv = skilllv - 1;
+ }
+ else if(skilllv > 0) {
+ spellid = MG_NAPALMBEAT;
+ maxlv = 3;
+ }
+ if(spellid > 0)
+ status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
+ skill_get_time(SA_AUTOSPELL,skilllv),0);
+ }
+ break;
+
+ case BS_GREED:
+ if(sd){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinarea(skill_greed,bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,BL_ITEM,bl);
+ }
+ break;
+
+ case SA_ELEMENTWATER:
+ case SA_ELEMENTFIRE:
+ case SA_ELEMENTGROUND:
+ case SA_ELEMENTWIND:
+ if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ dstmd->def_ele = skill_get_pl(skillid);
+ dstmd->def_ele += (1+rand()%4)*20;
+ }
+ break;
+
+ /* ランダム??ォ?化?A???ォ?化?A地?A火?A風 */
+ case NPC_ATTRICHANGE:
+ case NPC_CHANGEWATER:
+ case NPC_CHANGEGROUND:
+ case NPC_CHANGEFIRE:
+ case NPC_CHANGEWIND:
+ /* 毒?A?ケ?A念?A闇 */
+ case NPC_CHANGEPOISON:
+ case NPC_CHANGEHOLY:
+ case NPC_CHANGEDARKNESS:
+ case NPC_CHANGETELEKINESIS:
+ case NPC_CHANGEUNDEAD:
+ if(md){
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ md->def_ele = skill_get_pl(skillid);
+ if (md->def_ele == 0) /* ランダム?化?Aただし?A*/
+ md->def_ele = rand()%10; /* 不死??ォは?怩ュ */
+ md->def_ele += (1+rand()%4)*20; /* ??ォレベルはランダム */
+ }
+ break;
+
+ case NPC_PROVOCATION:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(md)
+ clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
+ break;
+
+ case NPC_HALLUCINATION:
+ if(status_isimmune(bl)) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ 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 NPC_KEEPING:
+ case NPC_BARRIER:
+ {
+ int skill_time = skill_get_time(skillid,skilllv);
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if (md)
+ mob_changestate(md,MS_DELAY,skill_time);
+ else if (sd)
+ sd->attackabletime = sd->canmove_tick = tick + skill_time;
+ }
+ break;
+
+ case NPC_REBIRTH:
+ if (md && md->state.state == MS_DEAD) {
+ mob_setdelayspawn (md->bl.id);
+ }
+ break;
+
+ case NPC_DARKBLESSING:
+ {
+ int sc_def = 100 - status_get_mdef(bl);
+ if(status_isimmune(bl) || status_get_elem_type(bl) == 7 || status_get_race(bl) == 6) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ if(rand()%100 < sc_def*(50+skilllv*5)/100)
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case NPC_LICK:
+ if (dstsd) {
+ if (dstsd->special_state.no_weapon_damage ) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ pc_heal(dstsd,0,-100);
+ }
+ if(rand()%100 < (skilllv*5)*sc_def_vit/100)
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case NPC_SUICIDE: /* 自決 */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
+ break;
+
+ case NPC_SUMMONSLAVE: /* 手下?「喚 */
+ case NPC_SUMMONMONSTER: /* MOB?「喚 */
+ if(md)
+ mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
+ break;
+
+ case NPC_CALLSLAVE: //取り巻き呼び戻し
+ mob_warpslave(src,AREA_SIZE/2);
+ break;
+
+ case NPC_RANDOMMOVE:
+ if (md) {
+ md->next_walktime = tick - 1;
+ mob_randomwalk(md,tick);
+ }
+ break;
+
+ case NPC_SPEEDUP:
+ {
+ // or does it increase casting rate? just a guess xD
+ int i = SC_ASPDPOTION0 + skilllv - 1;
+ if (i > SC_ASPDPOTION3)
+ i = SC_ASPDPOTION3;
+ status_change_start(bl,i,skilllv,0,0,0,skilllv * 60000,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case NPC_REVENGE:
+ // not really needed... but adding here anyway ^^
+ if (md && md->master_id > 0) {
+ struct block_list *mbl, *tbl;
+ if ((mbl = map_id2bl(md->master_id)) == NULL ||
+ (tbl = battle_gettargeted(mbl)) == NULL)
+ break;
+ md->state.provoke_flag = tbl->id;
+ mob_target(md, tbl, md->db->range);
+ }
+ break;
+
+ case NPC_RUN: //後退
+ if(md) {
+ int dist = skilllv; //Run skillv tiles.
+ int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
+ int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
+
+ md->attacked_id = 0;
+ md->attacked_count = 0;
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->state.skillstate = MSS_IDLE;
+ mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
+ }
+ break;
+
+ case NPC_TRANSFORMATION:
+ case NPC_METAMORPHOSIS:
+ if(md) {
+ if (skilllv > 1)
+ { //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
+ mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
+ mob_delete(md);
+ }
+ else
+ { //Transform into another class.
+ int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
+ if (class_) mob_class_change(md, class_);
+ }
+ }
+ break;
+
+ case NPC_EMOTION_ON:
+ case NPC_EMOTION:
+ if(md)
+ {
+ clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
+ if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
+ { //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
+ //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
+ //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
+ int mode, mode2;
+ mode = status_get_mode(src);
+ mode2 = (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
+ if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
+ if (skillid == NPC_EMOTION_ON) //Add a mode
+ mode2|= md->db->skill[md->skillidx].val[2];
+ else //Remove a mode
+ mode2&= ~(md->db->skill[md->skillidx].val[2]);
+ }
+ if (mode == mode2)
+ break; //No change
+ md->mode = mode2;
+ if (md->mode == md->db->mode)
+ md->mode = 0; //Fallback to the db's mode.
+ //Since mode changed, reset their state.
+ mob_stopattack(md);
+ mob_stop_walking(md,0);
+ }
+ }
+ break;
+
+ case NPC_DEFENDER:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ // Equipment breaking monster skills [Celest]
+ case NPC_BREAKWEAPON:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstsd && battle_config.equip_skill_break_rate)
+ pc_breakweapon(dstsd);
+ break;
+
+ case NPC_BREAKARMOR:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstsd && battle_config.equip_skill_break_rate)
+ pc_breakarmor(dstsd);
+ break;
+
+ case NPC_BREAKHELM:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstsd && battle_config.equip_skill_break_rate)
+ pc_breakhelm(dstsd);
+ break;
+
+ case NPC_BREAKSHIELD:
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstsd && battle_config.equip_skill_break_rate)
+ pc_breakshield(dstsd);
+ break;
+
+ case NPC_POWERUP: //NPC爆裂波動
+ status_change_start(bl,SC_EXPLOSIONSPIRITS,skilllv,0,0,0,skilllv * 60000,0);
+ // another random guess xP
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ status_change_start(bl,SC_INCALLSTATUS,skilllv * 5,0,0,0,skilllv * 60000,0);
+ break;
+
+ case NPC_AGIUP:
+ status_change_start(bl,SC_INCAGI,skilllv * 10,0,0,0,skilllv * 60000,0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case NPC_SIEGEMODE:
+ case NPC_INVISIBLE:
+ // not sure what it does
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case WE_MALE: /* 君だけは護るよ */
+ if(sd && dstsd){
+ int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
+ int gain_hp=dstsd->status.max_hp*abs(hp_rate)/100;// The earned is the same % of the target HP than it costed the caster. [Skotlex]
+ gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
+ clif_skill_nodamage(src,bl,skillid,gain_hp,1);
+ }
+ break;
+ case WE_FEMALE: /* あなたの?に??オになります */
+ if(sd && dstsd){
+ int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
+ int gain_sp=dstsd->status.max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
+ gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
+ clif_skill_nodamage(src,bl,skillid,gain_sp,1);
+ }
+ break;
+
+ case WE_CALLPARTNER: /* あなたに?いたい */
+ if(sd){
+ if((dstsd = pc_get_partner(sd)) == NULL){
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
+ clif_skill_teleportmessage(sd,1);
+ map_freeblock_unlock();
+ return 0;
+ }
+ skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
+ pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
+ }
+ break;
+
+// parent-baby skills
+ case WE_BABY:
+ if(sd){
+ struct map_session_data *f_sd = pc_get_father(sd);
+ struct map_session_data *m_sd = pc_get_mother(sd);
+ // if neither was found
+ if(!f_sd && !m_sd){
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
+ if (f_sd) status_change_start(&f_sd->bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ if (m_sd) status_change_start(&m_sd->bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ }
+ break;
+
+ case WE_CALLPARENT:
+ if(sd){
+ struct map_session_data *f_sd = pc_get_father(sd);
+ struct map_session_data *m_sd = pc_get_mother(sd);
+ // if neither was found
+ if(!f_sd && !m_sd){
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto)
+ {
+ clif_skill_teleportmessage(sd,1);
+ map_freeblock_unlock();
+ return 0;
+ }
+ if((!f_sd && m_sd && map[m_sd->bl.m].flag.nowarp) ||
+ (!m_sd && f_sd && map[f_sd->bl.m].flag.nowarp))
+ { //Case where neither one can be warped.
+ clif_skill_teleportmessage(sd,1);
+ map_freeblock_unlock();
+ return 0;
+ }
+ //Warp those that can be warped.
+ if (f_sd && !map[f_sd->bl.m].flag.nowarp)
+ pc_setpos(f_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
+ if (m_sd && !map[m_sd->bl.m].flag.nowarp)
+ pc_setpos(m_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
+ }
+ break;
+
+ case WE_CALLBABY:
+ if(sd && dstsd)
+ {
+ if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
+ clif_skill_teleportmessage(sd,1);
+ map_freeblock_unlock();
+ return 0;
+ }
+ pc_setpos(dstsd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
+ }
+ break;
+
+ case PF_HPCONVERSION: /* ライフ置き換え */
+ clif_skill_nodamage(src, bl, skillid, skilllv, 1);
+ if (sd) {
+ int hp, sp;
+ hp = sd->status.max_hp / 10; //基本はHPの10%
+ sp = hp * 10 * skilllv / 100;
+ if (sd->status.sp + sp > sd->status.max_sp)
+ sp = sd->status.max_sp - sd->status.sp;
+ // we need to check with the sp that was taken away when casting too
+ if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
+ hp = sp = 0;
+ pc_heal(sd, -hp, sp);
+ clif_heal(sd->fd, SP_SP, sp);
+ clif_updatestatus(sd, SP_SP);
+ }
+ break;
+ case HT_REMOVETRAP: /* リム?ブトラップ */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ {
+ struct skill_unit *su=NULL;
+ struct item item_tmp;
+ int flag;
+ if((bl->type==BL_SKILL) &&
+ (su=(struct skill_unit *)bl) &&
+ (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
+ (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
+ {
+ if(sd && su->group->val3 != BD_INTOABYSS)
+ { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
+ if(battle_config.skill_removetrap_type){
+ for(i=0;i<10;i++) {
+ if(skill_db[su->group->skill_id].itemid[i] > 0){
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
+ item_tmp.identify = 1;
+ if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+ }
+ }else{
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid = 1065;
+ item_tmp.identify = 1;
+ if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+ }
+ if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
+ struct block_list *target=map_id2bl(su->group->val2);
+ if(target && (target->type == BL_PC || target->type == BL_MOB))
+ status_change_end(target,SC_ANKLE,-1);
+ }
+ skill_delunit(su);
+ }
+ }
+ break;
+ case HT_SPRINGTRAP: /* スプリングトラップ */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ {
+ struct skill_unit *su=NULL;
+ if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
+ switch(su->group->unit_id){
+ case UNT_ANKLESNARE: // ankle snare
+ if (su->group->val2 != 0)
+ // if it is already trapping something don't spring it,
+ // remove trap should be used instead
+ break;
+ // otherwise fallthrough to below
+ case UNT_BLASTMINE:
+ case UNT_SKIDTRAP:
+ case UNT_LANDMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_CLAYMORETRAP:
+ case UNT_TALKIEBOX:
+ su->group->unit_id = UNT_USED_TRAPS;
+ clif_changelook(bl,LOOK_BASE,su->group->unit_id);
+ su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
+ su->limit=DIFF_TICK(tick+1500,su->group->tick);
+ }
+ }
+ }
+ break;
+ case BD_ENCORE: /* アンコ?ル */
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(sd)
+ skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
+ break;
+
+ case AS_SPLASHER: /* ベナムスプラッシャ? */
+ if(status_get_max_hp(bl)*2/3 < status_get_hp(bl)) { //HPが2/3以??っていたら失敗
+ map_freeblock_unlock();
+ return 1;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case PF_MINDBREAKER: /* プ?ボック */
+ {
+ struct status_change *sc_data = status_get_sc_data(bl);
+
+ /* MVPmobと不死には?かない */
+ if(status_get_mode(bl)&MD_BOSS || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない
+ {
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ if (rand()%100 > 55 + skilllv*5)
+ { //Has a 55% + skilllv*5% success chance.
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ if (sd)
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+
+ if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠?・妨害
+ skill_castcancel(bl,0);
+ if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
+ && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2)
+ skill_castcancel(bl,0);
+
+ if(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)
+ mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
+ }
+ break;
+
+ case PF_SOULCHANGE:
+ {
+ int sp1 = 0, sp2 = 0;
+ if (sd) {
+ if (dstsd) {
+ sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
+ sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
+ sd->status.sp = sp2;
+ dstsd->status.sp = sp1;
+ clif_heal(sd->fd,SP_SP,sp2);
+ clif_updatestatus(sd,SP_SP);
+ clif_heal(dstsd->fd,SP_SP,sp1);
+ clif_updatestatus(dstsd,SP_SP);
+ } else if (dstmd) {
+ if (dstmd->state.soul_change_flag) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ sp2 = sd->status.max_sp * 3 /100;
+ if (sd->status.sp + sp2 > sd->status.max_sp)
+ sp2 = sd->status.max_sp - sd->status.sp;
+ sd->status.sp += sp2;
+ clif_heal(sd->fd,SP_SP,sp2);
+ clif_updatestatus(sd,SP_SP);
+ dstmd->state.soul_change_flag = 1;
+ }
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ // Slim Pitcher
+ case CR_SLIMPITCHER:
+ {
+ if (sd && flag&1) {
+ struct block_list tbl;
+ int hp = potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
+ hp = hp * (100 + (status_get_vit(bl)<<1))/100;
+ if (dstsd) {
+ hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
+ }
+ tbl.id = 0;
+ tbl.m = src->m;
+ tbl.x = src->x;
+ tbl.y = src->y;
+ clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
+ battle_heal(NULL,bl,hp,0,0);
+ }
+ }
+ break;
+ // Full Chemical Protection
+ case CR_FULLPROTECTION:
+ {
+ int i, skilltime;
+ struct status_change *tsc_data = status_get_sc_data(bl);
+ 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 );
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case RG_CLEANER: //AppleGirl
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ 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;
+
+ case PF_DOUBLECASTING:
+ if (rand() % 100 > 30 + skilllv * 10) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ 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_LONGINGFREEDOM:
+ {
+ struct status_change *sc_data = status_get_sc_data(src);
+ if (sc_data && sc_data[SC_LONGING].timer == -1 && sc_data[SC_DANCING].timer != -1 && sc_data[SC_DANCING].val4
+ && sc_data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
+ {
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ }
+ break;
+
+ case CG_TAROTCARD:
+ {
+ int eff, count = -1;
+ if (rand() % 100 > skilllv * 8) {
+ if (sd) clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ do {
+ eff = rand() % 14;
+ clif_specialeffect(bl, 523 + eff, 0);
+ switch (eff)
+ {
+ case 0: // heals SP to 0
+ if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
+ break;
+ case 1: // matk halved
+ status_change_start(bl,SC_INCMATKRATE,-50,0,0,0,30000,0);
+ break;
+ case 2: // all buffs removed
+ status_change_clear_buffs(bl);
+ break;
+ case 3: // 1000 damage, random armor destroyed
+ {
+ int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
+ battle_damage(src, bl, 1000, 0);
+ clif_damage(src,bl,tick,0,0,1000,0,0,0);
+ if (dstsd && battle_config.equip_skill_break_rate) pc_break_equip(dstsd, where[rand() % 3]);
+ }
+ break;
+ case 4: // atk halved
+ status_change_start(bl,SC_INCATKRATE,-50,0,0,0,30000,0);
+ break;
+ case 5: // 2000HP heal, random teleported
+ battle_heal(src, src, 2000, 0, 0);
+ if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
+ else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
+ break;
+ case 6: // random 2 other effects
+ if (count == -1)
+ count = 3;
+ else
+ count++; //Should not retrigger this one.
+ break;
+ case 7: // stop freeze or stoned
+ {
+ int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
+ status_change_start(bl,sc[rand()%3],skilllv,0,0,0,30000,0);
+ }
+ break;
+ case 8: // curse coma and poison
+ status_change_start(bl,SC_COMA,skilllv,0,0,0,30000,0);
+ status_change_start(bl,SC_CURSE,skilllv,0,0,0,30000,0);
+ status_change_start(bl,SC_POISON,skilllv,0,0,0,30000,0);
+ break;
+ case 9: // chaos
+ status_change_start(bl,SC_CONFUSION,skilllv,0,0,0,30000,0);
+ break;
+ case 10: // 6666 damage, atk matk halved, cursed
+ battle_damage(src, bl, 6666, 0);
+ clif_damage(src,bl,tick,0,0,6666,0,0,0);
+ status_change_start(bl,SC_INCATKRATE,-50,0,0,0,30000,0);
+ status_change_start(bl,SC_INCMATKRATE,-50,0,0,0,30000,0);
+ status_change_start(bl,SC_CURSE,skilllv,0,0,0,30000,0);
+ break;
+ case 11: // 4444 damage
+ battle_damage(src, bl, 4444, 0);
+ clif_damage(src,bl,tick,0,0,4444,0,0,0);
+ break;
+ case 12: // stun
+ status_change_start(bl,SC_STAN,skilllv,0,0,0,5000,0);
+ break;
+ case 13: // atk,matk,hit,flee,def reduced
+ status_change_start(bl,SC_INCATKRATE,-20,0,0,0,30000,0);
+ status_change_start(bl,SC_INCMATKRATE,-20,0,0,0,30000,0);
+ status_change_start(bl,SC_INCHITRATE,-20,0,0,0,30000,0);
+ status_change_start(bl,SC_INCFLEERATE,-20,0,0,0,30000,0);
+ status_change_start(bl,SC_INCDEFRATE,-20,0,0,0,30000,0);
+ break;
+ default:
+ break;
+ }
+ } while ((--count) > 0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case SL_ALCHEMIST:
+ case SL_ASSASIN:
+ case SL_BARDDANCER:
+ case SL_BLACKSMITH:
+ case SL_CRUSADER:
+ case SL_HUNTER:
+ case SL_KNIGHT:
+ case SL_MONK:
+ case SL_PRIEST:
+ case SL_ROGUE:
+ case SL_SAGE:
+ case SL_SOULLINKER:
+ case SL_STAR:
+ case SL_SUPERNOVICE:
+ case SL_WIZARD:
+ if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == SkillStatusChangeTable[skillid])) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ status_change_start(bl,SC_SPIRIT,skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
+ status_change_start(src,SC_COMBO,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case SL_HIGH:
+ if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(src,SC_COMBO,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case SL_SKA: // [marquis007]
+ if (sd && bl->type != BL_MOB) {
+ status_change_start(src,SC_STAN,skilllv,0,0,0,3000,0);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ if (sd && status_get_mode(bl)&MD_BOSS)
+ clif_skill_fail(sd,skillid,0,0);
+ 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 SL_SWOO:
+ if (sd && bl->type != BL_MOB) {
+ status_change_start(src,SC_STAN,skilllv,0,0,0,3000,0);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,status_get_mode(bl)&MD_BOSS?skill_get_time(skillid,skilllv)/5:skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+
+ case SL_SKE:
+ if (sd && bl->type != BL_MOB) {
+ status_change_start(src,SC_STAN,skilllv,0,0,0,3000,0);
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0 );
+ status_change_start(src,SC_COMBO,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,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,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_GUILD|1,
+ skill_castend_nodamage_id);
+ guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ }
+ }
+ break;
+ case GD_REGENERATION:
+ {
+ struct guild *g = NULL;
+ // Only usable during WoE
+ if (!agit_flag) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ if(flag&1) {
+ if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
+ status_change_start(&dstsd->bl,SC_REGENERATION,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,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_GUILD|1,
+ skill_castend_nodamage_id);
+ guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ }
+ }
+ break;
+ case GD_RESTORE:
+ {
+ struct guild *g = NULL;
+ // Only usable during WoE
+ if (!agit_flag) {
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ if(flag&1) {
+ if (dstsd && dstsd->status.guild_id == sd->status.guild_id) {
+ int hp, sp;
+ hp = dstsd->status.max_hp*9/10;
+ sp = dstsd->status.max_sp*9/10;
+ sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
+ clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
+ battle_heal(NULL,bl,hp,sp,0);
+ }
+ }
+ else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
+ strcmp(sd->status.name,g->master)==0) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ map_foreachinarea(skill_area_sub,
+ src->m,src->x-15,src->y-15,src->x+15,src->y+15,BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_GUILD|1,
+ skill_castend_nodamage_id);
+ guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ }
+ }
+ break;
+ case GD_EMERGENCYCALL:
+ {
+ int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
+ int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
+ int j = 0;
+ struct guild *g = NULL;
+ if (!sd || !sd->state.gmaster_flag)
+ break;
+ //Reports say this particular skill is usable anywhere! o.o [Skotlex]
+ //And now people say that's not true... MEH. Will they EVER make up their mind?
+ if (/*map[sd->bl.m].flag.nowarpto &&*/ !map_flag_gvg(sd->bl.m))
+ { //if not allowed to warp to the map (castles are always allowed)
+ clif_skill_fail(sd,skillid,0,0);
+ map_freeblock_unlock();
+ return 0;
+ }
+ // i don't know if it actually summons in a circle, but oh well. ;P
+ g = sd->state.gmaster_flag;
+ for(i = 0; i < g->max_member; i++, j++) {
+ if (j>8) j=0;
+ if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
+ if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
+ continue;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
+ dx[j] = dy[j] = 0;
+ pc_setpos(dstsd, sd->mapindex, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
+ }
+ }
+ guild_block_skill(sd,skill_get_time2(skillid,skilllv));
+ }
+ break;
+
+ case SG_FEEL:
+ if (sd) {
+ if(!sd->feel_map[skilllv-1].index) {
+ sd->feel_level=skilllv-1;
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_parse_ReqFeel(sd->fd,sd);
+ }
+ else
+ clif_feel_info(sd, skilllv-1);
+ }
+ break;
+
+ case SG_HATE:
+ if (sd) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ if(dstsd) //PC
+ {
+ sd->hate_mob[skilllv-1] = dstsd->status.class_;
+ pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
+ clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
+ }
+ else if(dstmd) // mob
+ {
+ switch(skilllv)
+ {
+ case 1:
+ if (status_get_size(bl)==0)
+ {
+ sd->hate_mob[0] = dstmd->class_;
+ pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
+ clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
+ } else clif_skill_fail(sd,skillid,0,0);
+ break;
+ case 2:
+ if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
+ {
+ sd->hate_mob[1] = dstmd->class_;
+ pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
+ clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
+ } else clif_skill_fail(sd,skillid,0,0);
+ break;
+ case 3:
+ if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
+ {
+ sd->hate_mob[2] = dstmd->class_;
+ pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
+ clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
+ } else clif_skill_fail(sd,skillid,0,0);
+ break;
+ default:
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ }
+ }
+ break;
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,skillid,skill_get_range(skillid,skilllv),skill_get_time(skillid,skilllv),0);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ break;
+ case SG_SUN_COMFORT:
+ case SG_MOON_COMFORT:
+ case SG_STAR_COMFORT:
+ 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 SG_FUSION:
+ if (sd && sd->sc_data && sd->sc_data[SC_FUSION].timer != -1)
+ status_change_end(&sd->bl,SkillStatusChangeTable[skillid],-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;
+
+ default:
+ ShowWarning("Unknown skill used:%d\n",skillid);
+ map_freeblock_unlock();
+ return 1;
+ }
+
+ map_freeblock_unlock();
+ return 0;
+}
+
+/*==========================================
+ * スキル使用?i詠?・完了?AID指定?j
+ *------------------------------------------
+ */
+int skill_castend_id( int tid, unsigned int tick, int id,int data )
+{
+ struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
+ struct block_list *bl;
+ int delay,inf2;
+
+ nullpo_retr(0, sd);
+
+//Code cleanup.
+#undef skill_failed
+#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
+
+ if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
+ { /* タイマIDの確認 */
+ ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
+ sd->skilltimer = -1;
+ return 0;
+ }
+
+ if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
+ { //Finished casting between maps, or the skill has failed after starting casting{
+ sd->skilltimer = -1;
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
+ status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
+
+ if(sd->skillid != SA_CASTCANCEL)
+ sd->skilltimer=-1;
+
+ if((bl=map_id2bl(sd->skilltarget))==NULL ||
+ bl->prev==NULL || sd->bl.m != bl->m) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(sd->skillid == RG_BACKSTAP) {
+ int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
+ if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+ }
+
+ if (sd->skillid == PR_LEXDIVINA)
+ {
+ struct status_change *sc_data = status_get_sc_data(bl);
+ if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
+ (!sc_data || sc_data[SC_SILENCE].timer == -1)) //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
+ {
+ clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
+ skill_failed(sd);
+ return 0;
+ }
+ } else {
+ inf2 = skill_get_inf(sd->skillid);
+ if((inf2&INF_ATTACK_SKILL ||
+ (inf2&INF_SELF_SKILL && sd->bl.id != bl->id && skill_get_nk(sd->skillid) != NK_NO_DAMAGE)) //Self skills that cause damage (EF, Combo Skills, etc)
+ && battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
+ ) {
+ skill_failed(sd);
+ return 0;
+ }
+ }
+ if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
+ { //Avoid doing double checks for instant-cast skills.
+ if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
+ clif_skill_fail(sd,sd->skillid,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+
+ inf2 = skill_get_inf2(sd->skillid);
+ if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
+ int fail_flag = 1;
+ if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
+ fail_flag = 0;
+ else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
+ fail_flag = 0;
+
+ if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
+ //Soul Change overrides this restriction during pvp/gvg [Skotlex]
+ fail_flag = 0;
+
+ if(fail_flag) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+ }
+
+ if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
+ {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
+ skill_check_condition(sd,1);
+
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(!skill_check_condition(sd,1)) { /* 使用??チェック */
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(battle_config.pc_skill_log)
+ ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
+ pc_stop_walking(sd,0);
+
+ if (sd->skillid == SA_MAGICROD)
+ delay = 0;
+ else
+ delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
+
+ sd->canact_tick = tick + delay;
+ if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
+ sd->canmove_tick = tick + delay;
+ switch( skill_get_nk(sd->skillid) )
+ {
+ case NK_NO_DAMAGE:
+ skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
+ break;
+ case NK_SPLASH_DAMAGE:
+ default:
+ skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
+ break;
+ }
+
+ if(sd->sc_data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
+ status_change_end(&sd->bl,SC_MAGICPOWER,-1);
+
+ if (sd->skillid != AL_TELEPORT && sd->skillid != WS_WEAPONREFINE) {
+ sd->skillid = sd->skilllv = -1; //Clean this up for future references to battle_getcurrentskill. [Skotlex]
+ sd->skilltarget = 0;
+ }
+ return 0;
+}
+
+/*---------------------------------------------------------------------------- */
+
+/*==========================================
+ * スキル使用?i詠?・完了?A??且w定?j
+ *------------------------------------------
+ */
+int skill_castend_pos( int tid, unsigned int tick, int id,int data )
+{
+ struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
+ int delay,maxcount;
+
+ nullpo_retr(0, sd);
+
+//Code cleanup.
+#undef skill_failed
+#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
+
+ if( sd->skilltimer != tid )
+ { /* タイマIDの確認 */
+ ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
+ sd->skilltimer = -1;
+ return 0;
+ }
+
+ if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
+ status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);
+
+ sd->skilltimer=-1;
+ if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
+ { // skill has failed after starting casting
+ return 0;
+ }
+
+ if (!battle_config.pc_skill_reiteration &&
+ skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
+ skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+
+ if (battle_config.pc_skill_nofootset &&
+ skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
+ skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+ if(battle_config.pc_land_skill_limit) {
+ maxcount = skill_get_maxcount(sd->skillid);
+ if(maxcount > 0) {
+ int i,c;
+ for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
+ if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
+ c++;
+ }
+ if(c >= maxcount) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+ }
+ }
+
+ if(tid != -1)
+ { //Avoid double checks on instant cast skills. [Skotlex]
+ if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
+ {
+ skill_failed(sd);
+ return 0;
+ }
+ if(!check_distance_blxy(&sd->bl, sd->skillx, sd->skilly, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range)) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ if(battle_config.skill_out_range_consume) //Consume items anyway.
+ skill_check_condition(sd,1);
+
+ skill_failed(sd);
+ return 0;
+ }
+ }
+
+ if(!skill_check_condition(sd,1)) { /* 使用??チェック */
+ skill_failed(sd);
+ return 0;
+ }
+ if(battle_config.pc_skill_log)
+ ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
+ pc_stop_walking(sd,0);
+
+ delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
+ sd->canact_tick = tick + delay;
+ if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
+ sd->canmove_tick = tick + delay;
+
+ skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
+
+ if (sd->skillid != AL_WARP)
+ sd->skillid = sd->skilllv = -1; //Clean this up for future references to battle_getcurrentskill. [Skotlex]
+ return 0;
+}
+
+/*==========================================
+ * スキル使用?i詠?・完了?A??且w定の??ロの???j
+ *------------------------------------------
+ */
+int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
+{
+ struct map_session_data *sd=NULL;
+ struct status_change *sc_data;
+ int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;
+
+ //if(skilllv <= 0) return 0;
+ if(skillid > 0 && skilllv <= 0) return 0; // celest
+
+ nullpo_retr(0, src);
+
+ if(src->type==BL_PC)
+ sd=(struct map_session_data *)src;
+
+ sc_data = status_get_sc_data(src); //Needed for Magic Power checks.
+
+ if( skillid != WZ_METEOR &&
+ skillid != AM_CANNIBALIZE &&
+ skillid != AM_SPHEREMINE &&
+ skillid != CR_CULTIVATION &&
+ skillid != AC_SHOWER)
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+
+//Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
+// if (sd && skillnotok(skillid, sd)) // [MouseJstr]
+// return 0;
+
+ switch(skillid)
+ {
+ case PR_BENEDICTIO: /* ?ケ??~福 */
+ skill_area_temp[1] = src->id;
+ map_foreachinarea(skill_area_sub,
+ src->m, x-1, y-1, x+1, y+1, BL_PC,
+ src, skillid, skilllv, tick, flag|BCT_ALL|1,
+ skill_castend_nodamage_id);
+ map_foreachinarea(skill_area_sub,
+ src->m, x-1, y-1, x+1, y+1, BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ break;
+
+ case AC_SHOWER:
+ { //One of the few skills that can attack traps.
+ int r = 2;
+ map_foreachinarea (skill_area_sub,
+ src->m, x-r, y-r, x+r, y+r, BL_CHAR|BL_SKILL,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+ }
+ break;
+
+ case BS_HAMMERFALL:
+ {
+ int r = 2;
+ if (skilllv > 5) {
+ r = 14;
+ skilllv = 5; // スタン率?繧ェりすぎるため計算はLv5で固定
+ }
+ skill_area_temp[1] = src->id;
+ skill_area_temp[2] = x;
+ skill_area_temp[3] = y;
+ map_foreachinarea (skill_area_sub,
+ src->m, x-r, y-r, x+r, y+r, BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
+ skill_castend_nodamage_id);
+ }
+ break;
+
+ case HT_DETECTING: /* ディテクティング */
+ map_foreachinarea( status_change_timer_sub,
+ src->m, x-1, y-1, x+1,y+1,BL_CHAR,
+ src,SC_SIGHT,tick);
+ break;
+
+ case MG_SAFETYWALL: /* セイフティウォ?ル */
+ case MG_FIREWALL: /* ファイヤ?ウォ?ル */
+ case MG_THUNDERSTORM: /* サンダ?スト?ム */
+ case AL_PNEUMA: /* ニュ?マ */
+ case WZ_ICEWALL: /* アイスウォ?ル */
+ case WZ_FIREPILLAR: /* ファイアピラ? */
+ case WZ_QUAGMIRE: /* クァグマイア */
+ case WZ_VERMILION: /* ??ドオブヴァ?ミリオン */
+ case WZ_STORMGUST: /* スト?ムガスト */
+ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
+ case PR_SANCTUARY: /* サンクチュアリ */
+ case PR_MAGNUS: /* マグヌスエクソシズム */
+ case CR_GRANDCROSS: /* グランドク?ス */
+ case NPC_GRANDDARKNESS: /*闇グランドク?ス*/
+ case HT_SKIDTRAP: /* スキッドトラップ */
+ case HT_LANDMINE: /* ランドマイン */
+ case HT_ANKLESNARE: /* アンクルスネア */
+ case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
+ case HT_SANDMAN: /* サンドマン */
+ case HT_FLASHER: /* フラッシャ? */
+ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
+ case HT_BLASTMINE: /* ブラストマイン */
+ case HT_CLAYMORETRAP: /* クレイモア?トラップ */
+ case AS_VENOMDUST: /* ベノムダスト */
+ case AM_DEMONSTRATION: /* デモンストレ?ション */
+ case PF_FOGWALL: /* フォグウォ?ル */
+ case PF_SPIDERWEB: /* スパイダ?ウェッブ */
+ case HT_TALKIEBOX: /* ト?キ?ボックス */
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ break;
+
+ case RG_GRAFFITI: /* Graffiti [Valaris] */
+ skill_clear_unitgroup(src);
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ break;
+
+ case RG_CLEANER: // [Valaris]
+ map_foreachinarea(skill_graffitiremover,src->m,x-5,y-5,x+5,y+5,BL_SKILL);
+ break;
+ case SA_VOLCANO: /* ボルケ?ノ */
+ case SA_DELUGE: /* デリュ?ジ */
+ case SA_VIOLENTGALE: /* バイオレントゲイル */
+ case SA_LANDPROTECTOR: /* ランドプ?テクタ? */
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ break;
+
+ case WZ_METEOR: //?テオスト?ム
+ {
+ int flag=0;
+ if (sc_data && sc_data[SC_MAGICPOWER].timer != -1)
+ flag = flag|2; //Store the magic power flag for future use. [Skotlex]
+ for(i=0;i<2+(skilllv>>1);i++) {
+ int j=0;
+ do {
+ tmpx = x + (rand()%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&1)){
+ clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
+ flag=flag|1;
+ }
+ if(i > 0)
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
+ x1 = tmpx;
+ y1 = tmpy;
+ }
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
+ }
+ break;
+
+ case AL_WARP: /* ??プポ?タル */
+ if(sd) {
+ clif_skill_warppoint(sd,skillid,mapindex_id2name(sd->status.save_point.map),
+ (sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
+ (sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
+ (sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
+ }
+ break;
+
+ case MO_BODYRELOCATION:
+ if (sd) {
+ pc_movepos(sd, x, y, 1);
+ pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
+ } else if (src->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)src;
+ mob_warp(md, -1, x, y, 0);
+ clif_spawnmob(md);
+ }
+ break;
+ case AM_CANNIBALIZE: // バイオプラント
+ if(sd) {
+ int id;
+ int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
+ struct mob_data *md;
+
+ // Correct info, don't change any of this! [celest]
+ id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");
+
+ if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
+ md->master_id = sd->bl.id;
+ // different levels of HP according to skill level
+ md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
+ md->max_hp = md->hp; //Update the max, too! [Skotlex]
+ md->special_state.ai = 1;
+ //非移動でアクティブで反撃する[0x0:非移動 0x1:移動 0x4:ACT 0x8:非ACT 0x40:反撃無 0x80:反撃有]
+ md->mode = MD_CANATTACK|MD_AGGRESSIVE;
+ md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
+ }
+ // To-do: ?「還されるモンスタ?[には?「還したプレ?[ヤ?[の名前が付きます
+ // (attach name of player?)
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ }
+ break;
+ case AM_SPHEREMINE: // スフィア?マイン
+ if(sd){
+ int id;
+ struct mob_data *md;
+
+ id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
+ if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
+ md->master_id = sd->bl.id;
+ md->hp = 2000 + skilllv * 400;
+ md->max_hp = md->hp; //Update the max, too! [Skotlex]
+ md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
+ md->special_state.ai = 2;
+ md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
+ }
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ }
+ break;
+
+ // Slim Pitcher [Celest]
+ case CR_SLIMPITCHER:
+ {
+ if (sd) {
+ int i = skilllv%11 - 1;
+ int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
+ if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
+ sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
+ clif_skill_fail(sd,skillid,0,0);
+ return 1;
+ }
+ potion_flag = 1;
+ potion_hp = 0;
+ run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
+ pc_delitem(sd,j,skill_db[skillid].amount[i],0);
+ potion_flag = 0;
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ if(potion_hp > 0) {
+ map_foreachinarea(skill_area_sub,
+ src->m,x-3,y-3,x+3,y+3,BL_CHAR,
+ src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+ skill_castend_nodamage_id);
+ }
+ }
+ }
+ break;
+
+ case HW_GANBANTEIN:
+ if (rand()%100 < 80) {
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ map_foreachinarea (skill_ganbatein, src->m, x-1, y-1, x+1, y+1, BL_SKILL);
+ } else {
+ clif_skill_fail(sd,skillid,0,0);
+ return 1;
+ }
+ break;
+
+ case HW_GRAVITATION:
+ {
+ struct skill_unit_group *sg;
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
+ status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,BCT_SELF,(int)sg,
+ skill_get_time(skillid,skilllv),0);
+ }
+ break;
+
+ // Plant Cultivation [Celest]
+ case CR_CULTIVATION:
+ {
+ if (sd) {
+ int i = skilllv - 1;
+ int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
+ if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
+ sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
+ clif_skill_fail(sd,skillid,0,0);
+ return 1;
+ }
+ pc_delitem(sd,j,skill_db[skillid].amount[i],0);
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ if (rand()%100 < 50)
+ mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
+ else
+ clif_skill_fail(sd,skillid,0,0);
+ }
+ }
+ break;
+ }
+
+ if (sc_data && sc_data[SC_MAGICPOWER].timer != -1)
+ status_change_end(&sd->bl,SC_MAGICPOWER,-1);
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用?i詠?・完了?Amap指定?j
+ *------------------------------------------
+ */
+int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
+{
+ int x=0,y=0;
+
+ nullpo_retr(0, sd);
+
+//Simplify skill_failed code.
+#undef skill_failed
+#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; }
+
+ if( sd->bl.prev == NULL || pc_isdead(sd) )
+ return 0;
+
+//Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
+// if(skillnotok(skill_num, sd))
+// return 0;
+
+ if( sd->opt1>0 || sd->status.option&2 ) {
+ skill_failed(sd);
+ return 0;
+ }
+ //スキルが使えない?態異?中
+ if(sd->sc_count){
+ if( sd->sc_data[SC_SILENCE].timer!=-1 ||
+ sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
+ sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
+ sd->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) /* 不?ウパケットらしい */
+ return 0;
+
+ if (strlen(map) > MAP_NAME_LENGTH-1)
+ { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
+ if (battle_config.error_log)
+ ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
+ skill_failed(sd);
+ return 0;
+ }
+
+ pc_stopattack(sd);
+
+ if(battle_config.pc_skill_log)
+ ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
+ pc_stop_walking(sd,0);
+
+ if(strcmp(map,"cancel")==0) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ switch(skill_num){
+ case AL_TELEPORT: /* テレポ?ト */
+ if(strcmp(map,"Random")==0)
+ pc_randomwarp(sd,3);
+ else
+ pc_setpos(sd,sd->status.save_point.map,
+ sd->status.save_point.x,sd->status.save_point.y,3);
+ break;
+
+ case AL_WARP: /* ??プポ?タル */
+ {
+ const struct point *p[4];
+ struct skill_unit_group *group;
+ int i;
+ int maxcount=0;
+ unsigned short mapindex;
+ mapindex = mapindex_name2id((char*)map);
+ if(!mapindex) { //Given map not found?
+ clif_skill_fail(sd,skill_num,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+ p[0] = &sd->status.save_point;
+ p[1] = &sd->status.memo_point[0];
+ p[2] = &sd->status.memo_point[1];
+ p[3] = &sd->status.memo_point[2];
+
+ if((maxcount = skill_get_maxcount(skill_num)) > 0) {
+ int c;
+ for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
+ if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
+ c++;
+ }
+ if(c >= maxcount) {
+ clif_skill_fail(sd,skill_num,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+ }
+
+ if(sd->skilllv <= 0) return 0;
+ for(i=0;i<sd->skilllv;i++){
+ if(mapindex == p[i]->map){
+ x=p[i]->x;
+ y=p[i]->y;
+ break;
+ }
+ }
+ if(x==0 || y==0) { /* 不?ウパケット?H */
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(!skill_check_condition(sd,3))
+ {
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,sd->skilllv) > 0) {
+ clif_skill_fail(sd,0,0,0);
+ skill_failed(sd);
+ return 0;
+ }
+ if((group=skill_unitsetting(&sd->bl,skill_num,sd->skilllv,sd->skillx,sd->skilly,0))==NULL) {
+ skill_failed(sd);
+ return 0;
+ }
+ //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
+ group->val3 = mapindex;
+// group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
+// memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
+ group->val2=(x<<16)|y;
+ }
+ break;
+ }
+
+ sd->skillid = sd->skilllv = -1;
+ return 0;
+}
+
+/*==========================================
+ * Initializes and sets a ground skill.
+ * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
+ * flag&2 is used to determine if this skill was casted with Magic Power active.
+ *------------------------------------------
+ */
+struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
+{
+ struct skill_unit_group *group;
+ int i,limit,val1=0,val2=0,val3=0;
+ int count=0;
+ int target,interval,range,unit_flag;
+ struct skill_unit_layout *layout;
+ struct status_change *sc_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);
+
+ sc_data = status_get_sc_data(src); // for traps, firewall and fogwall - celest
+
+ switch(skillid){ /* ?ン定 */
+
+ case MG_SAFETYWALL: /* セイフティウォ?ル */
+ val2=skilllv+1;
+ break;
+ case MG_FIREWALL: /* ファイヤ?ウォ?ル */
+ if(sc_data && sc_data[SC_VIOLENTGALE].timer!=-1)
+ limit = limit*3/2;
+ val2=4+skilllv;
+ break;
+
+ case AL_WARP: /* ??プポ?タル */
+ val1=skilllv+6;
+ if(!(flag&1))
+ limit=2000;
+ active_flag=0;
+ break;
+
+ case PR_SANCTUARY: /* サンクチュアリ */
+ val1=(skilllv+3)*2;
+ val2=(skilllv>6)?777:skilllv*100;
+ break;
+
+ case WZ_FIREPILLAR: /* ファイア?ピラ? */
+ if((flag&1)!=0)
+ limit=1000;
+ val1=skilllv+2;
+ if(skilllv >= 6)
+ range=2;
+ break;
+ case WZ_METEOR:
+ if (skilllv > 10) //?L範囲?テオ
+ range = 10;
+ break;
+ case WZ_VERMILION:
+ if (skilllv > 10) //?L範囲LOV
+ range = 25;
+ break;
+ case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
+ case AM_DEMONSTRATION:
+ if (map_flag_vs(src->m) && battle_config.vs_traps_bctall)
+ target = BCT_ALL;
+ break;
+ case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
+ val1=skilllv*15+10;
+ case HT_SANDMAN: /* サンドマン */
+ case HT_CLAYMORETRAP: /* クレイモア?トラップ */
+ case HT_SKIDTRAP: /* スキッドトラップ */
+ case HT_LANDMINE: /* ランドマイン */
+ case HT_ANKLESNARE: /* アンクルスネア */
+ case HT_FLASHER: /* フラッシャ? */
+ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
+ case HT_BLASTMINE: /* ブラストマイン */
+ if (sc_data && sc_data[SC_INTOABYSS].timer != -1)
+ val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
+ if (map_flag_gvg(src->m))
+ limit *= 4; // longer trap times in WOE [celest]
+ if (battle_config.vs_traps_bctall && map_flag_vs(src->m))
+ target = BCT_ALL; //Change target to all [Skotlex]
+ break;
+
+ case SA_LANDPROTECTOR: /* グランドク?ス */
+ {
+ int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
+ val1=skilllv*15+10;
+ aoe_diameter=skilllv+skilllv%2+5;
+ count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
+ }
+ //No break because we also have to check if we use gemstones. [Skotlex]
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ {
+ struct skill_unit_group *old_sg;
+ if ((old_sg = skill_locate_element_field(src)) != NULL)
+ {
+ if (old_sg->skill_id == skillid && old_sg->limit > 0)
+ { //Use the previous limit (minus the elapsed time) [Skotlex]
+ limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
+ if (limit < 0) //This can happen...
+ limit = skill_get_time(skillid,skilllv);
+ }
+ skill_clear_element_field(src);
+ }
+ break;
+ }
+
+ case BA_DISSONANCE:
+ case DC_UGLYDANCE:
+ val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
+ break;
+ case BA_WHISTLE:
+ val1 = skilllv+(status_get_agi(src)/10); // Flee increase
+ val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
+ if(src->type == BL_PC){
+ val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ }
+ break;
+ case DC_HUMMING:
+ val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
+ if(src->type == BL_PC)
+ val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
+ break;
+ case BA_POEMBRAGI:
+ val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
+ val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
+ if(src->type == BL_PC){
+ val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ }
+ break;
+ case DC_DONTFORGETME:
+ val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
+ val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
+ if(src->type == BL_PC){
+ val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
+ val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
+ }
+ break;
+ case BA_APPLEIDUN:
+ val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
+ val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
+ if(src->type == BL_PC){
+ val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ }
+ break;
+ case DC_SERVICEFORYOU:
+ val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
+ val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
+ if(src->type == BL_PC){
+ val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
+ val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
+ }
+ break;
+ case BA_ASSASSINCROSS:
+ val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
+ if(src->type == BL_PC)
+ val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
+ break;
+ case DC_FORTUNEKISS:
+ val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
+ if(src->type == BL_PC)
+ val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
+ break;
+ case BD_LULLABY:
+ val1 = 11; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
+ break;
+ case BD_DRUMBATTLEFIELD:
+ val1 = (skilllv+1)*25; //Watk increase
+ val2 = (skilllv+1)*2; //Def increase
+ break;
+ case BD_RINGNIBELUNGEN:
+ val1 = (skilllv+2)*25; //Watk increase
+ break;
+ case BD_SIEGFRIED:
+ val1 = 55 + skilllv*5; //Elemental Resistance
+ val2 = skilllv*10; //Status ailment resistance
+ break;
+ case BD_ETERNALCHAOS:
+ break;
+ case PF_FOGWALL: /* フォグウォ?ル */
+ if(sc_data && sc_data[SC_DELUGE].timer!=-1) limit *= 2;
+ break;
+
+ case RG_GRAFFITI: /* Graffiti */
+ count=1; // Leave this at 1 [Valaris]
+ break;
+ }
+
+ if (val3==0 && (flag&2 || (sc_data && sc_data[SC_MAGICPOWER].timer != -1)))
+ val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
+
+ nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
+ skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
+ group->limit=limit;
+ group->val1=val1;
+ group->val2=val2;
+ group->val3=val3;
+ group->target_flag=target;
+ group->bl_flag= skill_get_unit_bl_target(skillid);
+ group->interval=interval;
+ if(skillid==HT_TALKIEBOX ||
+ skillid==RG_GRAFFITI){
+ group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
+ if(group->valstr==NULL){
+ ShowFatalError("skill_castend_map: out of memory !\n");
+ exit(1);
+ }
+ memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
+ }
+
+ //Why redefine local variables when the ones of the function can be reused? [Skotlex]
+ val1=skilllv;
+ val2=0;
+ limit=group->limit;
+ for(i=0;i<layout->count;i++){
+ struct skill_unit *unit;
+ int ux,uy,alive=1;
+ ux = x + layout->dx[i];
+ uy = y + layout->dy[i];
+ switch (skillid) {
+ case MG_FIREWALL: /* ファイヤ?ウォ?ル */
+ val2=group->val2;
+ break;
+ case WZ_ICEWALL: /* アイスウォ?ル */
+ if(skilllv <= 1)
+ val1 = 500;
+ else
+ val1 = 200 + 200*skilllv;
+ break;
+ case RG_GRAFFITI: /* Graffiti [Valaris] */
+ ux+=(i%5-2);
+ uy+=(i/5-2);
+ break;
+ }
+ //直?繝Xキルの???ン置?タ標?繧ノランドプ?テクタ?がないかチェック
+ if(range<=0)
+ map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
+
+ if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
+ alive = 0;
+
+ if (alive && battle_config.skill_wall_check) {
+ //Check if there's a path between cell and center of casting.
+ struct walkpath_data wpd;
+ if (path_search(&wpd,src->m,ux,uy,x,y,1)==-1)
+ alive = 0;
+ }
+
+ if(alive && skillid == WZ_ICEWALL) {
+ if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
+ alive=0;
+ else {
+ val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
+ if(val2==5 || val2==1)
+ alive=0;
+ else
+ clif_changemapcell(src->m,ux,uy,5,0);
+ }
+ }
+
+ if(alive){
+ nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
+ unit->val1=val1;
+ unit->val2=val2;
+ unit->limit=limit;
+ unit->range=range;
+
+ if (range==0 && active_flag)
+ map_foreachincell(skill_unit_effect,unit->bl.m,
+ unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+ }
+ }
+
+ return group;
+}
+
+/*==========================================
+ * スキルユニットの?動イベント
+ *------------------------------------------
+ */
+int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
+{
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ struct status_change *sc_data;
+ int type;
+ short *opt;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ if(bl->prev==NULL || !src->alive || status_isdead(bl))
+ return 0;
+
+ nullpo_retr(0, sg=src->group);
+ nullpo_retr(0, ss=map_id2bl(sg->src_id));
+
+ if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
+ return 0; //AoE skills are ineffective. [Skotlex]
+
+ if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
+ return 0;
+
+ if ((opt = status_get_option(bl)) && ((*opt)&OPTION_HIDE) && sg->skill_id != WZ_HEAVENDRIVE)
+ return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
+
+ sc_data = status_get_sc_data(bl);
+ type = SkillStatusChangeTable[sg->skill_id];
+
+ switch (sg->unit_id) {
+ case UNT_SAFETYWALL:
+ //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
+ if (sc_data && sc_data[type].timer == -1)
+ status_change_start(bl,type,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit,0);
+ break;
+
+ case UNT_PNEUMA:
+ if (sc_data && sc_data[type].timer == -1)
+ status_change_start(bl,type,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
+ break;
+
+ case UNT_WARP_WAITING:
+ if(bl->type==BL_PC){
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if((!sd->chatID || battle_config.chat_warpportal)
+ && sd->to_x == src->bl.x && sd->to_y == src->bl.y) {
+ if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
+ if (--sg->val1<=0 || sg->src_id == bl->id)
+ skill_delunitgroup(sg);
+ }
+ }
+ } else if(bl->type==BL_MOB && battle_config.mob_warpportal){
+ int m = map_mapindex2mapid(sg->val3);
+ mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
+ }
+ break;
+
+ case UNT_QUAGMIRE:
+ if(status_isimmune(bl))
+ break;
+ if(sc_data && sc_data[type].timer==-1)
+ status_change_start(bl,type,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
+ break;
+
+ case UNT_VOLCANO:
+ case UNT_DELUGE:
+ case UNT_VIOLENTGALE:
+ if(sc_data && sc_data[type].timer==-1)
+ status_change_start(bl,type,sg->skill_lv,sg->group_id,0,0,
+ skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ break;
+
+ case UNT_RICHMANKIM:
+ case UNT_ETERNALCHAOS:
+ case UNT_DRUMBATTLEFIELD:
+ case UNT_RINGNIBELUNGEN:
+ case UNT_ROKISWEIL:
+ case UNT_INTOABYSS:
+ case UNT_SIEGFRIED:
+ //Needed to check when a dancer/bard leaves their ensemble area.
+ if (sg->src_id==bl->id && (!sc_data || sc_data[SC_SPIRIT].timer == -1 || sc_data[SC_SPIRIT].val2 != SL_BARDDANCER))
+ return sg->skill_id;
+ if (sc_data && sc_data[type].timer==-1)
+ status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
+ break;
+
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_POEMBRAGI:
+ case UNT_APPLEIDUN:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ case UNT_HERMODE:
+ if (sg->src_id==bl->id && (!sc_data || sc_data[SC_SPIRIT].timer == -1 || sc_data[SC_SPIRIT].val2 != SL_BARDDANCER))
+ return 0;
+ if (sc_data && sc_data[type].timer==-1)
+ status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
+ break;
+
+ case UNT_BASILICA:
+ if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
+ skill_blown(&src->bl,bl,1);
+ break;
+
+ case UNT_FOGWALL:
+ if (sc_data && sc_data[type].timer==-1)
+ {
+ status_change_start (bl, type, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit, 0);
+ if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
+ skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
+ }
+ break;
+
+ case UNT_GRAVITATION:
+ if (sc_data && sc_data[type].timer==-1 && !status_get_mode(bl)&MD_BOSS)
+ status_change_start(bl,type,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit,0);
+ break;
+
+ case UNT_ICEWALL: //Destroy the cell. [Skotlex]
+ src->val1 = 0;
+ if(src->limit + sg->tick > tick + 700)
+ src->limit = DIFF_TICK(tick+700,sg->tick);
+ break;
+ case UNT_GOSPEL:
+ if (sg->src_id != bl->id && battle_check_target(ss,bl,BCT_PARTY)>0 &&
+ sc_data && sc_data[type].timer==-1) //Start Gospel Effect to prevent item usage affects party only. [Skotlex]
+ status_change_start(bl,type,sg->skill_lv,0,0,BCT_ALL,sg->limit,0);
+ break;
+ }
+
+ return sg->skill_id;
+}
+
+/*==========================================
+ * スキルユニットの発動イベント(タイマ?[発動)
+ *------------------------------------------
+ */
+int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
+{
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ struct map_session_data *sd = NULL;
+ int splash_count=0;
+ struct status_change *sc_data, *ssc_data;
+ struct skill_unit_group_tickset *ts;
+ int type;
+ int diff=0;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, bl);
+
+ if (bl->prev==NULL || !src->alive || status_isdead(bl))
+ return 0;
+
+ nullpo_retr(0, sg=src->group);
+ nullpo_retr(0, ss=map_id2bl(sg->src_id));
+ if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
+ ssc_data = status_get_sc_data(ss); //For magic power.
+ sc_data = status_get_sc_data(bl);
+ type = SkillStatusChangeTable[sg->skill_id];
+
+ if (sg->interval == -1 && (sg->unit_id == UNT_ANKLESNARE || sg->unit_id == UNT_SPIDERWEB || sg->unit_id == UNT_FIREPILLAR_ACTIVE))
+ //Ok, this case only happens with Ankle Snare/Spider Web (only skills that sets its interval to -1),
+ //and only happens when more than one target is stepping on the trap at the moment it was triggered
+ //(yet only the first mob standing on the trap will be captured) [Skotlex]
+ return 0;
+
+ if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
+ { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
+ diff = DIFF_TICK(tick,ts->tick);
+ if (diff < 0)
+ return 0;
+ ts->tick = tick+sg->interval;
+
+ // GXは?dなっていたら3HITしない
+ if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
+ ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
+ }
+ //Temporarily set magic power to have it take effect. [Skotlex]
+ if (sg->val3 == HW_MAGICPOWER && ssc_data && ssc_data[SC_MAGICPOWER].timer == -1 && ssc_data[SC_MAGICPOWER].val1 > 0)
+ {
+ if (sd)
+ { //This is needed since we are not going to recall status_calc_pc...
+ sd->matk1 += sd->matk1 * 5*ssc_data[SC_MAGICPOWER].val1/100;
+ sd->matk2 += sd->matk2 * 5*ssc_data[SC_MAGICPOWER].val1/100;
+ } else
+ ssc_data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
+ }
+
+ switch (sg->unit_id) {
+ case UNT_FIREWALL:
+ {
+ int flag=0, t_ele = status_get_elem_type(bl);
+ if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele))
+ flag = src->val2>battle_config.firewall_hits_on_undead?battle_config.firewall_hits_on_undead:src->val2;
+
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,flag);
+ src->val2-=flag?flag:1;
+ if (src->val2<=0)
+ skill_delunit(src);
+ break;
+ }
+ case UNT_SANCTUARY:
+ {
+ int race = status_get_race(bl);
+
+ if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
+ if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
+ // reduce healing count if this was meant for damaging [hekate]
+ sg->val1 -= 2;
+ }
+ } else {
+ int heal = sg->val2;
+ if (status_get_hp(bl) >= status_get_max_hp(bl))
+ break;
+ if (status_isimmune(bl))
+ heal = 0; /* 黄金蟲カ?[ド?iヒ?[ル量0?j */
+ clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
+ battle_heal(NULL, bl, heal, 0, 0);
+ if (diff >= 500)
+ sg->val1--; // ?V規に入ったユニットだけカウント
+ }
+ if (sg->val1 <= 0)
+ skill_delunitgroup(sg);
+ break;
+ }
+
+ case UNT_MAGNUS:
+ {
+ int race = status_get_race(bl);
+ if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
+ break;
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ src->val2++;
+ break;
+ }
+
+ case UNT_MAGIC_SKILLS:
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+
+ case UNT_FIREPILLAR_WAITING:
+ skill_delunit(src);
+ skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
+ break;
+
+ case UNT_FIREPILLAR_ACTIVE:
+ map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,sg->bl_flag,
+ BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
+ sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
+ sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
+ break;
+
+ case UNT_SKIDTRAP:
+ {
+ skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
+ sg->unit_id = UNT_USED_TRAPS;
+ clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1500;
+ sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+ }
+ break;
+
+ case UNT_ANKLESNARE:
+ if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
+ int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)*100;
+ if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
+ sec = sec/5;
+ if (sec < 3000+30*sg->skill_lv) // Minimum trap time of 3+0.03*skilllv seconds [celest]
+ sec = 3000+30*sg->skill_lv;
+ battle_stopwalking(bl,1);
+ status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
+ map_moveblock(bl, src->bl.x, src->bl.y, tick);
+ clif_fixpos(bl);
+ //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
+ // 01AC: long ID
+ // Indicates that an object is trapped, but ID is not a
+ // valid monster or player ID.
+ sg->limit=DIFF_TICK(tick,sg->tick) + sec;
+ sg->val2=bl->id;
+ sg->interval = -1;
+ src->range = 0;
+ }
+ break;
+
+ case UNT_VENOMDUST:
+ if(sc_data && sc_data[type].timer==-1 )
+ status_change_start(bl,type,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
+ break;
+
+ case UNT_LANDMINE:
+ skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ sg->unit_id = UNT_USED_TRAPS;
+ clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1500;
+ sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+ break;
+
+ case UNT_BLASTMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_CLAYMORETRAP:
+ map_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
+ ,sg->bl_flag,&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
+ ,sg->bl_flag,&src->bl,tick,splash_count);
+ sg->unit_id = UNT_USED_TRAPS;
+ clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1500;
+ sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+ break;
+
+ case UNT_TALKIEBOX:
+ if (sg->src_id == bl->id) //自分が踏んでも発動しない
+ break;
+ if (sg->val2 == 0){
+ clif_talkiebox(&src->bl, sg->valstr);
+ sg->unit_id = UNT_USED_TRAPS;
+ clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
+ sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
+ sg->val2 = -1; //踏んだ
+ sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+ }
+ break;
+
+ case UNT_LULLABY:
+ if (ss->id == bl->id)
+ break;
+ skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
+ break;
+
+ case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
+ if (ss->id == bl->id)
+ break;
+ if (bl->type == BL_PC)
+ skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
+ break;
+
+ case UNT_DISSONANCE:
+ skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ break;
+
+ case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
+ {
+ int heal;
+ if (sg->src_id == bl->id)
+ break;
+ heal = sg->val2;
+ clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
+ battle_heal(NULL, bl, heal, 0, 0);
+ break;
+ }
+
+ case UNT_DEMONSTRATION:
+ skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ break;
+
+ case UNT_GOSPEL:
+ if (rand()%100 > sg->skill_lv*10)
+ break;
+ if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
+ int i = rand()%13; // Positive buff count
+ switch (i)
+ {
+ case 0: // Heal 1~9999 HP
+ {
+ int heal = rand() %9999+1;
+ clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
+ battle_heal(NULL,bl,heal,0,0);
+ }
+ break;
+ case 1: // End all negative status
+ status_change_clear_debuffs (bl);
+ break;
+ case 2: // Level 10 Blessing
+ status_change_start(bl,SC_BLESSING,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 3: // Level 10 Increase AGI
+ status_change_start(bl,SC_INCREASEAGI,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 4: // Enchant weapon with Holy element
+ status_change_start(bl,SC_ASPERSIO,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 5: // Enchant armor with Holy element
+ status_change_start(bl,SC_BENEDICTIO,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 6: // MaxHP +100%
+ status_change_start(bl,SC_INCMHPRATE,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 7: // MaxSP +100%
+ status_change_start(bl,SC_INCMSPRATE,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 8: // All stats +20
+ status_change_start(bl,SC_INCALLSTATUS,20,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 9: // DEF +25%
+ status_change_start(bl,SC_INCDEFRATE,25,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 10: // ATK +100%
+ status_change_start(bl,SC_INCATKRATE,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 11: // HIT/Flee +50
+ status_change_start(bl,SC_INCHIT,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ status_change_start(bl,SC_INCFLEE,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 12: // Immunity to all status
+ status_change_start(bl,SC_SCRESIST,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ }
+ }
+ else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
+ int i = rand()%9; // Negative buff count
+ switch (i)
+ {
+ case 0: // Deal 1~9999 damage
+ {
+ int dmg = rand() % 9999 +1;
+ clif_skill_damage(bl, bl, sg->tick,0,0,dmg,0,CR_HOLYCROSS,1,-1);
+ battle_damage(ss, bl, dmg,0);
+ break;
+ }
+ case 1: // Curse
+ status_change_start(bl,SC_CURSE,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 2: // Blind
+ status_change_start(bl,SC_BLIND,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 3: // Poison
+ status_change_start(bl,SC_POISON,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 4: // Level 10 Provoke
+ status_change_start(bl,SC_PROVOKE,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 5: // DEF -100%
+ status_change_start(bl,SC_INCDEFRATE,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 6: // ATK -100%
+ status_change_start(bl,SC_INCATKRATE,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 7: // Flee -100%
+ status_change_start(bl,SC_INCFLEERATE,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ case 8: // Speed/ASPD -25%
+ status_change_start(bl,SC_GOSPEL,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv),0);
+ break;
+ }
+ }
+ break;
+
+ case UNT_SPIDERWEB:
+ if(sg->val2==0 && (!sc_data || sc_data[type].timer==-1 )){
+ skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
+ map_moveblock(bl, src->bl.x, src->bl.y, tick);
+ 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;
+
+ case UNT_GRAVITATION:
+ skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ break;
+ }
+ if (sg->val3 == HW_MAGICPOWER && ssc_data && ssc_data[SC_MAGICPOWER].timer < 0 && ssc_data[SC_MAGICPOWER].val1 > 0)
+ { //Unset Magic Power.
+ if (sd)
+ {
+ sd->matk1 = 100*sd->matk1/(100 + 5*ssc_data[SC_MAGICPOWER].val1);
+ sd->matk2 = 100*sd->matk2/(100 + 5*ssc_data[SC_MAGICPOWER].val1);
+ } else
+ ssc_data[SC_MAGICPOWER].timer = -1;
+ }
+
+ if (bl->type == BL_MOB && ss != bl) { /* スキル使用??のMOBスキル */
+ struct mob_data *md = (struct mob_data *)bl;
+ if (!md) return 0;
+ if (battle_config.mob_changetarget_byskill == 1) {
+ int target = md->target_id;
+ if (ss->type == BL_PC)
+ md->target_id = ss->id;
+ mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
+ md->target_id = target;
+ } else
+ mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
+ }
+
+ return sg->skill_id;
+}
+/*==========================================
+ * スキルユニットから離?する(もしくはしている)??
+ *------------------------------------------
+ */
+int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
+{
+ struct skill_unit_group *sg;
+ struct status_change *sc_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 || //Need to delete the trap if the source died.
+ (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
+ return 0;
+
+ switch(sg->unit_id){
+ case UNT_SAFETYWALL:
+ if (sc_data && sc_data[type].timer!=-1)
+ status_change_end(bl,type,-1);
+ break;
+ case UNT_ANKLESNARE:
+ {
+ struct block_list *target = map_id2bl(sg->val2);
+ if(target && target == bl){
+ status_change_end(bl,SC_ANKLE,-1);
+ sg->limit=DIFF_TICK(tick,sg->tick)+1000;
+ sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
+ }
+ else
+ return 0;
+ break;
+ }
+ case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
+ case UNT_HERMODE: //Clear Hermode if the owner moved.
+ if (sc_data && sc_data[type].timer!=-1 && sc_data[type].val3 == BCT_SELF && sc_data[type].val4 == sg->group_id)
+ status_change_end(bl,type,-1);
+ break;
+
+ case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
+ {
+ struct block_list *target = map_id2bl(sg->val2);
+ if (target && target==bl)
+ {
+ status_change_end(bl,SC_SPIDERWEB,-1);
+ sg->limit = DIFF_TICK(tick,sg->tick)+1000;
+ }
+ break;
+ }
+ }
+ return sg->skill_id;
+}
+
+/*==========================================
+ * Triggered when a char steps out of a skill group [Skotlex]
+ *------------------------------------------
+ */
+static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
+{
+ struct status_change *sc_data;
+ int type;
+
+ sc_data = status_get_sc_data(bl);
+ type = SkillStatusChangeTable[skill_id];
+
+ switch (skill_id)
+ {
+ case WZ_QUAGMIRE:
+ if (bl->type==BL_MOB)
+ break;
+ if (sc_data && sc_data[type].timer != -1)
+ status_change_end(bl, type, -1);
+ break;
+
+ case BD_RICHMANKIM:
+ case BD_ETERNALCHAOS:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_ROKISWEIL:
+ case BD_INTOABYSS:
+ case BD_SIEGFRIED:
+ if(sc_data && sc_data[SC_DANCING].timer != -1 && sc_data[SC_DANCING].val1 == skill_id)
+ { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
+ //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
+ //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
+ //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
+ //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
+ //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
+ skill_stop_dancing(bl);
+ }
+ case MG_SAFETYWALL:
+ case AL_PNEUMA:
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ case CG_HERMODE:
+ case HW_GRAVITATION:
+ if (sc_data && sc_data[type].timer != -1)
+ status_change_end(bl, type, -1);
+ break;
+
+ case BA_POEMBRAGI:
+ case BA_WHISTLE:
+ case BA_ASSASSINCROSS:
+ case BA_APPLEIDUN:
+ case DC_HUMMING:
+ case DC_DONTFORGETME:
+ case DC_FORTUNEKISS:
+ case DC_SERVICEFORYOU:
+ if (sc_data && sc_data[type].timer != -1)
+ {
+ delete_timer(sc_data[type].timer, status_change_timer);
+ //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
+ //not possible on our current implementation.
+ sc_data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
+ }
+ break;
+ case PF_FOGWALL:
+ if (sc_data && sc_data[type].timer != -1)
+ {
+ status_change_end(bl,type,-1);
+ if (sc_data[SC_BLIND].timer!=-1)
+ {
+ if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
+ status_change_end(bl, SC_BLIND, -1);
+ else {
+ delete_timer(sc_data[SC_BLIND].timer, status_change_timer);
+ sc_data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
+ }
+ }
+ }
+ break;
+ case UNT_GOSPEL:
+ if (sc_data && sc_data[type].timer != -1 && sc_data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
+ status_change_end(bl, type, -1);
+ break;
+
+ }
+ return skill_id;
+}
+
+/*==========================================
+ * Invoked when a unit cell has been placed/removed/deleted.
+ * flag values:
+ * flag&1: Invoke onplace function (otherwise invoke onout)
+ * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
+ *------------------------------------------
+ */
+int skill_unit_effect(struct block_list *bl,va_list ap)
+{
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ int flag;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
+ tick = va_arg(ap,unsigned int);
+ flag = va_arg(ap,unsigned int);
+
+ if (!unit->alive || bl->prev==NULL)
+ return 0;
+
+ nullpo_retr(0, group=unit->group);
+
+ if (flag&1)
+ skill_unit_onplace(unit,bl,tick);
+ else
+ skill_unit_onout(unit,bl,tick);
+
+ if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
+ return 0;
+}
+
+/*==========================================
+ * スキルユニットの限界イベント
+ *------------------------------------------
+ */
+int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
+{
+ struct skill_unit_group *sg;
+ nullpo_retr(0, src);
+ nullpo_retr(0, sg=src->group);
+
+ switch(sg->unit_id){
+ case UNT_WARP_ACTIVE: /* ??プポ?タル(?動前) */
+ {
+ struct skill_unit_group *group=
+ skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
+ src->bl.x,src->bl.y,1);
+ if(group == NULL)
+ return 0;
+ group->val2=sg->val2; //Copy the (x,y) position you warp to
+ group->val3=sg->val3; //as well as the mapindex to warp to.
+ }
+ break;
+
+ case UNT_ICEWALL: /* アイスウォ?ル */
+ clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
+ break;
+ case UNT_CALLPARTNER: /* あなたに?いたい */
+ {
+ struct map_session_data *sd = NULL;
+ if((sd = map_id2sd(sg->src_id)) == NULL)
+ return 0;
+ if((sd = pc_get_partner(sd)) == NULL)
+ return 0;
+
+ pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
+ }
+ break;
+ }
+
+ return 0;
+}
+/*==========================================
+ * スキルユニットのダ??ジイベント
+ *------------------------------------------
+ */
+int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
+ int damage,unsigned int tick)
+{
+ struct skill_unit_group *sg;
+
+ nullpo_retr(0, src);
+ nullpo_retr(0, sg=src->group);
+
+ if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
+ skill_delunitgroup(sg);
+ else
+ switch(sg->unit_id){
+ case UNT_ICEWALL:
+ src->val1-=damage;
+ break;
+ default:
+ damage = 0;
+ break;
+ }
+ return damage;
+}
+
+static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
+ struct block_list *src = va_arg(ap, struct block_list*);
+ struct block_list *partner = va_arg(ap, struct block_list*);
+ int blowcount = va_arg(ap, int);
+ if (bl == src || bl == partner)
+ return 0;
+ skill_blown(src, bl, blowcount);
+ return 1;
+}
+
+/*==========================================
+ * Starts the moonlit effect by first knocking back all other characters in the vecinity.
+ * partner may be null, but src cannot be.
+ *------------------------------------------
+ */
+static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
+{
+ int range = skill_get_range2(src, CG_MOONLIT, skilllv);
+ int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
+
+ map_foreachinarea(skill_moonlit_sub,src->m
+ ,src->x-range,src->y-range
+ ,src->x+range,src->y+range
+ ,BL_CHAR,src,partner,blowcount);
+ if(partner)
+ map_foreachinarea(skill_moonlit_sub,partner->m
+ ,partner->x-range,partner->y-range
+ ,partner->x+range,partner->y+range
+ ,BL_CHAR,src,partner,blowcount);
+
+ status_change_start(src,SC_DANCING,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000,0);
+ status_change_start(src,SkillStatusChangeTable[CG_MOONLIT],skilllv,0,0,0,time,0);
+
+ if (partner) {
+ status_change_start(partner,SC_DANCING,CG_MOONLIT,0,0,src->id,time+1000,0);
+ status_change_start(partner,SkillStatusChangeTable[CG_MOONLIT],skilllv,0,0,0,time,0);
+ }
+
+}
+/*==========================================
+ * 範??キャラ存?ン確認判定??(foreachinarea)
+ *------------------------------------------
+ */
+
+static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
+{
+ int *c, skillid;
+ struct block_list *src;
+ struct map_session_data *sd;
+ struct map_session_data *tsd;
+ int *p_sd; //Contains the list of characters found.
+ unsigned int tick = gettick();
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, tsd=(struct map_session_data*)bl);
+ nullpo_retr(0, src=va_arg(ap,struct block_list *));
+ nullpo_retr(0, sd=(struct map_session_data*)src);
+
+ c=va_arg(ap,int *);
+ p_sd = va_arg(ap, int *);
+ skillid = va_arg(ap,int);
+
+ if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
+ return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
+
+ if (bl == src)
+ return 0;
+
+ if(pc_isdead(tsd))
+ return 0;
+
+ if (tsd->sc_count && (tsd->sc_data[SC_SILENCE].timer != -1 || tsd->sc_data[SC_STAN].timer != -1))
+ return 0;
+
+ switch(skillid)
+ {
+ case PR_BENEDICTIO: /* ?ケ??~福 */
+ {
+ int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
+ dir = (status_get_dir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
+ if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
+ && sd->status.sp >= 10)
+ p_sd[(*c)++]=tsd->bl.id;
+ return 1;
+ }
+ default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
+ {
+ int skilllv;
+ if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
+ return 0;
+ if (sd->status.sex != tsd->status.sex &&
+ (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
+ (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
+ (tsd->weapontype1==13 || tsd->weapontype1==14) &&
+ sd->status.party_id && tsd->status.party_id &&
+ sd->status.party_id == tsd->status.party_id &&
+ tsd->sc_data[SC_DANCING].timer == -1)
+ {
+ p_sd[(*c)++]=tsd->bl.id;
+ return skilllv;
+ } else {
+ return 0;
+ }
+ }
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Checks and stores partners for ensemble skills [Skotlex]
+ *------------------------------------------
+ */
+static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
+{
+ static int c=0;
+ static int p_sd[2] = { 0, 0 };
+ int i;
+ if (cast_flag)
+ { //Execute the skill on the partners.
+ struct map_session_data* tsd;
+ switch (skill_id)
+ {
+ case PR_BENEDICTIO:
+ for (i = 0; i < c; i++)
+ {
+ if ((tsd = map_id2sd(p_sd[i])) != NULL)
+ {
+ tsd->status.sp -= 10;
+ if (tsd->status.sp < 0)
+ tsd->status.sp = 0;
+ clif_updatestatus(tsd,SP_SP);
+ }
+ }
+ return c;
+ case CG_MOONLIT:
+ if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
+ {
+ clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
+ skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
+ tsd->skillid_dance = tsd->skillid = skill_id;
+ tsd->skilllv_dance = tsd->skilllv = *skill_lv;
+ }
+ return c;
+ default: //Warning: Assuming Ensemble skills here (for speed)
+ if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
+ {
+ sd->sc_data[SC_DANCING].val4= tsd->bl.id;
+ status_change_start(&tsd->bl,SC_DANCING,skill_id,sd->sc_data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000,0);
+ clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
+ tsd->skillid_dance = tsd->skillid = skill_id;
+ tsd->skilllv_dance = tsd->skilllv = *skill_lv;
+ }
+ return c;
+ }
+ }
+ //Else: new search for partners.
+ c = 0;
+ memset (p_sd, 0, sizeof(p_sd));
+ i = map_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, &p_sd, skill_id);
+
+ if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
+ *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
+ return c;
+}
+
+/*==========================================
+ * 範??バイオプラント?Aスフィアマイン用Mob存?ン確認判定??(foreachinarea)
+ *------------------------------------------
+ */
+
+static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
+{
+ int *c,src_id=0,mob_class=0;
+ struct mob_data *md;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=(struct mob_data*)bl);
+ nullpo_retr(0, src_id=va_arg(ap,int));
+ nullpo_retr(0, mob_class=va_arg(ap,int));
+ nullpo_retr(0, c=va_arg(ap,int *));
+
+ if(md->class_==mob_class && md->master_id==src_id)
+ (*c)++;
+ return 0;
+}
+
+static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
+{
+ int *c;
+ struct npc_data *nd;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, nd=(struct npc_data*)bl);
+ nullpo_retr(0, c=va_arg(ap,int *));
+
+ if (nd->bl.subtype == WARP)
+ (*c)++;
+ return 0;
+}
+
+/*==========================================
+ * スキル使用???i?で使用失敗?j
+ *------------------------------------------
+ */
+int skill_check_condition(struct map_session_data *sd,int type)
+{
+ int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
+ int index[10],itemid[10],amount[10];
+ int arrow_flag = 0;
+ int force_gem_flag = 0;
+ int delitem_flag = 1, checkitem_flag = 1;
+
+ nullpo_retr(0, sd);
+
+ if( battle_config.gm_skilluncond>0 &&
+ pc_isGM(sd)>= battle_config.gm_skilluncond &&
+ sd->skillitem != sd->skillid)
+ { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
+ sd->skillitem = sd->skillitemlv = -1;
+ return 1;
+ }
+
+ if( sd->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->state.abra_flag)
+ {
+ sd->skillitem = sd->skillitemlv = -1;
+ if(type&1) sd->state.abra_flag = 0;
+ return 1;
+ }
+
+ if (sd->state.produce_flag &&
+ (sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
+ sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2 || sd->skillid == AM_TWILIGHT3
+ )) {
+ sd->skillitem = sd->skillitemlv = -1;
+ return 0;
+ }
+
+ if(sd->skillitem == sd->skillid) { /* アイテムの??無???ャ功 */
+ if(!type) //When a target was selected
+ { //Consume items that were skipped in pc_use_item [Skotlex]
+ if((i = sd->itemindex) == -1 ||
+ sd->status.inventory[i].nameid != sd->itemid ||
+ sd->inventory_data[i] == NULL ||
+ !sd->inventory_data[i]->flag.delay_consume ||
+ sd->status.inventory[i].amount < 1
+ )
+ { //Something went wrong, item exploit?
+ sd->itemid = sd->itemindex = -1;
+ return 0;
+ }
+ //Consume
+ sd->itemid = sd->itemindex = -1;
+ if(sd->skillid == WZ_EARTHSPIKE
+ && sd->sc_data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc_data[SC_TKDORI].val2) // [marquis007]
+ ; //Do not consume item.
+ else
+ pc_delitem(sd,i,1,0);
+ }
+ if (type&1) //Casting finished
+ sd->skillitem = sd->skillitemlv = -1;
+ return 1;
+ }
+ if( sd->opt1>0 ){
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return 0;
+ }
+ if(sd->sc_count){
+ if( sd->sc_data[SC_SILENCE].timer!=-1 ||
+ sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
+ (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
+ sd->sc_data[SC_STEELBODY].timer != -1 ||
+ sd->sc_data[SC_BERSERK].timer != -1 ||
+ (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return 0; /* ?態異?や沈?など */
+ }
+ }
+
+ skill = sd->skillid;
+ lv = sd->skilllv;
+ if (lv <= 0) return 0;
+ // for the guild skills [celest]
+ if (skill >= 10000 && skill < 10015) skill-= 9500;
+ hp = skill_get_hp(skill, lv); /* ?チ費HP */
+ sp = skill_get_sp(skill, lv); /* ?チ費SP */
+ if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
+ sp=sp/2; //アンコ?ル時はSP?チ費が半分
+ hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
+ sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
+ zeny = skill_get_zeny(skill,lv);
+ weapon = skill_db[skill].weapon;
+ state = skill_db[skill].state;
+ spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
+ mhp = skill_get_mhp(skill, lv); /* ?チ費HP */
+ for(i = 0; i < 10; i++) {
+ itemid[i] = skill_db[skill].itemid[i];
+ amount[i] = skill_db[skill].amount[i];
+ }
+ if(mhp > 0)
+ hp += (sd->status.max_hp * mhp)/100;
+ if(hp_rate > 0)
+ hp += (sd->status.hp * hp_rate)/100;
+ else
+ hp += (sd->status.max_hp * abs(hp_rate))/100;
+ if(sp_rate > 0)
+ sp += (sd->status.sp * sp_rate)/100;
+ else
+ sp += (sd->status.max_sp * abs(sp_rate))/100;
+
+ switch(skill) { // Check for cost reductions due to skills & SCs
+ case MC_MAMMONITE:
+ if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
+ zeny -= zeny*10/100;
+ break;
+ case AL_HOLYLIGHT:
+ if(sd->sc_data[SC_SPIRIT].timer!=-1 && sd->sc_data[SC_SPIRIT].val2 == SL_PRIEST)
+ sp *= 5;
+ break;
+ case SL_SMA:
+ case SL_STUN:
+ case SL_STIN:
+ {
+ int kaina_lv = pc_checkskill(sd,SL_KAINA);
+
+ if(kaina_lv==0 || sd->status.base_level<70)
+ break;
+ if(sd->status.base_level>=90)
+ sp -= sp*7*kaina_lv/100;
+ else if(sd->status.base_level>=80)
+ sp -= sp*5*kaina_lv/100;
+ else if(sd->status.base_level>=70)
+ sp -= sp*3*kaina_lv/100;
+ }
+ break;
+ case MO_TRIPLEATTACK:
+ case MO_CHAINCOMBO:
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if(sd->sc_data[SC_SPIRIT].timer!=-1 && sd->sc_data[SC_SPIRIT].val2 == SL_MONK)
+ sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
+ break;
+ }
+
+ if(sd->dsprate!=100)
+ sp=sp*sd->dsprate/100; /* ?チ費SP?C?ウ */
+
+ switch(skill) {
+ case SA_CASTCANCEL:
+ if(sd->skilltimer == -1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case BS_MAXIMIZE: /* マキシマイズパ?? */
+ case NV_TRICKDEAD: /* 死んだふり */
+ case TF_HIDING: /* ハイディング */
+ case AS_CLOAKING: /* ク??キング */
+ case CR_AUTOGUARD: /* オ?トガ?ド */
+ case CR_DEFENDER: /* ディフェンダ? */
+ case ST_CHASEWALK:
+ case PA_GOSPEL:
+ case CR_SHRINK:
+ if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
+ return 1; /* 解?怩キる??はSP?チ費しない */
+ break;
+
+ case TK_RUN:
+ if(sd->sc_data[SC_RUN].timer!=-1){
+ status_change_end(&sd->bl,SC_RUN,-1);
+ if(sd->sc_data[SC_SPURT].timer!=-1)
+ status_change_end(&sd->bl,SC_SPURT,-1);
+ return 0;
+ }
+ break;
+
+ case AL_WARP:
+ if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
+ delitem_flag = 0;
+ if(map[sd->bl.m].flag.nowarp) {
+ clif_skill_teleportmessage(sd,0);
+ return 0;
+ }
+ if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
+ clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
+ return 0;
+ }
+ break;
+ case AL_TELEPORT:
+ if(map[sd->bl.m].flag.noteleport) {
+ clif_skill_teleportmessage(sd,0);
+ return 0;
+ }
+ break;
+ case MO_CALLSPIRITS: /* ?功 */
+ if(sd->spiritball >= lv) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case CH_SOULCOLLECT: /* 狂?功 */
+ if(sd->spiritball >= 5) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case MO_FINGEROFFENSIVE: //指?
+ if (sd->spiritball > 0 && sd->spiritball < spiritball) {
+ spiritball = sd->spiritball;
+ sd->spiritball_old = sd->spiritball;
+ }
+ else sd->spiritball_old = lv;
+ break;
+ case MO_BODYRELOCATION:
+ if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
+ spiritball = 0;
+ break;
+ case MO_CHAINCOMBO: //連打?カ
+ if(sd->sc_data[SC_BLADESTOP].timer==-1){
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
+ return 0;
+ }
+ break;
+ case MO_COMBOFINISH: //猛龍?
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
+ return 0;
+ break;
+ case CH_TIGERFIST: //伏虎?
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
+ return 0;
+ break;
+ case CH_CHAINCRUSH: //連柱崩?
+ if(sd->sc_data[SC_COMBO].timer == -1)
+ return 0;
+ if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
+ return 0;
+ break;
+ case MO_EXTREMITYFIST: // 阿?C羅覇鳳?
+// if(sd->sc_data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
+// return 0;
+ if(sd->sc_data[SC_BLADESTOP].timer!=-1)
+ spiritball--;
+ else if (sd->sc_data[SC_COMBO].timer != -1) {
+ if (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
+ spiritball = 4;
+ else if (sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST)
+ spiritball = 3;
+ else if (sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)
+ spiritball = sd->spiritball?sd->spiritball:1;
+ //It should consume whatever is left as long as it's at least 1.
+ }
+ break;
+
+ case TK_MISSION: //Does not works on Non-Taekwon
+ if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case TK_JUMPKICK:
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
+ //They do not work on Soul Linkers.
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+
+ case TK_TURNKICK:
+ case TK_STORMKICK:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ if(sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == skill)
+ break; //Combo ready.
+ if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
+ break; //Unlimited Combo
+ return 0;
+ case BD_ADAPTATION: /* アドリブ */
+ {
+ struct skill_unit_group *group=NULL;
+ if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以?繧フみ?H
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ break;
+ case PR_BENEDICTIO: /* ?ケ??~福 */
+ {
+ if (!battle_config.player_skill_partner_check)
+ break; //No need to do any partner checking [Skotlex]
+ if (!(type&1))
+ { //Started casting.
+ if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
+ {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ else
+ { //Done casting
+ //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
+ skill_check_pc_partner(sd, skill, &lv, 1, 1);
+ }
+ }
+ break;
+ case WE_CALLPARTNER: /* あなたに逢いたい */
+ if(!sd->status.partner_id){
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case AM_CANNIBALIZE: /* バイオプラント */
+ case AM_SPHEREMINE: /* スフィア?マイン */
+ if(type&1){
+ int c=0;
+ int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
+ int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
+ int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
+ if(battle_config.pc_land_skill_limit && maxcount>0) {
+ map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
+ if(c >= maxcount){
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case MG_FIREWALL: /* ファイア?ウォ?ル */
+ case WZ_QUAGMIRE:
+ case PF_FOGWALL:
+ /* ??ァ限 */
+ if(battle_config.pc_land_skill_limit) {
+ int maxcount = skill_get_maxcount(skill);
+ if(maxcount > 0) {
+ int i,c;
+ for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
+ if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
+ c++;
+ }
+ if(c >= maxcount) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case WZ_FIREPILLAR: // celest
+ if (lv <= 5) // no gems required at level 1-5
+ itemid[0] = 0;
+ if(battle_config.pc_land_skill_limit) {
+ int maxcount = skill_get_maxcount(skill);
+ if(maxcount > 0) {
+ int i,c;
+ for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
+ if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
+ c++;
+ }
+ if(c >= maxcount) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case SL_SMA:
+ if(type) break; //Only do the combo check when the target is selected (type == 0)
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != skill)
+ return 0;
+ break;
+ // skills require arrows as of 12/07 [celest]
+ case HT_POWER:
+ if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != skill)
+ return 0;
+ case AC_DOUBLE:
+ case AC_SHOWER:
+ case AC_CHARGEARROW:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ case SN_SHARPSHOOTING:
+ case CG_ARROWVULCAN:
+ arrow_flag = 1; //Venom Knife does not gets the arrow deleted because
+ //it gets deleted as part of the skill requirements. [Skotlex]
+ case AS_VENOMKNIFE:
+ if(sd->equip_index[10] < 0) {
+ clif_arrow_fail(sd,0);
+ return 0;
+ }
+ break;
+ case RG_BACKSTAP:
+ if(sd->status.weapon == 11) {
+ if (sd->equip_index[10] < 0) {
+ clif_arrow_fail(sd,0);
+ return 0;
+ }
+ arrow_flag = 1;
+ }
+ break;
+ case HW_GANBANTEIN:
+ force_gem_flag = 1;
+ break;
+ case AM_POTIONPITCHER:
+ case CR_SLIMPITCHER:
+ case MG_STONECURSE:
+ case CR_CULTIVATION:
+ case SA_FLAMELAUNCHER:
+ case SA_FROSTWEAPON:
+ case SA_LIGHTNINGLOADER:
+ case SA_SEISMICWEAPON:
+ delitem_flag = 0;
+ break;
+ case SA_DELUGE:
+ case SA_VOLCANO:
+ case SA_VIOLENTGALE:
+ case SA_LANDPROTECTOR:
+ { //Does not consumes if the skill is already active. [Skotlex]
+ struct skill_unit_group *sg;
+ if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
+ {
+ if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
+ checkitem_flag = delitem_flag = 0;
+ else sg->limit = 0; //Disable it.
+ }
+ break;
+ }
+ case CG_HERMODE:
+ {
+ int c = 0;
+ map_foreachinarea (skill_check_condition_hermod_sub, sd->bl.m,
+ sd->bl.x-3, sd->bl.y-3, sd->bl.x+3, sd->bl.y+3, BL_NPC, &c);
+ if (c < 1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ break;
+ case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
+ {
+ int i,x,y,range = skill_get_range2(&sd->bl, skill, lv)+1;
+ int size = range*2+1;
+ for (i=0;i<size*size;i++) {
+ x = sd->bl.x+(i%size-range);
+ y = sd->bl.y+(i/size-range);
+ if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ }
+ break;
+ case PR_REDEMPTIO:
+ {
+ int exp;
+ if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
+ ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
+ clif_skill_fail(sd,skill,0,0); //Not enough exp.
+ return 0;
+ }
+ break;
+ }
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ if (!party_skill_check(sd, sd->status.party_id, skill, lv))
+ {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ case SG_SUN_WARM:
+ if(sd->bl.m == sd->feel_map[0].m)
+ break;
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ break;
+ case SG_MOON_WARM:
+ if(sd->bl.m == sd->feel_map[1].m)
+ break;
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ break;
+ case SG_STAR_WARM:
+ if(sd->bl.m == sd->feel_map[2].m)
+ break;
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ break;
+ case SG_SUN_COMFORT:
+ if(sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun()))
+ break;
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ case SG_MOON_COMFORT:
+ if(sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon()))
+ break;
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ case SG_STAR_COMFORT:
+ if(sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star()))
+ break;
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ case SG_FUSION:
+ if ((sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_STAR) || sd->sc_data[SC_FUSION].timer != -1)
+ break;
+ return 0;
+ }
+
+ if(!(type&2)){
+ if( hp>0 && sd->status.hp < hp) { /* HPチェック */
+ clif_skill_fail(sd,skill,2,0); /* HP不足?F失敗通知 */
+ return 0;
+ }
+ if( sp>0 && sd->status.sp < sp) { /* SPチェック */
+ clif_skill_fail(sd,skill,1,0); /* SP不足?F失敗通知 */
+ return 0;
+ }
+ if( zeny>0 && sd->status.zeny < zeny) {
+ clif_skill_fail(sd,skill,5,0);
+ return 0;
+ }
+ if(!(weapon & (1<<sd->status.weapon) ) ) {
+ clif_skill_fail(sd,skill,6,0);
+ return 0;
+ }
+ if( spiritball > 0 && sd->spiritball < spiritball) {
+ clif_skill_fail(sd,skill,0,0); // 氣球不足
+ return 0;
+ }
+ }
+
+ switch(state) {
+ case ST_HIDING:
+ if(!(sd->status.option&OPTION_HIDE)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_CLOAKING:
+ if(!pc_iscloaking(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_HIDDEN:
+ if(!pc_ishiding(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_RIDING:
+ if(!pc_isriding(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_FALCON:
+ if(!pc_isfalcon(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_CART:
+ if(!pc_iscarton(sd)) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_SHIELD:
+ if(sd->status.shield <= 0) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_SIGHT:
+ if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_EXPLOSIONSPIRITS:
+ if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_CARTBOOST:
+ if(!pc_iscarton(sd) || sd->sc_data[SC_CARTBOOST].timer == -1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_RECOV_WEIGHT_RATE:
+ if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case ST_MOVE_ENABLE:
+ {
+ struct walkpath_data wpd;
+ if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
+ break;
+ case ST_WATER:
+ //??齡サ定
+ //(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
+ if ( (sd->sc_data[SC_DELUGE].timer == -1) &&
+ (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
+ {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+
+ }
+
+ if (checkitem_flag) {
+ for(i=0;i<10;i++) {
+ int x = lv%11 - 1;
+ index[i] = -1;
+ if(itemid[i] <= 0)
+ continue;
+ if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
+ continue;
+ if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
+ && sd->sc_data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
+ continue;
+ if((skill == AM_POTIONPITCHER ||
+ skill == CR_SLIMPITCHER ||
+ skill == CR_CULTIVATION) && i != x)
+ continue;
+
+ index[i] = pc_search_inventory(sd,itemid[i]);
+ if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
+ if(itemid[i] == 716 || itemid[i] == 717)
+ clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
+ else
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_WIZARD)
+ index[i] = -1; //Gemstones are checked, but not substracted from inventory.
+
+ }
+ }
+
+ if(!(type&1))
+ return 1;
+
+ if(delitem_flag) {
+ for(i=0;i<10;i++) {
+ if(index[i] >= 0)
+ pc_delitem(sd,index[i],amount[i],0); // アイテム?チ費
+ }
+ if (arrow_flag && battle_config.arrow_decrement)
+ pc_delitem(sd,sd->equip_index[10],1,0);
+ }
+
+ if(type&2)
+ return 1;
+
+ if(sp > 0) { // SP?チ費
+ sd->status.sp-=sp;
+ clif_updatestatus(sd,SP_SP);
+ }
+ if(hp > 0) { // HP?チ費
+ sd->status.hp-=hp;
+ clif_updatestatus(sd,SP_HP);
+ }
+ if(zeny > 0) // Zeny?チ費
+ pc_payzeny(sd,zeny);
+ if(spiritball > 0) // 氣球?チ費
+ pc_delspiritball(sd,spiritball,0);
+
+
+ return 1;
+}
+
+/*==========================================
+ * 詠?・時間計算
+ *------------------------------------------
+ */
+int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
+{
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+
+ if (!time && bl->type != BL_MOB)
+ time = skill_get_cast(skill_id, skill_lv);
+
+ if (bl->type == BL_PC){
+ struct map_session_data *sd = (struct map_session_data*)bl;
+ nullpo_retr(0, sd);
+
+ // calculate base cast time (reduced by dex)
+ if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+ if (scale > 0) // not instant cast
+ time = time * scale / battle_config.castrate_dex_scale;
+ else return 0; // instant cast
+ }
+
+ // config cast time multiplier
+ if (battle_config.cast_rate != 100)
+ time = time * battle_config.cast_rate / 100;
+
+ // calculate cast time reduced by card bonuses
+ if (sd->castrate != 100)
+ time -= time * (100 - sd->castrate) / 100;
+ } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+ if (scale > 0) // not instant cast
+ time = time * scale / battle_config.castrate_dex_scale;
+ else return 0; // instant cast
+
+ if (battle_config.cast_rate != 100)
+ time = time * battle_config.cast_rate / 100;
+ }
+
+ // calculate cast time reduced by skill bonuses
+ sc_data = status_get_sc_data(bl);
+ /* サフラギウム */
+ if (sc_data) {
+ if (sc_data[SC_SUFFRAGIUM].timer != -1) {
+ time -= time * (sc_data[SC_SUFFRAGIUM].val1 * 15) / 100;
+ status_change_end(bl, SC_SUFFRAGIUM, -1);
+ }
+ /* ブラギの? */
+ if (sc_data[SC_POEMBRAGI].timer != -1)
+ time -= time * sc_data[SC_POEMBRAGI].val2 / 100;
+ }
+
+ // return final cast time
+ return (time > 0) ? time : 0;
+}
+/*==========================================
+ * ディレイ計算
+ *------------------------------------------
+ */
+int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
+{
+ struct status_change *sc_data;
+
+ nullpo_retr(0, bl);
+
+ if (!time && bl->type != BL_MOB)
+ time = skill_get_delay(skill_id, skill_lv);
+
+ if (bl->type == BL_PC){
+ struct map_session_data *sd = (struct map_session_data*)bl;
+ nullpo_retr(0, sd);
+
+ // instant cast attack skills depend on aspd as delay [celest]
+ if (time == 0) {
+ if (skill_get_type(skill_id) == BF_WEAPON)
+ time = status_get_amotion(bl); //Use attack animation as default delay.
+ else
+ time = 300; // default delay, according to official servers
+ } else if (time < 0)
+ time = abs(time) + status_get_amotion(bl); // if set to <0, the attack motion is added.
+
+ if (battle_config.delay_dependon_dex && /* dexの影響を計算する */
+ !skill_get_delaynodex(skill_id, skill_lv)) // if skill casttime is allowed to be reduced by dex
+ {
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+ if (scale < 0)
+ scale = 0;
+ time = time * scale / battle_config.castrate_dex_scale;
+ }
+
+ if (battle_config.delay_rate != 100)
+ time = time * battle_config.delay_rate / 100;
+
+ if (sd->delayrate != 100)
+ time = time * sd->delayrate / 100;
+
+ if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
+ time = battle_config.min_skill_delay_limit;
+ }
+
+ /* ブラギの? */
+ sc_data = status_get_sc_data(bl);
+ if (sc_data) {
+ if (sc_data[SC_POEMBRAGI].timer != -1)
+ time -= time * sc_data[SC_POEMBRAGI].val3 / 100;
+ if (sc_data[SC_SPIRIT].timer != -1)
+ switch (skill_id) {
+ case CR_SHIELDBOOMERANG:
+ if (sc_data[SC_SPIRIT].val2 == SL_CRUSADER)
+ time /=2;
+ break;
+ case AS_SONICBLOW:
+ if (!map_flag_gvg(bl->m) && sc_data[SC_SPIRIT].val2 == SL_ASSASIN)
+ time /= 2;
+ break;
+ }
+ }
+
+ return (time > 0) ? time : 0;
+}
+
+/*==========================================
+ * スキル使用?iID指定?j
+ *------------------------------------------
+ */
+int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
+{
+ struct map_session_data* tsd = NULL;
+ struct block_list *bl = NULL;
+ struct status_change *sc_data;
+ int casttime, forcecast = 0;
+ unsigned int tick = gettick();
+
+ nullpo_retr(0, sd);
+
+ if (skill_lv <= 0)
+ return 0;
+
+ sc_data = sd->sc_data;
+ switch(skill_num)
+ { //Check for skills that auto-select target
+ case MO_CHAINCOMBO:
+ target_id = sd->attacktarget;
+ if (sc_data[SC_BLADESTOP].timer != -1){
+ if ((bl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない?
+ return 0;
+ target_id = bl->id;
+ }
+ break;
+ case MO_COMBOFINISH:
+ case CH_CHAINCRUSH:
+ case CH_TIGERFIST:
+ case TK_STORMKICK: // Taekwon kicks [Dralnu]
+ case TK_DOWNKICK:
+ case TK_TURNKICK:
+ target_id = sd->attacktarget;
+ break;
+
+ case TK_JUMPKICK:
+ case TK_COUNTER:
+ case HT_POWER:
+ if (sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == skill_num)
+ target_id = sc_data[SC_COMBO].val2;
+ else if (skill_num == TK_COUNTER) //This one is for Ranking TKers
+ target_id = sd->attacktarget;
+ else if (skill_num == HT_POWER)
+ return 0;
+ break;
+// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
+//
+ case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
+ if (sc_data[SC_COMBO].timer != -1 &&
+ (sc_data[SC_COMBO].val1 == MO_COMBOFINISH ||
+ sc_data[SC_COMBO].val1 == CH_TIGERFIST ||
+ sc_data[SC_COMBO].val1 == CH_CHAINCRUSH))
+ target_id = sd->attacktarget;
+ break;
+ case WE_MALE:
+ case WE_FEMALE:
+ if (!sd->status.partner_id)
+ return 0;
+ tsd = map_charid2sd(sd->status.partner_id);
+ bl = (struct block_list *)tsd;
+ if (bl)
+ target_id = bl->id;
+ else
+ {
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+ break;
+ case WE_CALLBABY:
+ tsd = pc_get_child(sd);
+ bl = (struct block_list *)tsd;
+ if (bl)
+ target_id = bl->id;
+ else
+ {
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+ break;
+ }
+ if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
+ return 0;
+
+ if (bl->type == BL_PC)
+ tsd = (struct map_session_data*)bl;
+
+ if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
+ return 0;
+
+ if(sd->bl.m != bl->m)
+ return 0;
+
+ if(sd->skilltimer != -1 && skill_num != SA_CASTCANCEL) //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
+ return 0;
+
+ if(skillnotok(skill_num, sd)) // [MouseJstr]
+ return 0;
+ if (tsd && (skill_num == ALL_RESURRECTION || skill_num == PR_REDEMPTIO) && !pc_isdead(tsd))
+ return 0;
+
+ if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
+ return 0;
+ if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
+ {
+ if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+
+ //直前のスキルが何か?える必要のあるスキル
+ switch (skill_num) {
+ case SA_CASTCANCEL:
+ if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない
+ sd->skillid_old = sd->skillid;
+ sd->skilllv_old = sd->skilllv;
+ }
+ break;
+
+ case BD_ENCORE: /* アンコ?ル */
+ if (!sd->skillid_dance) { //前回使用した踊りがないとだめ
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ } else {
+ sd->skillid_old = skill_num;
+ }
+ break;
+
+ case GD_BATTLEORDER:
+ case GD_REGENERATION:
+ case GD_RESTORE:
+ case GD_EMERGENCYCALL:
+ {
+ if (!sd->status.guild_id || !sd->state.gmaster_flag)
+ return 0;
+ skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
+ if (skill_lv <= 0) return 0;
+ }
+ break;
+
+ case BD_LULLABY: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
+ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
+ case BD_ROKISWEIL: /* ?キの叫び */
+ case BD_INTOABYSS: /* ?[淵の中に */
+ case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
+ case CG_MOONLIT: /* 月明りの?に落ちる花びら */
+ {
+ if (battle_config.player_skill_partner_check)
+ {
+ if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
+ {
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+ }
+ break;
+ }
+ }
+
+ sd->skillid = skill_num;
+ sd->skilllv = skill_lv;
+ if (!skill_check_condition(sd,0)) return 0;
+
+ if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
+ if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
+ return 0;
+ }
+
+ if ((skill_num != MO_CHAINCOMBO &&
+ skill_num != MO_COMBOFINISH &&
+ skill_num != MO_EXTREMITYFIST &&
+ skill_num != CH_TIGERFIST &&
+ skill_num != CH_CHAINCRUSH &&
+ skill_num != TK_STORMKICK &&
+ skill_num != TK_DOWNKICK &&
+ skill_num != TK_TURNKICK &&
+ skill_num != TK_COUNTER) ||
+ (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
+ pc_stopattack(sd);
+
+ casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
+ sd->state.skillcastcancel = skill_get_castcancel(skill_num);
+
+ switch (skill_num) { /* 何か特殊な??が必要 */
+ case ALL_RESURRECTION: /* リザレクション */
+ if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */
+ forcecast = 1; /* タ?ンアンデットと同じ詠?・時間 */
+ casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
+ }
+ break;
+
+ case MO_FINGEROFFENSIVE: /* 指? */
+ casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
+ break;
+
+// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
+//
+ case MO_EXTREMITYFIST: /*阿?C羅覇鳳?*/
+ if (sc_data && sc_data[SC_COMBO].timer != -1 &&
+ (sc_data[SC_COMBO].val1 == MO_COMBOFINISH ||
+ sc_data[SC_COMBO].val1 == CH_TIGERFIST ||
+ sc_data[SC_COMBO].val1 == CH_CHAINCRUSH))
+ casttime = 0;
+ forcecast = 1;
+ break;
+
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ forcecast = 1;
+ break;
+
+ case KN_CHARGEATK:
+ casttime *= distance_bl(&sd->bl, bl);
+ break;
+
+ // parent-baby skills
+ case WE_BABY:
+ case WE_CALLPARENT:
+ {
+ struct map_session_data *f_sd = pc_get_father(sd);
+ struct map_session_data *m_sd = pc_get_mother(sd);
+
+ // set target as any one of the parent
+ if (f_sd) target_id = f_sd->bl.id;
+ else if (m_sd) target_id = m_sd->bl.id;
+ else return 0; // neither are found
+ }
+ break;
+ case HP_BASILICA: /* バジリカ */
+ {
+ // cancel Basilica if already in effect
+ if (sc_data && sc_data[SC_BASILICA].timer != -1 && sc_data[SC_BASILICA].val3 == BCT_SELF) {
+ status_change_end(&sd->bl,SC_BASILICA,-1);
+ return 0;
+ }
+ }
+ break;
+ }
+
+ //?モライズ?態ならキャストタイムが1/3
+ if (sc_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)
+ ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
+ sd->bl.id, target_id, skill_num, skill_lv, casttime);
+
+ if (casttime > 0 || forcecast) {
+ struct mob_data *md;
+ int mode;
+ if(sd->disguise) { // [Valaris]
+ clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
+ clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
+ }
+ else
+ clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
+ /* 詠?・反?モンスタ? */
+ if (bl->type == BL_MOB && (mode = status_get_mode(bl))&MD_CASTSENSOR && (md = (struct mob_data *)bl) &&
+ (!md->special_state.ai || skill_get_inf(skill_num) != INF_SUPPORT_SKILL) //Avoid having summons target master from supportive skills. [Skotlex]
+ ) {
+ switch (md->state.skillstate) {
+ case MSS_ANGRY:
+ case MSS_RUSH:
+ case MSS_FOLLOW:
+ if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
+ break; //Only Aggressive mobs change target while chasing.
+ case MSS_IDLE:
+ case MSS_WALK:
+ md->target_id = sd->bl.id;
+ md->state.targettype = ATTACKABLE;
+ md->state.aggressive = (mode&MD_ANGRY)?1:0;
+ md->min_chase = md->db->range3;
+ }
+ }
+ }
+
+ if (!(battle_config.pc_cloak_check_type&2) &&
+ sc_data && sc_data[SC_CLOAKING].timer != -1 &&
+ sd->skillid != AS_CLOAKING)
+ status_change_end(&sd->bl,SC_CLOAKING,-1);
+
+ sd->skilltarget = target_id;
+ sd->skillx = 0;
+ sd->skilly = 0;
+ sd->canact_tick = tick + casttime + 100;
+ //Recycling forcecast to store the skill's level. [Skotlex]
+ sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);
+
+ if (casttime > 0) {
+ sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
+ if (forcecast > 0)
+ status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
+ else
+ pc_stop_walking(sd,0);
+ } else {
+ sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
+ if (skill_num != SA_CASTCANCEL)
+ sd->skilltimer = -1;
+ skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用?i??且w定?j
+ *------------------------------------------
+ */
+int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
+{
+ struct block_list bl;
+ struct status_change *sc_data;
+ int casttime, skill = 0;
+ unsigned int tick = gettick();
+
+ nullpo_retr(0, sd);
+
+ if (pc_isdead(sd))
+ return 0;
+ if (skill_lv <= 0)
+ return 0;
+ if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
+ return 0;
+ if (skillnotok(skill_num, sd)) // [MouseJstr]
+ return 0;
+ if (skill_num == WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg) { // noicewall flag [Valaris]
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return 0;
+ }
+ if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
+ { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
+
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+
+ sc_data = sd->sc_data;
+
+ if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
+ return 0;
+
+ sd->skillid = skill_num;
+ sd->skilllv = skill_lv;
+ sd->skillx = skill_x;
+ sd->skilly = skill_y;
+ if (!skill_check_condition(sd,0)) return 0;
+
+ /* 射程と?瘧Q物チェック */
+ bl.type = BL_NUL;
+ bl.m = sd->bl.m;
+ bl.x = skill_x;
+ bl.y = skill_y;
+
+ if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
+ return 0;
+
+/* Previous code body, left here in case we have to rollback. [Skotlex]
+ {
+ int check_range_flag = 0;
+
+ range = skill_get_range(skill_num,skill_lv);
+ if(range < 0)
+ range = status_get_range(&sd->bl) - (range + 1);
+ // be lenient if the skill was cast before we have moved to the correct position [Celest]
+ if (sd->walktimer != -1)
+ range ++;
+ else check_range_flag = 1;
+ if(!battle_check_range(&sd->bl,&bl,range)) {
+ if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
+ int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
+ int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
+ pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
+ } else
+ return 0;
+ }
+ }
+*/
+ pc_stopattack(sd);
+
+ casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
+ sd->state.skillcastcancel = skill_db[skill_num].castcancel;
+
+ if (battle_config.pc_skill_log)
+ ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
+ sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
+
+ //?モライズ?態ならキャストタイムが1/3
+ if (sc_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 ) { /* 詠?・が必要 */
+ if(sd->disguise) { // [Valaris]
+ clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
+ clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
+ }
+ else
+ clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
+ }
+
+ if (!(battle_config.pc_cloak_check_type&2) &&
+ sc_data && sc_data[SC_CLOAKING].timer != -1)
+ status_change_end(&sd->bl,SC_CLOAKING,-1);
+
+ sd->skilltarget = 0;
+ sd->canact_tick = tick + casttime + 100;
+ sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);
+
+ if (casttime > 0) {
+ sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
+ if (skill > 0)
+ status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
+ else
+ pc_stop_walking(sd,0);
+ } else {
+ sd->state.skillcastcancel = 0; /* 詠?・の無いものはキャンセルされない */
+ sd->skilltimer = -1;
+ skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スキル詠?・キャンセル
+ *------------------------------------------
+ */
+int skill_castcancel (struct block_list *bl, int type)
+{
+ int ret = 0;
+
+ nullpo_retr(0, bl);
+
+ if (bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ unsigned long tick = gettick();
+ nullpo_retr(0, sd);
+ sd->canact_tick = tick;
+ sd->canmove_tick = tick;
+ if (sd->skilltimer != -1) {
+ if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
+ status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
+ }
+ if (!type) {
+ if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
+ ret = delete_timer( sd->skilltimer, skill_castend_pos );
+ else
+ ret = delete_timer( sd->skilltimer, skill_castend_id );
+ if (ret < 0)
+ ShowError("delete timer error : skillid : %d\n", sd->skillid);
+ } else {
+ if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
+ ret = delete_timer( sd->skilltimer, skill_castend_pos );
+ else
+ ret = delete_timer( sd->skilltimer, skill_castend_id );
+ if (ret < 0)
+ ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
+ }
+ sd->skillid = sd->skilllv = -1;
+ sd->skilltimer = -1;
+ clif_skillcastcancel(bl);
+ }
+ return 0;
+ } else if (bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ nullpo_retr(0, md);
+ if (md->skilltimer != -1) {
+ if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
+ ret = delete_timer( md->skilltimer, mobskill_castend_pos );
+ else
+ ret = delete_timer( md->skilltimer, mobskill_castend_id );
+ md->skillid = md->skilllv = -1;
+ md->skilltimer = -1;
+ clif_skillcastcancel(bl);
+ }
+ if (ret < 0)
+ ShowError("delete timer error : skillid : %d\n", md->skillid);
+ return 0;
+ } if (bl->type == BL_PET) {
+ struct pet_data *pd = (struct pet_data*)bl;
+ pd->state.casting_flag = 0;
+ clif_skillcastcancel(bl);
+ if (pd->timer != -1)
+ { //Free the data attached to casting. [Skotlex]
+ struct TimerData *td = get_timer(pd->timer);
+ if (td && td->data)
+ {
+ aFree((struct cast_end_delay*)td->data);
+ td->data = 0;
+ }
+ }
+ //The timer is not deleted as the pet's attack will be resumed.
+ return 0;
+ }
+
+ return 1;
+}
+/*=========================================
+ * ブランディッシュスピア ?炎範?決定
+ *----------------------------------------
+ */
+void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
+
+ nullpo_retv(tc);
+
+ if(dir == 0){
+ tc->val1[0]=x-2;
+ tc->val1[1]=x-1;
+ tc->val1[2]=x;
+ tc->val1[3]=x+1;
+ tc->val1[4]=x+2;
+ tc->val2[0]=
+ tc->val2[1]=
+ tc->val2[2]=
+ tc->val2[3]=
+ tc->val2[4]=y-1;
+ }
+ else if(dir==2){
+ tc->val1[0]=
+ tc->val1[1]=
+ tc->val1[2]=
+ tc->val1[3]=
+ tc->val1[4]=x+1;
+ tc->val2[0]=y+2;
+ tc->val2[1]=y+1;
+ tc->val2[2]=y;
+ tc->val2[3]=y-1;
+ tc->val2[4]=y-2;
+ }
+ else if(dir==4){
+ tc->val1[0]=x-2;
+ tc->val1[1]=x-1;
+ tc->val1[2]=x;
+ tc->val1[3]=x+1;
+ tc->val1[4]=x+2;
+ tc->val2[0]=
+ tc->val2[1]=
+ tc->val2[2]=
+ tc->val2[3]=
+ tc->val2[4]=y+1;
+ }
+ else if(dir==6){
+ tc->val1[0]=
+ tc->val1[1]=
+ tc->val1[2]=
+ tc->val1[3]=
+ tc->val1[4]=x-1;
+ tc->val2[0]=y+2;
+ tc->val2[1]=y+1;
+ tc->val2[2]=y;
+ tc->val2[3]=y-1;
+ tc->val2[4]=y-2;
+ }
+ else if(dir==1){
+ tc->val1[0]=x-1;
+ tc->val1[1]=x;
+ tc->val1[2]=x+1;
+ tc->val1[3]=x+2;
+ tc->val1[4]=x+3;
+ tc->val2[0]=y-4;
+ tc->val2[1]=y-3;
+ tc->val2[2]=y-1;
+ tc->val2[3]=y;
+ tc->val2[4]=y+1;
+ }
+ else if(dir==3){
+ tc->val1[0]=x+3;
+ tc->val1[1]=x+2;
+ tc->val1[2]=x+1;
+ tc->val1[3]=x;
+ tc->val1[4]=x-1;
+ tc->val2[0]=y-1;
+ tc->val2[1]=y;
+ tc->val2[2]=y+1;
+ tc->val2[3]=y+2;
+ tc->val2[4]=y+3;
+ }
+ else if(dir==5){
+ tc->val1[0]=x+1;
+ tc->val1[1]=x;
+ tc->val1[2]=x-1;
+ tc->val1[3]=x-2;
+ tc->val1[4]=x-3;
+ tc->val2[0]=y+3;
+ tc->val2[1]=y+2;
+ tc->val2[2]=y+1;
+ tc->val2[3]=y;
+ tc->val2[4]=y-1;
+ }
+ else if(dir==7){
+ tc->val1[0]=x-3;
+ tc->val1[1]=x-2;
+ tc->val1[2]=x-1;
+ tc->val1[3]=x;
+ tc->val1[4]=x+1;
+ tc->val2[1]=y;
+ tc->val2[0]=y+1;
+ tc->val2[2]=y-1;
+ tc->val2[3]=y-2;
+ tc->val2[4]=y-3;
+ }
+
+}
+
+/*=========================================
+ * ブランディッシュスピア 方向判定 範??張
+ *-----------------------------------------
+ */
+void skill_brandishspear_dir(struct square *tc,int dir,int are){
+
+ int c;
+
+ nullpo_retv(tc);
+
+ for(c=0;c<5;c++){
+ if(dir==0){
+ tc->val2[c]+=are;
+ }else if(dir==1){
+ tc->val1[c]-=are; tc->val2[c]+=are;
+ }else if(dir==2){
+ tc->val1[c]-=are;
+ }else if(dir==3){
+ tc->val1[c]-=are; tc->val2[c]-=are;
+ }else if(dir==4){
+ tc->val2[c]-=are;
+ }else if(dir==5){
+ tc->val1[c]+=are; tc->val2[c]-=are;
+ }else if(dir==6){
+ tc->val1[c]+=are;
+ }else if(dir==7){
+ tc->val1[c]+=are; tc->val2[c]+=are;
+ }
+ }
+}
+
+/*==========================================
+ * Weapon Repair [Celest/DracoRPG]
+ *------------------------------------------
+ */
+void skill_repairweapon(struct map_session_data *sd, int idx)
+{
+ int material;
+ int materials[4] = { 1002, 998, 999, 756 };
+ struct item *item;
+
+ nullpo_retv(sd);
+ nullpo_retv(sd->repair_target);
+
+ if(idx==0xFFFF) // No item selected ('Cancel' clicked)
+ return;
+
+ item = &sd->repair_target->status.inventory[idx];
+
+ if(sd!=sd->repair_target && !battle_check_range(&sd->bl,&sd->repair_target->bl,skill_get_range2(&sd->bl, sd->skillid,sd->skilllv))){
+ clif_item_repaireffect(sd,item->nameid,1);
+ return;
+ }
+
+ if(idx >= 0 && idx < MAX_INVENTORY) {
+ if(item->nameid > 0 && item->attribute == 1 ) {
+ if (itemdb_type(item->nameid)==4)
+ material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
+ else
+ material = materials [2]; // Armors consume 1 Steel
+ if (pc_search_inventory(sd,material) < 0 ) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return;
+ }
+ item->attribute=0;
+ clif_equiplist(sd->repair_target);
+ pc_delitem(sd,pc_search_inventory(sd,material),1,0);
+ clif_item_repaireffect(sd,item->nameid,0);
+ if(sd!=sd->repair_target)
+ clif_item_repaireffect(sd->repair_target,item->nameid,0);
+ sd->repair_target=NULL;
+ }
+ }
+}
+
+/*==========================================
+ * Item Appraisal
+ *------------------------------------------
+ */
+void skill_identify(struct map_session_data *sd,int idx)
+{
+ int flag=1;
+
+ nullpo_retv(sd);
+
+ if(idx >= 0 && idx < MAX_INVENTORY) {
+ if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
+ flag=0;
+ sd->status.inventory[idx].identify=1;
+ }
+ }
+ clif_item_identified(sd,idx,flag);
+}
+
+/*==========================================
+ * Weapon Refine [Celest]
+ *------------------------------------------
+ */
+void skill_weaponrefine(struct map_session_data *sd,int idx)
+{
+ int i = 0, ep = 0, per;
+ int material[5] = { 0, 1010, 1011, 984, 984 };
+ struct item *item;
+
+ nullpo_retv(sd);
+
+ if (idx >= 0 && idx < MAX_INVENTORY) {
+ struct item_data *ditem = sd->inventory_data[idx];
+ item = &sd->status.inventory[idx];
+
+ if(item->nameid > 0 && ditem->type == 4) {
+ if (item->refine >= sd->skilllv ||
+ item->refine >= MAX_REFINE || // if it's no longer refineable
+ ditem->flag.no_refine || // if the item isn't refinable
+ (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return;
+ }
+
+ per = percentrefinery [ditem->wlv][(int)item->refine];
+ per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]
+
+ if (per > rand() % 100) {
+ item->refine++;
+ pc_delitem(sd, i, 1, 0);
+ if(item->equip) {
+ ep = item->equip;
+ pc_unequipitem(sd,idx,3);
+ }
+ clif_refine(sd->fd,sd,0,idx,item->refine);
+ clif_delitem(sd,idx,1);
+ clif_additem(sd,idx,1,0);
+ if (ep)
+ pc_equipitem(sd,idx,ep);
+ clif_misceffect(&sd->bl,3);
+ if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
+ switch(ditem->wlv){
+ case 1:
+ pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
+ break;
+ case 2:
+ pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
+ break;
+ case 3:
+ pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
+ break;
+ }
+ }
+ } else {
+ pc_delitem(sd, i, 1, 0);
+ item->refine = 0;
+ if(item->equip)
+ pc_unequipitem(sd,idx,3);
+ clif_refine(sd->fd,sd,1,idx,item->refine);
+ pc_delitem(sd,idx,1,0);
+ clif_misceffect(&sd->bl,2);
+ clif_emotion(&sd->bl, 23);
+ }
+ }
+ }
+}
+
+/*==========================================
+ * オ?トスペル
+ *------------------------------------------
+ */
+int skill_autospell(struct map_session_data *sd,int skillid)
+{
+ int skilllv;
+ int maxlv=1,lv;
+
+ nullpo_retr(0, sd);
+
+ skilllv = 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 (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_SAGE)
+ maxlv =10; //Soul Linker bonus. [Skotlex]
+ else if(skilllv==2) maxlv=1;
+ else if(skilllv==3) maxlv=2;
+ else if(skilllv>=4) maxlv=3;
+ }
+ else if(skillid==MG_SOULSTRIKE){
+ if(skilllv==5) maxlv=1;
+ else if(skilllv==6) maxlv=2;
+ else if(skilllv>=7) maxlv=3;
+ }
+ else if(skillid==MG_FIREBALL){
+ if(skilllv==8) maxlv=1;
+ else if(skilllv>=9) maxlv=2;
+ }
+ else if(skillid==MG_FROSTDIVER) maxlv=1;
+ else return 0;
+
+ if(maxlv > (lv=pc_checkskill(sd,skillid)))
+ maxlv = lv;
+
+ status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
+ skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが?曹ォ易い????H
+ return 0;
+}
+
+/*==========================================
+ * ギャングスタ?パラダイス判定??(foreachinarea)
+ *------------------------------------------
+ */
+
+static int skill_gangster_count(struct block_list *bl,va_list ap)
+{
+ 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) {/* ?タった時の?? */
+ 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) {/*ギャングスタ??ャ功したら自分にもギャングスタ???ォ付?*/
+ map_foreachinarea(skill_gangster_in,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC);
+ sd->state.gangsterparadise = 1;
+ }
+ return 0;
+ }
+ else if(type==0) {/* 立ち?繧ェったときの?? */
+ 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;
+}
+/*==========================================
+ * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
+ *------------------------------------------
+ */
+static int skill_rest_count(struct block_list *bl,va_list ap)
+{
+ int *c_r;
+ struct map_session_data *sd;
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ sd=(struct map_session_data*)bl;
+ c_r=va_arg(ap,int *);
+
+ if(sd && c_r && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
+ (*c_r)++;
+ return 0;
+}
+
+static int skill_rest_in(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ sd=(struct map_session_data*)bl;
+ if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
+ sd->state.rest=1;
+ status_calc_pc(sd,0);
+ }
+ return 0;
+}
+
+static int skill_rest_out(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *sd;
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ sd=(struct map_session_data*)bl;
+ if(sd && sd->state.rest != 0){
+ sd->state.rest=0;
+ }
+ return 0;
+}
+
+int skill_rest(struct map_session_data *sd ,int type)
+{
+ int range=1;
+ int c_r=0;
+ nullpo_retr(0, sd);
+
+ if(pc_checkskill(sd,TK_HPTIME) <= 0 && pc_checkskill(sd,TK_SPTIME) <= 0)
+ return 0;
+
+ if(type==1) { //When you sit down
+ map_foreachinarea(skill_rest_count,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&c_r);
+ if(c_r > 1) {
+ map_foreachinarea(skill_rest_in,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC);
+ sd->state.rest = 1;
+ status_calc_pc(sd,0);
+ }
+ return 0;
+ }
+ else if(type==0) { //When you stand up
+ map_foreachinarea(skill_rest_count,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC,&c_r);
+ if(c_r < 2)
+ map_foreachinarea(skill_rest_out,sd->bl.m,
+ sd->bl.x-range,sd->bl.y-range,
+ sd->bl.x+range,sd->bl.y+range,BL_PC);
+ sd->state.rest = 0;
+ status_calc_pc(sd,0);
+ return 0;
+ }
+ return 0;
+}
+/*==========================================
+ * 寒いジョ?ク?スクリ?ム判定??(foreachinarea)
+ *------------------------------------------
+ */
+int skill_frostjoke_scream(struct block_list *bl,va_list ap)
+{
+ struct block_list *src;
+ int skillnum,skilllv;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src=va_arg(ap,struct block_list*));
+
+ skillnum=va_arg(ap,int);
+ skilllv=va_arg(ap,int);
+ if(skilllv <= 0) return 0;
+ tick=va_arg(ap,unsigned int);
+
+ if (src == bl || //自分には?かない
+ bl->prev == NULL ||
+ status_isdead(bl))
+ return 0;
+ if (bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if (sd && sd->status.option & OPTION_INVISIBLE && pc_isGM(sd) > 0)
+ return 0;
+ }
+ //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
+ if(battle_check_target(src,bl,BCT_ENEMY) > 0)
+ skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
+ else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
+ skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
+
+ return 0;
+}
+
+/*==========================================
+ * バジリカのセルを?ン定する
+ *------------------------------------------
+ */
+void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int flag)
+{
+ int i,x,y,range = skill_get_unit_range(skill_num);
+ int size = range*2+1;
+
+ for (i=0;i<size*size;i++) {
+ x = src->bl.x+(i%size-range);
+ y = src->bl.y+(i/size-range);
+ map_setcell(src->bl.m,x,y,flag);
+ }
+}
+
+/*==========================================
+ * Sets a map cell around the caster, according to the skill's range.
+ *------------------------------------------
+ */
+void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
+{
+ int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
+ int size = range*2+1;
+
+ for (i=0;i<size*size;i++) {
+ x = src->x+(i%size-range);
+ y = src->y+(i/size-range);
+ map_setcell(src->m,x,y,flag);
+ }
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int skill_attack_area(struct block_list *bl,va_list ap)
+{
+ struct block_list *src,*dsrc;
+ int atk_type,skillid,skilllv,flag,type;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ atk_type = va_arg(ap,int);
+ if((src=va_arg(ap,struct block_list*)) == NULL)
+ return 0;
+ if((dsrc=va_arg(ap,struct block_list*)) == NULL)
+ return 0;
+ skillid=va_arg(ap,int);
+ skilllv=va_arg(ap,int);
+ if(skillid > 0 && skilllv <= 0) return 0; // celest
+ tick=va_arg(ap,unsigned int);
+ flag=va_arg(ap,int);
+ type=va_arg(ap,int);
+
+ if(battle_check_target(dsrc,bl,type) > 0)
+ skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
+
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int skill_clear_element_field(struct block_list *bl)
+{
+ struct 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;
+}
+
+/*==========================================
+ * Returns the first element field found [Skotlex]
+ *------------------------------------------
+ */
+struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
+{
+ struct mob_data *md=NULL;
+ struct map_session_data *sd=NULL;
+ int i,max,skillid;
+
+ nullpo_retr(0, bl);
+
+ if (bl->type==BL_MOB) {
+ max = MAX_MOBSKILLUNITGROUP;
+ md = (struct mob_data *)bl;
+ } else if(bl->type==BL_PC) {
+ max = MAX_SKILLUNITGROUP;
+ sd = (struct map_session_data *)bl;
+ } else
+ return NULL;
+
+ for (i=0;i<max;i++) {
+ if(sd){
+ skillid=sd->skillunit[i].skill_id;
+ if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
+ return &sd->skillunit[i];
+ }else if(md){
+ skillid=md->skillunit[i].skill_id;
+ if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
+ return &md->skillunit[i];
+ }
+ }
+ return NULL;
+}
+
+// for graffiti cleaner [Valaris]
+int skill_graffitiremover(struct block_list *bl, va_list ap)
+{
+ struct skill_unit *unit=NULL;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
+ return 0;
+
+ if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
+ skill_delunit(unit);
+
+ return 0;
+}
+
+int skill_greed(struct block_list *bl, va_list ap)
+{
+ struct block_list *src;
+ struct map_session_data *sd=NULL;
+ struct flooritem_data *fitem=NULL;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src = va_arg(ap,struct block_list *));
+
+ if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
+ pc_takeitem(sd, fitem);
+
+ return 0;
+}
+
+/*==========================================
+ * ランドプ?テクタ?チェック(foreachinarea)
+ *------------------------------------------
+ */
+int skill_landprotector(struct block_list *bl, va_list ap )
+{
+ int skillid;
+ int *alive;
+ struct skill_unit *unit;
+ struct block_list *src;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ skillid = va_arg(ap,int);
+ alive = va_arg(ap,int *);
+ src = va_arg(ap,struct block_list *);
+
+ if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
+ return 0;
+
+ if (alive && skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
+ && battle_check_target(bl, src, BCT_ENEMY) > 0)
+ { //Check for offensive Land Protector to delete both. [Skotlex]
+ (*alive) = 0;
+ skill_delunit(unit);
+ return 0;
+ }
+ if (skillid == SA_LANDPROTECTOR ||
+ skillid == HW_GANBANTEIN)
+ skill_delunit(unit);
+ else if (alive && unit->group->skill_id == SA_LANDPROTECTOR)
+ (*alive) = 0;
+ else if (alive && skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA)
+ (*alive) = 0; //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
+ return 0;
+}
+
+/*==========================================
+ * variation of skill_landprotector
+ *------------------------------------------
+ */
+int skill_ganbatein(struct block_list *bl, va_list ap )
+{
+ struct skill_unit *unit;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
+ return 0;
+
+ if (unit->group->skill_id == SA_LANDPROTECTOR)
+ skill_delunit(unit);
+ else skill_delunitgroup(unit->group);
+
+ return 0;
+}
+
+/*==========================================
+ * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea)
+ *------------------------------------------
+ */
+int skill_count_target (struct block_list *bl, va_list ap)
+{
+ struct block_list *src;
+ int *c;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ if ((src = va_arg(ap,struct block_list *)) == NULL)
+ return 0;
+ if ((c = va_arg(ap,int *)) == NULL)
+ return 0;
+ if (battle_check_target(src,bl,BCT_ENEMY) > 0)
+ (*c)++;
+ return 0;
+}
+/*==========================================
+ * トラップ範???(foreachinarea)
+ *------------------------------------------
+ */
+int skill_trap_splash (struct block_list *bl, va_list ap)
+{
+ struct block_list *src;
+ int tick;
+ int splash_count;
+ struct skill_unit *unit;
+ struct skill_unit_group *sg;
+ struct block_list *ss;
+ int i;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, src = va_arg(ap,struct block_list *));
+ nullpo_retr(0, unit = (struct skill_unit *)src);
+ nullpo_retr(0, sg = unit->group);
+// nullpo_retr(0, ss = map_id2bl(sg->src_id));
+ if ((ss = map_id2bl(sg->src_id)) == NULL)
+ { //Temporal debug until this case is solved. [Skotlex]
+ ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
+ return 0;
+ }
+
+ tick = va_arg(ap,int);
+ splash_count = va_arg(ap,int);
+
+ if(battle_check_target(src,bl,BCT_ENEMY) > 0){
+ switch(sg->unit_id){
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
+ break;
+ case UNT_BLASTMINE:
+ case UNT_CLAYMORETRAP:
+ for(i=0;i<splash_count;i++){
+ skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
+ }
+ break;
+ case UNT_FREEZINGTRAP:
+ skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
+ break;
+ default:
+ break;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * ステ?タス異??I了
+ *------------------------------------------
+ */
+int skill_enchant_elemental_end (struct block_list *bl, int type)
+{
+ struct status_change *sc_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) /* エンチャントポイズン解? */
+ status_change_end(bl, SC_ENCPOISON, -1);
+ if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解? */
+ status_change_end(bl, SC_ASPERSIO, -1);
+ if (type != SC_FIREWEAPON && sc_data[SC_FIREWEAPON].timer != -1) /* フレイムランチャ解? */
+ status_change_end(bl, SC_FIREWEAPON, -1);
+ if (type != SC_WATERWEAPON && sc_data[SC_WATERWEAPON].timer != -1) /* フ?ストウェポン解? */
+ status_change_end(bl, SC_WATERWEAPON, -1);
+ if (type != SC_WINDWEAPON && sc_data[SC_WINDWEAPON].timer != -1) /* ライトニング??ダ?解? */
+ status_change_end(bl, SC_WINDWEAPON, -1);
+ if (type != SC_EARTHWEAPON && sc_data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェポン解? */
+ status_change_end(bl, SC_EARTHWEAPON, -1);
+ if (type != SC_SHADOWWEAPON && sc_data[SC_SHADOWWEAPON].timer != -1)
+ status_change_end(bl, SC_SHADOWWEAPON, -1);
+ if (type != SC_GHOSTWEAPON && sc_data[SC_GHOSTWEAPON].timer != -1)
+ status_change_end(bl, SC_GHOSTWEAPON, -1);
+ return 0;
+}
+
+/* ク??キング??ク?i周りに移動不可能地?があるか?j */
+int skill_check_cloaking(struct block_list *bl)
+{
+ struct map_session_data *sd = NULL;
+ static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
+ static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
+ int end = 1,i;
+
+ nullpo_retr(1, bl);
+
+ if (bl->type == BL_PC) {
+ nullpo_retr(1, sd = (struct map_session_data *)bl);
+ }
+
+ if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
+ (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
+ { //Check for walls.
+ for (i = 0; i < 8; i++)
+ if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
+ {
+ end = 0;
+ break;
+ }
+ } else
+ end = 0; //No wall check.
+
+ if(end){
+ 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) {
+ status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
+ }
+ }
+ else {
+ if (sd && sd->sc_data[SC_CLOAKING].val3 != 103) {
+ status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
+ }
+ }
+
+ return end;
+}
+
+/*
+ *----------------------------------------------------------------------------
+ * スキルユニット
+ *----------------------------------------------------------------------------
+ */
+
+/*==========================================
+ * 演奏/ダンスをやめる
+ * flag 1で?奏中なら相方にユニットを任せる
+ *
+ *------------------------------------------
+ */
+void skill_stop_dancing(struct block_list *src)
+{
+ struct status_change* sc_data;
+ struct skill_unit_group* group;
+ struct map_session_data* dsd = NULL;
+
+ nullpo_retv(src);
+ nullpo_retv(sc_data = status_get_sc_data(src));
+
+ if(sc_data[SC_DANCING].timer == -1)
+ return;
+
+ group = (struct skill_unit_group *)sc_data[SC_DANCING].val2;
+ sc_data[SC_DANCING].val2 = 0;
+
+ if (sc_data[SC_DANCING].val4)
+ {
+ if (sc_data[SC_DANCING].val4 != BCT_SELF)
+ dsd = map_id2sd(sc_data[SC_DANCING].val4);
+ sc_data[SC_DANCING].val4 = 0;
+ }
+
+ if (group)
+ skill_delunitgroup(group);
+
+ if (dsd)
+ {
+ dsd->sc_data[SC_DANCING].val4 = dsd->sc_data[SC_DANCING].val2 = 0;
+ status_change_end(&dsd->bl, SC_DANCING, -1);
+ }
+ status_change_end(src, SC_DANCING, -1);
+}
+
+/*==========================================
+ * スキルユニット?炎化
+ *------------------------------------------
+ */
+struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
+{
+ struct skill_unit *unit;
+
+ nullpo_retr(NULL, group);
+ nullpo_retr(NULL, unit=&group->unit[idx]);
+
+ if(!unit->alive)
+ group->alive_count++;
+
+ unit->bl.id=map_addobject(&unit->bl);
+ unit->bl.type=BL_SKILL;
+ unit->bl.m=group->map;
+ unit->bl.x=x;
+ unit->bl.y=y;
+ unit->group=group;
+ unit->val1=unit->val2=0;
+ unit->alive=1;
+
+ map_addblock(&unit->bl);
+ clif_skill_setunit(unit);
+
+ switch (group->skill_id) {
+ case AL_PNEUMA:
+ skill_unitsetmapcell(unit,AL_PNEUMA,CELL_SETPNEUMA);
+ break;
+ case MG_SAFETYWALL:
+ skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_SETSAFETYWALL);
+ break;
+ case SA_LANDPROTECTOR:
+ skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_SETLANDPROTECTOR);
+ break;
+ case HP_BASILICA:
+ skill_unitsetmapcell(unit,HP_BASILICA,CELL_SETBASILICA);
+ break;
+ case WZ_ICEWALL:
+ skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_SETICEWALL);
+ break;
+ }
+ return unit;
+}
+
+/*==========================================
+ * スキルユニット??
+ *------------------------------------------
+ */
+int skill_delunit(struct skill_unit *unit)
+{
+ struct skill_unit_group *group;
+
+ nullpo_retr(0, unit);
+ if(!unit->alive)
+ return 0;
+ nullpo_retr(0, group=unit->group);
+
+ /* onlimitイベント呼び?oし */
+ skill_unit_onlimit( unit,gettick() );
+
+ /* onoutイベント呼び?oし */
+ if (!unit->range) {
+ map_foreachincell(skill_unit_effect,unit->bl.m,
+ unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
+ }
+
+ switch (group->skill_id) {
+ case AL_PNEUMA:
+ skill_unitsetmapcell(unit,AL_PNEUMA,CELL_CLRPNEUMA);
+ break;
+ case MG_SAFETYWALL:
+ skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_CLRSAFETYWALL);
+ break;
+ case SA_LANDPROTECTOR:
+ skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_CLRLANDPROTECTOR);
+ break;
+ case HP_BASILICA:
+ skill_unitsetmapcell(unit,HP_BASILICA,CELL_CLRBASILICA);
+ break;
+ case WZ_ICEWALL:
+ skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_CLRICEWALL);
+ break;
+ }
+
+ clif_skill_delunit(unit);
+
+ unit->group=NULL;
+ unit->alive=0;
+ map_delobjectnofree(unit->bl.id);
+ if(--group->alive_count==0)
+ skill_delunitgroup(group);
+
+ return 0;
+}
+/*==========================================
+ * スキルユニットグル?プ?炎化
+ *------------------------------------------
+ */
+static int skill_unit_group_newid = MAX_SKILL_DB;
+struct skill_unit_group *skill_initunitgroup(struct block_list *src,
+ int count,int skillid,int skilllv,int unit_id)
+{
+ int i;
+ struct skill_unit_group *group=NULL, *list=NULL;
+ int maxsug=0;
+
+ if(skilllv <= 0) return 0;
+
+ nullpo_retr(NULL, src);
+
+ if(src->type==BL_PC){
+ list=((struct map_session_data *)src)->skillunit;
+ maxsug=MAX_SKILLUNITGROUP;
+ }else if(src->type==BL_MOB){
+ list=((struct mob_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ }else if(src->type==BL_PET){
+ list=((struct pet_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ }
+ if(list){
+ for(i=0;i<maxsug;i++) /* 空いているもの?? */
+ if(list[i].group_id==0){
+ group=&list[i];
+ break;
+ }
+
+ if(group==NULL){ /* 空いてないので古いもの?? */
+ int j=0;
+ unsigned maxdiff=0,x,tick=gettick();
+ for(i=0;i<maxsug;i++)
+ if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
+ maxdiff=x;
+ j=i;
+ }
+ skill_delunitgroup(&list[j]);
+ group=&list[j];
+ }
+ }
+
+ if(group==NULL){
+ ShowFatalError("skill_initunitgroup: error unit group !\n");
+ exit(1);
+ }
+
+ group->src_id=src->id;
+ group->party_id=status_get_party_id(src);
+ group->guild_id=status_get_guild_id(src);
+ group->group_id=skill_unit_group_newid++;
+ if(skill_unit_group_newid<=0)
+ skill_unit_group_newid = MAX_SKILL_DB;
+ group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
+ group->unit_count=count;
+ group->val1=group->val2=0;
+ group->skill_id=skillid;
+ group->skill_lv=skilllv;
+ group->unit_id=unit_id;
+ group->map=src->m;
+ group->limit=10000;
+ group->interval=1000;
+ group->tick=gettick();
+ if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
+ group->tick += 1500;
+ group->valstr=NULL;
+
+ i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
+ if (i&UF_DANCE) {
+ struct map_session_data *sd = NULL;
+ if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
+ sd->skillid_dance=skillid;
+ sd->skilllv_dance=skilllv;
+ }
+ status_change_start(src,SC_DANCING,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000,0);
+ //?奏スキルは相方をダンス?態にする
+ if (sd && i&UF_ENSEMBLE &&
+ battle_config.player_skill_partner_check) {
+ skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
+ }
+ }
+ return group;
+}
+
+/*==========================================
+ * スキルユニットグル?プ??
+ *------------------------------------------
+ */
+int skill_delunitgroup(struct skill_unit_group *group)
+{
+ struct block_list *src;
+ int i;
+
+ nullpo_retr(0, group);
+ if(group->unit_count<=0)
+ return 0;
+
+ src=map_id2bl(group->src_id);
+ //ダンススキルはダンス?態を解?怩キる
+ if(src) {
+ if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
+ {
+ struct status_change* sc_data = status_get_sc_data(src);
+ if (sc_data && sc_data[SC_DANCING].timer != -1)
+ {
+ sc_data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
+ status_change_end(src,SC_DANCING,-1);
+ }
+ }
+
+ if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
+ struct status_change *sc_data = status_get_sc_data(src);
+ if(sc_data && sc_data[SC_GOSPEL].timer != -1) {
+ sc_data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
+ status_change_end(src,SC_GOSPEL,-1);
+ }
+ }
+ }
+
+ group->alive_count=0;
+ if(group->unit!=NULL){
+ for(i=0;i<group->unit_count;i++)
+ if(group->unit[i].alive)
+ skill_delunit(&group->unit[i]);
+ }
+ if(group->valstr!=NULL){
+ //Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
+ aFree(group->valstr);
+ group->valstr=NULL;
+ }
+
+ map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
+ group->unit=NULL;
+ group->src_id=0;
+ group->group_id=0;
+ group->unit_count=0;
+ return 0;
+}
+
+/*==========================================
+ * スキルユニットグル?プ全??
+ *------------------------------------------
+ */
+int skill_clear_unitgroup(struct block_list *src)
+{
+ struct skill_unit_group *group=NULL;
+ int maxsug=0;
+
+ nullpo_retr(0, src);
+
+ if(src->type==BL_PC){
+ group=((struct map_session_data *)src)->skillunit;
+ maxsug=MAX_SKILLUNITGROUP;
+ } else if(src->type==BL_MOB){
+ group=((struct mob_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ } else if(src->type==BL_PET){ // [Valaris]
+ group=((struct pet_data *)src)->skillunit;
+ maxsug=MAX_MOBSKILLUNITGROUP;
+ } else
+ return 0;
+ if(group){
+ int i;
+ for(i=0;i<maxsug;i++)
+ if(group[i].group_id>0 && group[i].src_id == src->id)
+ skill_delunitgroup(&group[i]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * スキルユニットグル?プの被影響tick??
+ *------------------------------------------
+ */
+struct skill_unit_group_tickset *skill_unitgrouptickset_search(
+ struct block_list *bl,struct skill_unit_group *group,int tick)
+{
+ int i,j=-1,k,s,id;
+ struct skill_unit_group_tickset *set;
+
+ nullpo_retr(0, bl);
+ if (group->interval==-1)
+ return NULL;
+
+ if (bl->type == BL_PC)
+ set = ((struct map_session_data *)bl)->skillunittick;
+ else if (bl->type == BL_MOB)
+ set = ((struct mob_data *)bl)->skillunittick;
+ else
+ return 0;
+
+ if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
+ id = s = group->skill_id;
+ else
+ id = s = group->group_id;
+
+ for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
+ k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
+ if (set[k].id == id)
+ return &set[k];
+ else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
+ j=k;
+ }
+
+ if (j == -1) {
+ if(battle_config.error_log) {
+ ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
+ }
+ j = id % MAX_SKILLUNITGROUPTICKSET;
+ }
+
+ set[j].id = id;
+ set[j].tick = tick;
+ return &set[j];
+}
+
+/*==========================================
+ * スキルユニットタイマ??動??用(foreachinarea)
+ *------------------------------------------
+ */
+int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
+{
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ unit = va_arg(ap,struct skill_unit *);
+ tick = va_arg(ap,unsigned int);
+
+ if (!unit->alive || bl->prev==NULL)
+ return 0;
+
+ nullpo_retr(0, group=unit->group);
+
+ if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
+ return 0; //AoE skills are ineffective. [Skotlex]
+
+ if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
+ return 0;
+
+ skill_unit_onplace_timer(unit,bl,tick);
+
+ return 0;
+}
+
+/*==========================================
+ * スキルユニットタイマ???用(foreachobject)
+ *------------------------------------------
+ */
+int skill_unit_timer_sub( struct block_list *bl, va_list ap )
+{
+ struct skill_unit *unit;
+ struct skill_unit_group *group;
+ 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イベント呼び?oし */
+ 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,group->bl_flag,bl,tick);
+ if (!unit->alive)
+ return 0;
+ // マグヌスは発動したユニットは??怩キる
+ if (group->skill_id==PR_MAGNUS && unit->val2) {
+ skill_delunit(unit);
+ return 0;
+ }
+ }
+ /* 時間?リれ?? */
+ if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
+ switch(group->unit_id){
+ case UNT_BLASTMINE:
+ group->unit_id = UNT_USED_TRAPS;
+ clif_changelook(bl,LOOK_BASE,group->unit_id);
+ group->limit=DIFF_TICK(tick+1500,group->tick);
+ unit->limit=DIFF_TICK(tick+1500,group->tick);
+ break;
+ case UNT_SKIDTRAP:
+ case UNT_ANKLESNARE:
+ case UNT_LANDMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_CLAYMORETRAP:
+ case UNT_TALKIEBOX:
+ {
+ struct block_list *src=map_id2bl(group->src_id);
+ if(group->unit_id == UNT_ANKLESNARE && group->val2);
+ else{
+ if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
+ { //Avoid generating trap items when it did not cost to create them. [Skotlex]
+ struct item item_tmp;
+ memset(&item_tmp,0,sizeof(item_tmp));
+ item_tmp.nameid=1065;
+ item_tmp.identify=1;
+ map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
+ }
+ }
+ skill_delunit(unit);
+ }
+ break;
+
+ case 0xc1:
+ case 0xc2:
+ case 0xc3:
+ case 0xc4:
+ {
+ struct block_list *src=map_id2bl(group->src_id);
+ if (src)
+ group->tick = tick;
+ }
+ break;
+
+ default:
+ skill_delunit(unit);
+ }
+ }
+
+ if(group->unit_id == UNT_ICEWALL) {
+ unit->val1 -= 5;
+ if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
+ unit->limit = DIFF_TICK(tick+700,group->tick);
+ }
+
+ return 0;
+}
+/*==========================================
+ * スキルユニットタイマ???
+ *------------------------------------------
+ */
+int skill_unit_timer( int tid,unsigned int tick,int id,int data)
+{
+ map_freeblock_lock();
+
+ map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
+
+ map_freeblock_unlock();
+
+ return 0;
+}
+
+/*==========================================
+ * スキルユニット移動時??用(foreachinarea)
+ *------------------------------------------
+ */
+int skill_unit_move_sub( struct block_list *bl, va_list ap )
+{
+ struct skill_unit *unit = (struct skill_unit *)bl;
+ struct block_list *target;
+ unsigned int tick,flag,result;
+ int skill_id;
+
+ target=va_arg(ap,struct block_list*);
+ tick = va_arg(ap,unsigned int);
+ flag = va_arg(ap,int);
+
+ nullpo_retr(0, unit->group);
+
+ if (!(unit->group->bl_flag&target->type))
+ return 0; //we don't target this type of bl
+
+ skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
+
+ if (unit->group->interval!=-1 &&
+ !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
+ return 0;
+
+ if (!unit->alive || target->prev==NULL)
+ return 0;
+
+ if (flag&1)
+ {
+ result = skill_unit_onplace(unit,target,tick);
+ if (flag&2 && result)
+ { //Clear skill ids we have stored in onout.
+ int i;
+ for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
+ if (i<8)
+ skill_unit_temp[i] = 0;
+ }
+ }
+ else
+ {
+ result = skill_unit_onout(unit,target,tick);
+ if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
+ skill_unit_temp[skill_unit_index++] = result;
+ }
+ if (flag&4)
+ skill_unit_onleft(skill_id,target,tick);
+ return 1;
+}
+
+/*==========================================
+ * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
+ * Flag values:
+ * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
+ * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
+ * units to figure out when they have left a group.
+ * flag&4: Force a onleft event (triggered when the bl is killed, for example)
+ *------------------------------------------
+ */
+int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
+{
+ nullpo_retr(0, bl);
+
+ if(bl->prev==NULL )
+ return 0;
+
+ if (flag&2 && !(flag&1))
+ { //Onout, clear data
+ memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
+ skill_unit_index=0;
+ }
+
+ map_foreachincell(skill_unit_move_sub,
+ bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
+
+ if (flag&2 && flag&1)
+ { //Onplace, check any skill units you have left.
+ int i;
+ for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
+ skill_unit_onleft(skill_unit_temp[i], bl, tick);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * スキルユニット自?の移動時??
+ * 引?はグル?プと移動量
+ *------------------------------------------
+ */
+int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
+{
+ int i,j;
+ unsigned int tick = gettick();
+ int *m_flag;
+ struct skill_unit *unit1;
+ struct skill_unit *unit2;
+
+ nullpo_retr(0, group);
+ if (group->unit_count<=0)
+ return 0;
+ if (group->unit==NULL)
+ return 0;
+
+ i = skill_get_unit_flag(group->skill_id); //Check the flag...
+ if (!(
+ (i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
+ skill_get_inf2(group->skill_id)&INF2_TRAP
+ ))
+ return 0;
+
+ m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
+ memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
+ // m_flag
+ // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
+ // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
+ // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
+ // 3: Both 1+2.
+ for(i=0;i<group->unit_count;i++){
+ unit1=&group->unit[i];
+ if (!unit1->alive || unit1->bl.m!=m)
+ continue;
+ for(j=0;j<group->unit_count;j++){
+ unit2=&group->unit[j];
+ if (!unit2->alive)
+ continue;
+ if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
+ m_flag[i] |= 0x1;
+ }
+ if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
+ m_flag[i] |= 0x2;
+ }
+ }
+ }
+ j = 0;
+ for (i=0;i<group->unit_count;i++) {
+ unit1=&group->unit[i];
+ if (!unit1->alive)
+ continue;
+ if (!(m_flag[i]&0x2)) {
+ map_foreachincell(skill_unit_effect,unit1->bl.m,
+ unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
+ }
+ //Move Cell using "smart" criteria (avoid useless moving around)
+ switch(m_flag[i])
+ {
+ case 0:
+ //Cell moves independently, safely move it.
+ map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
+ clif_skill_setunit(unit1);
+ break;
+ case 1:
+ //Cell moves unto another cell, look for a replacement cell that won't collide
+ //and has no cell moving into it (flag == 2)
+ for(;j<group->unit_count;j++)
+ {
+ if(m_flag[j]!=2 || !group->unit[j].alive)
+ continue;
+ //Move to where this cell would had moved.
+ unit2 = &group->unit[j];
+ map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
+ clif_skill_setunit(unit1);
+ j++; //Skip this cell as we have used it.
+ break;
+ }
+ break;
+ case 2:
+ case 3:
+ break; //Don't move the cell as a cell will end on this tile anyway.
+ }
+ if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
+ map_foreachincell(skill_unit_effect,unit1->bl.m,
+ unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
+ }
+ }
+ aFree(m_flag);
+ return 0;
+}
+
+/*----------------------------------------------------------------------------
+ * アイテム??ャ
+ *----------------------------------------------------------------------------
+ */
+
+/*==========================================
+ * アイテム??ャ可能判定
+ *------------------------------------------
+ */
+int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
+{
+ int i,j;
+
+ nullpo_retr(0, sd);
+
+ if(nameid<=0)
+ return 0;
+
+ for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
+ if(skill_produce_db[i].nameid == nameid )
+ break;
+ }
+ if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */
+ return 0;
+
+ if(trigger>=0){
+ if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
+ if(skill_produce_db[i].itemlv!=trigger)
+ return 0;
+ } else if(trigger>10) { // Food (itemlv must be higher or equal)
+ if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
+ return 0;
+ } else { // Weapon (itemlv must be higher or equal)
+ if(skill_produce_db[i].itemlv>trigger)
+ return 0;
+ }
+ }
+ if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
+ return 0; /* スキルが足りない */
+
+ for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
+ int id,x,y;
+ if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以?繧ヘ?゙料要らない */
+ continue;
+ if(skill_produce_db[i].mat_amount[j] <= 0) {
+ if(pc_search_inventory(sd,id) < 0)
+ return 0;
+ }
+ else {
+ for(y=0,x=0;y<MAX_INVENTORY;y++)
+ if( sd->status.inventory[y].nameid == id )
+ x+=sd->status.inventory[y].amount;
+ if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
+ return 0;
+ }
+ }
+ return i+1;
+}
+
+/*==========================================
+ * アイテム??ャ可能判定
+ *------------------------------------------
+ */
+int skill_produce_mix( struct map_session_data *sd, int skill_id,
+ int nameid, int slot1, int slot2, int slot3, int qty)
+{
+ int slot[3];
+ int i,sc,ele,idx,equip,wlv,make_per,flag;
+
+ nullpo_retr(0, sd);
+
+ if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ??不足 */
+ return 0;
+ idx--;
+
+ if (qty < 1)
+ qty = 1;
+
+ if (!skill_id) //A skill can be specified for some override cases.
+ skill_id = skill_produce_db[idx].req_skill;
+
+ slot[0]=slot1;
+ slot[1]=slot2;
+ slot[2]=slot3;
+
+ /* 埋め?み?? */
+ for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
+ int j;
+ if( slot[i]<=0 )
+ continue;
+ j = pc_search_inventory(sd,slot[i]);
+ if(j < 0) /* 不?ウパケット(アイテム存?ン)チェック */
+ continue;
+ if(slot[i]==1000){ /* Star Crumb */
+ pc_delitem(sd,j,1,1);
+ sc++;
+ }
+ if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
+ static const int ele_table[4]={3,1,4,2};
+ pc_delitem(sd,j,1,1);
+ ele=ele_table[slot[i]-994];
+ }
+ }
+
+ /* ?゙料?チ費 */
+ for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
+ int j,id,x;
+ if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
+ continue;
+ x=qty*skill_produce_db[idx].mat_amount[i]; /* 必要な個? */
+ do{ /* 2つ以?繧フインデックスにまたがっているかもしれない */
+ int y=0;
+ j = pc_search_inventory(sd,id);
+
+ if(j >= 0){
+ y = sd->status.inventory[j].amount;
+ if(y>x)y=x; /* 足りている */
+ pc_delitem(sd,j,y,0);
+ }else {
+ if(battle_config.error_log)
+ ShowError("skill_produce_mix: material item error\n");
+ }
+
+ x-=y; /* まだ足りない個?を計算 */
+ }while( j>=0 && x>0 ); /* ?゙料を?チ費するか?Aエラ?になるまで繰り返す */
+ }
+
+ if((equip=itemdb_isequip(nameid)))
+ wlv = itemdb_wlv(nameid);
+ if(!equip) {
+ switch(skill_id){
+ case BS_IRON:
+ case BS_STEEL:
+ case BS_ENCHANTEDSTONE:
+ { // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
+ int skill = pc_checkskill(sd,skill_id);
+ make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
+ switch(nameid){
+ case 998: // Iron
+ make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
+ break;
+ case 999: // Steel
+ make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
+ break;
+ case 1000: //Star Crumb
+ make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
+ break;
+ default: // Enchanted Stones
+ make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
+ break;
+ }
+ break;
+ case ASC_CDP:
+ make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
+ break;
+ case AL_HOLYWATER:
+ make_per = 100000; //100% success
+ break;
+ case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
+ + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ + sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
+ switch(nameid){
+ case 501: // Red Potion
+ case 503: // Yellow Potion
+ case 504: // White Potion
+ case 605: // Anodyne
+ case 606: // Aloevera
+ make_per += 2000;
+ break;
+ case 505: // Blue Potion
+ make_per -= 500;
+ break;
+ case 545: // Condensed Red Potion
+ case 546: // Condensed Yellow Potion
+ case 547: // Condensed White Potion
+ make_per -= 1000;
+ break;
+ case 970: // Alcohol
+ make_per += 1000;
+ break;
+ case 7139: // Glistening Coat
+ make_per -= 1000;
+ break;
+ case 7135: // Bottle Grenade
+ case 7136: // Acid Bottle
+ case 7137: // Plant Bottle
+ case 7138: // Marine Sphere Bottle
+ default:
+ break;
+ }
+ if(battle_config.pp_rate != 100)
+ make_per = make_per * battle_config.pp_rate / 100;
+ break;
+ case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
+ make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
+ sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
+ switch(nameid){
+ case 12114:
+ flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
+ if (flag > 0)
+ make_per += 1000*flag-500;
+ break;
+ case 12115:
+ flag = pc_checkskill(sd,SA_FROSTWEAPON);
+ if (flag > 0)
+ make_per += 1000*flag-500;
+ break;
+ case 12116:
+ flag = pc_checkskill(sd,SA_SEISMICWEAPON);
+ if (flag > 0)
+ make_per += 1000*flag-500;
+ break;
+ case 12117:
+ flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
+ if (flag > 0)
+ make_per += 1000*flag-500;
+ break;
+ }
+ break;
+ default:
+ make_per = 5000;
+ break;
+ }
+ }
+ } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
+ make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
+ make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
+ make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
+ make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
+ if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
+ else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
+ else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
+ else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
+ if(battle_config.wp_rate != 100)
+ make_per = make_per * battle_config.wp_rate / 100;
+ }
+// - Baby Class Penalty = 80% (from adult's chance) ----//
+ if (sd->class_&JOBL_BABY) //if it's a Baby Class
+ make_per = (make_per * 80) / 100; //Lupus
+
+ if(make_per < 1) make_per = 1;
+
+
+ if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
+ struct item tmp_item;
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.nameid=nameid;
+ tmp_item.amount=1;
+ tmp_item.identify=1;
+ if(equip){
+ tmp_item.card[0]=0x00ff;
+ tmp_item.card[1]=((sc*5)<<8)+ele;
+ tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
+ tmp_item.card[3]=GetWord(sd->char_id,1);
+ } else {
+ //Flag is only used on the end, so it can be used here. [Skotlex]
+ switch (skill_id) {
+ case AM_PHARMACY:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ flag = battle_config.produce_potion_name_input;
+ break;
+ case AL_HOLYWATER:
+ flag = battle_config.holywater_name_input;
+ break;
+ case ASC_CDP:
+ flag = battle_config.cdp_name_input;
+ break;
+ default:
+ flag = battle_config.produce_item_name_input;
+ break;
+ }
+ if (flag) {
+ tmp_item.card[0]=0x00fe;
+ tmp_item.card[1]=0;
+ tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
+ tmp_item.card[3]=GetWord(sd->char_id,1);
+ }
+ }
+
+ if(log_config.produce > 0)
+ log_produce(sd,nameid,slot1,slot2,slot3,1);
+
+ if(equip){
+ clif_produceeffect(sd,0,nameid);
+ clif_misceffect(&sd->bl,3);
+ if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
+ pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
+ } else {
+ int fame = 0;
+ tmp_item.amount = 0;
+ for (i=0; i< qty; i++)
+ { //Apply quantity modifiers.
+ if (rand()%10000 < make_per || qty == 1)
+ { //Success
+ tmp_item.amount++;
+ if(nameid < 545 || nameid > 547)
+ continue;
+ if(skill_id != AM_PHARMACY &&
+ skill_id != AM_TWILIGHT1 &&
+ skill_id != AM_TWILIGHT2 &&
+ skill_id != AM_TWILIGHT3)
+ continue;
+ //Add fame as needed.
+ switch(++sd->potion_success_counter) {
+ case 3:
+ fame+=1; // Success to prepare 3 Condensed Potions in a row
+ break;
+ case 5:
+ fame+=3; // Success to prepare 5 Condensed Potions in a row
+ break;
+ case 7:
+ fame+=10; // Success to prepare 7 Condensed Potions in a row
+ break;
+ case 10:
+ fame+=50; // Success to prepare 10 Condensed Potions in a row
+ sd->potion_success_counter = 0;
+ break;
+ }
+ } else //Failure
+ sd->potion_success_counter = 0;
+ }
+ if (fame)
+ pc_addfame(sd,fame);
+ //Visual effects and the like.
+ switch (skill_id) {
+ case AM_PHARMACY:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ case ASC_CDP:
+ clif_produceeffect(sd,2,nameid);
+ clif_misceffect(&sd->bl,5);
+ break;
+ case BS_IRON:
+ case BS_STEEL:
+ case BS_ENCHANTEDSTONE:
+ clif_produceeffect(sd,0,nameid);
+ clif_misceffect(&sd->bl,3);
+ break;
+ default: //Those that don't require a skill?
+ if (skill_produce_db[idx].itemlv==11) //Cooking items.
+ clif_specialeffect(&sd->bl, 608, 0);
+ break;
+ }
+ }
+ if (tmp_item.amount) { //Success
+ if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ return 1;
+ }
+ }
+ //Failure
+ if(log_config.produce)
+ log_produce(sd,nameid,slot1,slot2,slot3,0);
+
+ if(equip){
+ clif_produceeffect(sd,1,nameid);
+ clif_misceffect(&sd->bl,2);
+ } else {
+ switch (skill_id) {
+ case ASC_CDP: //Damage yourself, and display same effect as failed potion.
+ pc_heal(sd,-(sd->status.max_hp>>2),0);
+ case AM_PHARMACY:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ clif_produceeffect(sd,3,nameid);
+ clif_misceffect(&sd->bl,6);
+ sd->potion_success_counter = 0; // Fame point system [DracoRPG]
+ break;
+ case BS_IRON:
+ case BS_STEEL:
+ case BS_ENCHANTEDSTONE:
+ clif_produceeffect(sd,1,nameid);
+ clif_misceffect(&sd->bl,2);
+ break;
+ default:
+ if (skill_produce_db[idx].itemlv==11)
+ clif_specialeffect(&sd->bl, 609, 0);
+ }
+ }
+ return 0;
+}
+
+int skill_arrow_create( struct map_session_data *sd,int nameid)
+{
+ int i,j,flag,index=-1;
+ struct item tmp_item;
+
+ nullpo_retr(0, sd);
+
+ if(nameid <= 0)
+ return 1;
+
+ for(i=0;i<MAX_SKILL_ARROW_DB;i++)
+ if(nameid == skill_arrow_db[i].nameid) {
+ index = i;
+ break;
+ }
+
+ if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
+ return 1;
+
+ pc_delitem(sd,j,1,0);
+ for(i=0;i<5;i++) {
+ memset(&tmp_item,0,sizeof(tmp_item));
+ tmp_item.identify = 1;
+ tmp_item.nameid = skill_arrow_db[index].cre_id[i];
+ tmp_item.amount = skill_arrow_db[index].cre_amount[i];
+ if(battle_config.making_arrow_name_input) {
+ tmp_item.card[0]=0x00fe;
+ tmp_item.card[1]=0;
+ tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
+ tmp_item.card[3]=GetWord(sd->char_id,1);
+ }
+ if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
+ continue;
+ if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
+ }
+ }
+
+ return 0;
+}
+
+/*----------------------------------------------------------------------------
+ * ?炎化系
+ */
+
+/*
+ * 文字列??
+ * ',' で区?リって val に戻す
+ */
+int skill_split_str(char *str,char **val,int num)
+{
+ int i;
+
+ for (i=0; i<num && str; i++){
+ val[i] = str;
+ str = strchr(str,',');
+ if (str)
+ *str++=0;
+ }
+ return i;
+}
+/*
+ * 文字列??
+ * ':' で区?リってatoiしてvalに戻す
+ */
+int skill_split_atoi(char *str,int *val)
+{
+ int i, j, diff, step = 1;
+
+ for (i=0; i<MAX_SKILL_LEVEL; i++) {
+ if (!str) break;
+ val[i] = atoi(str);
+ str = strchr(str,':');
+ if (str)
+ *str++=0;
+ }
+ if(i==0) //No data found.
+ return 0;
+ if(i==1)
+ { //Single value, have the whole range have the same value.
+ for (; i < MAX_SKILL_LEVEL; i++)
+ val[i] = val[i-1];
+ return i;
+ }
+ //Check for linear change with increasing steps until we reach half of the data acquired.
+ for (step = 1; step <= i/2; step++)
+ {
+ diff = val[i-1] - val[i-step-1];
+ for(j = i-1; j >= step; j--)
+ if ((val[j]-val[j-step]) != diff)
+ break;
+
+ if (j>=step) //No match, try next step.
+ continue;
+
+ for(; i < MAX_SKILL_LEVEL; i++)
+ { //Apply linear increase
+ val[i] = val[i-step]+diff;
+ if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
+ { val[i] = 1; diff = 0; step = 1; }
+ }
+ return i;
+ }
+ //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
+ for (;i<MAX_SKILL_LEVEL; i++)
+ val[i] = val[i-1];
+ return i;
+}
+
+/*
+ * スキルユニットの配置?報??ャ
+ */
+void skill_init_unit_layout(void)
+{
+ int i,j,size,pos = 0;
+
+ memset(skill_unit_layout,0,sizeof(skill_unit_layout));
+ // 矩形のユニット配置を??ャする
+ for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
+ size = i*2+1;
+ skill_unit_layout[i].count = size*size;
+ for (j=0; j<size*size; j++) {
+ skill_unit_layout[i].dx[j] = (j%size-i);
+ skill_unit_layout[i].dy[j] = (j/size-i);
+ }
+ }
+ pos = i;
+ // 矩形以外のユニット配置を??ャする
+ for (i=0;i<MAX_SKILL_DB;i++) {
+ if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
+ continue;
+ switch (i) {
+ case MG_FIREWALL:
+ case WZ_ICEWALL:
+ // ファイア?[ウォ?[ル?Aアイスウォ?[ルは方向で変わるので別??
+ break;
+ case PR_SANCTUARY:
+ {
+ static const int dx[] = {
+ -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
+ 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
+ static const int dy[]={
+ -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
+ 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
+ skill_unit_layout[pos].count = 21;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ break;
+ }
+ case PR_MAGNUS:
+ {
+ static const int dx[] = {
+ -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
+ 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
+ -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
+ static const int dy[] = {
+ -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
+ -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
+ 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
+ skill_unit_layout[pos].count = 33;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ break;
+ }
+ case AS_VENOMDUST:
+ {
+ static const int dx[] = {-1, 0, 0, 0, 1};
+ static const int dy[] = { 0,-1, 0, 1, 0};
+ skill_unit_layout[pos].count = 5;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ break;
+ }
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ {
+ static const int dx[] = {
+ 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
+ -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
+ -1, 0, 1, 2,-1, 0, 1, 0, 0};
+ static const int dy[] = {
+ -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
+ 1, 1, 1, 1, 2, 2, 2, 3, 4};
+ skill_unit_layout[pos].count = 29;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ break;
+ }
+ case PF_FOGWALL:
+ {
+ static const int dx[] = {
+ -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
+ static const int dy[] = {
+ -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
+ skill_unit_layout[pos].count = 15;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ break;
+ }
+ case PA_GOSPEL:
+ {
+ static const int dx[] = {
+ -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
+ 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
+ -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
+ -1, 0, 1};
+ static const int dy[] = {
+ -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
+ -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
+ 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
+ 3, 3, 3};
+ skill_unit_layout[pos].count = 33;
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ break;
+ }
+ default:
+ ShowError("unknown unit layout at skill %d\n",i);
+ break;
+ }
+ if (!skill_unit_layout[pos].count)
+ continue;
+ for (j=0;j<MAX_SKILL_LEVEL;j++)
+ skill_db[i].unit_layout_type[j] = pos;
+ pos++;
+ }
+ // ファイヤ?[ウォ?[ル
+ firewall_unit_pos = pos;
+ for (i=0;i<8;i++) {
+ if (i&1) { /* 斜め配置 */
+ skill_unit_layout[pos].count = 5;
+ if (i&0x2) {
+ int dx[] = {-1,-1, 0, 0, 1};
+ int dy[] = { 1, 0, 0,-1,-1};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ } else {
+ int dx[] = { 1, 1 ,0, 0,-1};
+ int dy[] = { 1, 0, 0,-1,-1};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ } else { /* ?c横配置 */
+ skill_unit_layout[pos].count = 3;
+ if (i%4==0) { /* ?繪コ */
+ int dx[] = {-1, 0, 1};
+ int dy[] = { 0, 0, 0};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ } else { /* ?カ右 */
+ int dx[] = { 0, 0, 0};
+ int dy[] = {-1, 0, 1};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ }
+ pos++;
+ }
+ // アイスウォ?[ル
+ icewall_unit_pos = pos;
+ for (i=0;i<8;i++) {
+ skill_unit_layout[pos].count = 5;
+ if (i&1) { /* 斜め配置 */
+ if (i&0x2) {
+ int dx[] = {-2,-1, 0, 1, 2};
+ int dy[] = { 2,-1, 0,-1,-2};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ } else {
+ int dx[] = { 2, 1 ,0,-1,-2};
+ int dy[] = { 2, 1, 0,-1,-2};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ } else { /* ?c横配置 */
+ if (i%4==0) { /* ?繪コ */
+ int dx[] = {-2,-1, 0, 1, 2};
+ int dy[] = { 0, 0, 0, 0, 0};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ } else { /* ?カ右 */
+ int dx[] = { 0, 0, 0, 0, 0};
+ int dy[] = {-2,-1, 0, 1, 2};
+ memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
+ memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
+ }
+ }
+ pos++;
+ }
+}
+
+/*==========================================
+ * スキル?係ファイル?み?み
+ * skill_db.txt スキルデ?タ
+ * skill_cast_db.txt スキルの詠?・時間とディレイデ?タ
+ * produce_db.txt アイテム??ャスキル用デ?タ
+ * create_arrow_db.txt 矢??ャスキル用デ?タ
+ * abra_db.txt アブラカダブラ?動スキルデ?タ
+ *------------------------------------------
+ */
+int skill_readdb(void)
+{
+ int i,j,k,l,m;
+ FILE *fp;
+ char line[1024],path[1024],*p;
+ char *filename[]={"produce_db.txt","produce_db2.txt"};
+
+ /* スキルデ?タベ?ス */
+ memset(skill_db,0,sizeof(skill_db));
+ sprintf(path, "%s/skill_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ j = skill_split_str(line,split,14);
+ if(j < 14 || split[13]==NULL)
+ continue;
+
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ skill_split_atoi(split[1],skill_db[i].range);
+ skill_db[i].hit=atoi(split[2]);
+ skill_db[i].inf=atoi(split[3]);
+ skill_db[i].pl=atoi(split[4]);
+ skill_db[i].nk=atoi(split[5]);
+ skill_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);
+
+ for (j = 0; skill_names[j].id != 0; j++)
+ if (skill_names[j].id == i) {
+ skill_db[i].name = skill_names[j].name;
+ skill_db[i].desc = skill_names[j].desc;
+ break;
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ sprintf(path, "%s/skill_require_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ j = skill_split_str(line,split,30);
+ if(j < 30 || split[29]==NULL)
+ continue;
+
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ skill_split_atoi(split[1],skill_db[i].hp);
+ skill_split_atoi(split[2],skill_db[i].mhp);
+ skill_split_atoi(split[3],skill_db[i].sp);
+ skill_split_atoi(split[4],skill_db[i].hp_rate);
+ skill_split_atoi(split[5],skill_db[i].sp_rate);
+ skill_split_atoi(split[6],skill_db[i].zeny);
+
+ p = split[7];
+ for(j=0;j<32;j++){
+ l = atoi(p);
+ if (l==99) {
+ skill_db[i].weapon = 0xffffffff;
+ break;
+ }
+ else
+ skill_db[i].weapon |= 1<<l;
+ p=strchr(p,':');
+ if(!p)
+ break;
+ p++;
+ }
+
+ if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
+ else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
+ else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
+ else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
+ else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
+ else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
+ else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
+ else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
+ else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
+ else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
+ else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
+ else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
+ else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
+ else skill_db[i].state=ST_NONE;
+
+ skill_split_atoi(split[9],skill_db[i].spiritball);
+ skill_db[i].itemid[0]=atoi(split[10]);
+ skill_db[i].amount[0]=atoi(split[11]);
+ skill_db[i].itemid[1]=atoi(split[12]);
+ skill_db[i].amount[1]=atoi(split[13]);
+ skill_db[i].itemid[2]=atoi(split[14]);
+ skill_db[i].amount[2]=atoi(split[15]);
+ skill_db[i].itemid[3]=atoi(split[16]);
+ skill_db[i].amount[3]=atoi(split[17]);
+ skill_db[i].itemid[4]=atoi(split[18]);
+ skill_db[i].amount[4]=atoi(split[19]);
+ skill_db[i].itemid[5]=atoi(split[20]);
+ skill_db[i].amount[5]=atoi(split[21]);
+ skill_db[i].itemid[6]=atoi(split[22]);
+ skill_db[i].amount[6]=atoi(split[23]);
+ skill_db[i].itemid[7]=atoi(split[24]);
+ skill_db[i].amount[7]=atoi(split[25]);
+ skill_db[i].itemid[8]=atoi(split[26]);
+ skill_db[i].amount[8]=atoi(split[27]);
+ skill_db[i].itemid[9]=atoi(split[28]);
+ skill_db[i].amount[9]=atoi(split[29]);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ /* キャスティングデ?タベ?ス */
+
+ sprintf(path, "%s/skill_cast_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50];
+ memset(split,0,sizeof(split)); // [Valaris] thanks to fov
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ j = skill_split_str(line,split,5);
+ if(split[4]==NULL || j<5)
+ continue;
+
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ skill_split_atoi(split[1],skill_db[i].cast);
+ skill_split_atoi(split[2],skill_db[i].delay);
+ skill_split_atoi(split[3],skill_db[i].upkeep_time);
+ skill_split_atoi(split[4],skill_db[i].upkeep_time2);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ /* スキルユニットデ?[タベ?[ス */
+
+ sprintf(path, "%s/skill_unit_db.txt", db_path);
+ fp=fopen(path,"r");
+ if (fp==NULL) {
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k = 0;
+ while (fgets(line,1020,fp)) {
+ char *split[50];
+ if (line[0]=='/' && line[1]=='/')
+ continue;
+ j = skill_split_str(line,split,8);
+ if (split[7]==NULL || j<8)
+ continue;
+
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+ skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
+ skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
+ skill_split_atoi(split[3],skill_db[i].unit_layout_type);
+ skill_db[i].unit_range = atoi(split[4]);
+ skill_db[i].unit_interval = atoi(split[5]);
+
+ if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
+ else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
+ else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
+ else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
+ else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
+ else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
+ else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
+ else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
+ else skill_db[i].unit_target = strtol(split[6],NULL,16);
+
+ skill_db[i].unit_flag = strtol(split[7],NULL,16);
+
+ if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
+ skill_db[i].unit_target=BCT_NOENEMY;
+
+ //By default, target just characters.
+ skill_db[i].unit_target |= BL_CHAR;
+ if (skill_db[i].unit_flag&UF_NOPC)
+ skill_db[i].unit_target &= ~BL_PC;
+ if (skill_db[i].unit_flag&UF_NOMOB)
+ skill_db[i].unit_target &= ~BL_MOB;
+ if (skill_db[i].unit_flag&UF_SKILL)
+ skill_db[i].unit_target |= BL_SKILL;
+ k++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+ skill_init_unit_layout();
+
+ /* ?サ造系スキルデ?タベ?ス */
+ memset(skill_produce_db,0,sizeof(skill_produce_db));
+ for(m=0;m<2;m++){
+ sprintf(path, "%s/%s", db_path, filename[m]);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ if(m>0)
+ continue;
+ ShowError("can't read %s\n",path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[6 + MAX_PRODUCE_RESOURCE * 2];
+ int x,y;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if(i<=0) continue;
+
+ skill_produce_db[k].nameid=i;
+ skill_produce_db[k].itemlv=atoi(split[1]);
+ skill_produce_db[k].req_skill=atoi(split[2]);
+
+ for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
+ skill_produce_db[k].mat_id[y]=atoi(split[x]);
+ skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
+ }
+ k++;
+ if(k >= MAX_SKILL_PRODUCE_DB)
+ break;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
+ }
+
+ memset(skill_arrow_db,0,sizeof(skill_arrow_db));
+
+ sprintf(path, "%s/create_arrow_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ int x,y;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,13);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if(i<=0)
+ continue;
+
+ skill_arrow_db[k].nameid=i;
+
+ for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
+ skill_arrow_db[k].cre_id[y]=atoi(split[x]);
+ skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
+ }
+ k++;
+ if(k >= MAX_SKILL_ARROW_DB)
+ break;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
+
+ memset(skill_abra_db,0,sizeof(skill_abra_db));
+ sprintf(path, "%s/abra_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,13);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if(i<=0)
+ continue;
+
+ skill_abra_db[i].req_lv=atoi(split[2]);
+ skill_abra_db[i].per=atoi(split[3]);
+
+ k++;
+ if(k >= MAX_SKILL_ABRA_DB)
+ break;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
+
+ sprintf(path, "%s/skill_castnodex_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,4);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ skill_split_atoi(split[1],skill_db[i].castnodex);
+ if (!split[2])
+ continue;
+ skill_split_atoi(split[2],skill_db[i].delaynodex);
+ if(!split[3])
+ continue;
+ skill_split_atoi(split[3],skill_db[i].delaynowalk);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ sprintf(path, "%s/skill_nocast_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,2);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+ skill_db[i].nocast=atoi(split[1]);
+ k++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ return 0;
+}
+
+// SQL Skill database reading [Valaris]
+#ifndef TXT_ONLY
+int skill_read_sqldb(void)
+{
+ const char unknown_str[NAME_LENGTH] ="unknown";
+ int i,j,k,l,m;
+ FILE *fp;
+ char line[1024],path[1024],*p;
+ char *filename[]={"produce_db.txt","produce_db2.txt"};
+ long unsigned int ln = 0;
+
+ /* スキルデ?タベ?ス */
+ memset(skill_db,0,sizeof(skill_db));
+
+ //For easier handling of converting. [Skotlex]
+#define TO_INT(a) (sql_row[a]==NULL?0:atoi(sql_row[a]))
+#define TO_STR(a) (sql_row[a]==NULL?unknown_str:sql_row[a])
+ sprintf (tmp_sql, "SELECT * FROM `%s`", skill_sqldb);
+ if (mysql_query(&mmysql_handle, tmp_sql)) {
+ ShowSQL("DB error (%s) - %s\n", skill_sqldb, mysql_error(&mmysql_handle));
+ ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
+ return 1;
+ }
+ sql_res = mysql_store_result(&mmysql_handle);
+ if (sql_res) {
+ while((sql_row = mysql_fetch_row(sql_res))){
+ i=TO_INT(0);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ ln++;
+
+ skill_split_atoi(sql_row[1],skill_db[i].range);
+ skill_db[i].hit=TO_INT(2);
+ skill_db[i].inf=TO_INT(3);
+ skill_db[i].pl=TO_INT(4);
+ skill_db[i].nk=TO_INT(5);
+ skill_db[i].max=TO_INT(6);
+ skill_split_atoi(sql_row[7],skill_db[i].num);
+
+ if(strcmpi(TO_STR(8),"yes") == 0)
+ skill_db[i].castcancel=1;
+ else
+ skill_db[i].castcancel=0;
+ skill_db[i].cast_def_rate=TO_INT(9);
+ skill_db[i].inf2=TO_INT(10);
+ skill_db[i].maxcount=TO_INT(11);
+ if(strcmpi(TO_STR(12),"weapon") == 0)
+ skill_db[i].skill_type=BF_WEAPON;
+ else if(strcmpi(TO_STR(12),"magic") == 0)
+ skill_db[i].skill_type=BF_MAGIC;
+ else if(strcmpi(TO_STR(12),"misc") == 0)
+ skill_db[i].skill_type=BF_MISC;
+ else
+ skill_db[i].skill_type=0;
+ skill_split_atoi(sql_row[13],skill_db[i].blewcount);
+
+ for (j = 0; skill_names[j].id != 0; j++)
+ if (skill_names[j].id == i) {
+ skill_db[i].name = skill_names[j].name;
+ skill_db[i].desc = skill_names[j].desc;
+ break;
+ }
+ }
+ mysql_free_result(sql_res);
+ ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, skill_sqldb);
+ ln=0;
+ }
+
+ sprintf (tmp_sql, "SELECT * FROM `%s`", skill_require_sqldb);
+ if (mysql_query(&mmysql_handle, tmp_sql)) {
+ ShowSQL("DB error (%s) - %s\n", skill_require_sqldb, mysql_error(&mmysql_handle));
+ ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
+ return 1;
+ }
+ sql_res = mysql_store_result(&mmysql_handle);
+ if (sql_res) {
+ while((sql_row = mysql_fetch_row(sql_res))){
+ i=TO_INT(0);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ ln++;
+
+ skill_split_atoi(sql_row[1],skill_db[i].hp);
+ skill_split_atoi(sql_row[2],skill_db[i].mhp);
+ skill_split_atoi(sql_row[3],skill_db[i].sp);
+ skill_split_atoi(sql_row[4],skill_db[i].hp_rate);
+ skill_split_atoi(sql_row[5],skill_db[i].sp_rate);
+ skill_split_atoi(sql_row[6],skill_db[i].zeny);
+
+ p = sql_row[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(TO_STR(8),"hiding")==0 ) skill_db[i].state=ST_HIDING;
+ else if( strcmpi(TO_STR(8),"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
+ else if( strcmpi(TO_STR(8),"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
+ else if( strcmpi(TO_STR(8),"riding")==0 ) skill_db[i].state=ST_RIDING;
+ else if( strcmpi(TO_STR(8),"falcon")==0 ) skill_db[i].state=ST_FALCON;
+ else if( strcmpi(TO_STR(8),"cart")==0 ) skill_db[i].state=ST_CART;
+ else if( strcmpi(TO_STR(8),"shield")==0 ) skill_db[i].state=ST_SHIELD;
+ else if( strcmpi(TO_STR(8),"sight")==0 ) skill_db[i].state=ST_SIGHT;
+ else if( strcmpi(TO_STR(8),"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
+ else if( strcmpi(TO_STR(8),"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
+ else if( strcmpi(TO_STR(8),"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
+ else if( strcmpi(TO_STR(8),"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
+ else if( strcmpi(TO_STR(8),"water")==0 ) skill_db[i].state=ST_WATER;
+ else skill_db[i].state=ST_NONE;
+
+ skill_split_atoi(sql_row[9],skill_db[i].spiritball);
+ skill_db[i].itemid[0]=TO_INT(10);
+ skill_db[i].amount[0]=TO_INT(11);
+ skill_db[i].itemid[1]=TO_INT(12);
+ skill_db[i].amount[1]=TO_INT(13);
+ skill_db[i].itemid[2]=TO_INT(14);
+ skill_db[i].amount[2]=TO_INT(15);
+ skill_db[i].itemid[3]=TO_INT(16);
+ skill_db[i].amount[3]=TO_INT(17);
+ skill_db[i].itemid[4]=TO_INT(18);
+ skill_db[i].amount[4]=TO_INT(19);
+ skill_db[i].itemid[5]=TO_INT(20);
+ skill_db[i].amount[5]=TO_INT(21);
+ skill_db[i].itemid[6]=TO_INT(22);
+ skill_db[i].amount[6]=TO_INT(23);
+ skill_db[i].itemid[7]=TO_INT(24);
+ skill_db[i].amount[7]=TO_INT(25);
+ skill_db[i].itemid[8]=TO_INT(26);
+ skill_db[i].amount[8]=TO_INT(27);
+ skill_db[i].itemid[9]=TO_INT(28);
+ skill_db[i].amount[9]=TO_INT(29);
+ }
+ mysql_free_result(sql_res);
+ ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, skill_require_sqldb);
+ ln=0;
+ }
+
+ sprintf (tmp_sql, "SELECT * FROM `%s`", cast_sqldb);
+ if (mysql_query(&mmysql_handle, tmp_sql)) {
+ ShowSQL("DB error (%s) - %s\n", cast_sqldb, mysql_error(&mmysql_handle));
+ ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
+ return 1;
+ }
+ sql_res = mysql_store_result(&mmysql_handle);
+ if (sql_res) {
+ while((sql_row = mysql_fetch_row(sql_res))){
+ i=TO_INT(0);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ ln++;
+
+ skill_split_atoi(sql_row[1],skill_db[i].cast);
+ skill_split_atoi(sql_row[2],skill_db[i].delay);
+ skill_split_atoi(sql_row[3],skill_db[i].upkeep_time);
+ skill_split_atoi(sql_row[4],skill_db[i].upkeep_time2);
+ }
+ mysql_free_result(sql_res);
+ ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, cast_sqldb);
+ ln=0;
+ }
+
+ /* スキルユニットデ?[タベ?[ス */
+
+ sprintf(path, "%s/skill_unit_db.txt", db_path);
+ fp=fopen(path,"r");
+ if (fp==NULL) {
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k = 0;
+ while (fgets(line,1020,fp)) {
+ char *split[50];
+ if (line[0]=='/' && line[1]=='/')
+ continue;
+ j = skill_split_str(line,split,8);
+ if (split[7]==NULL || j<8)
+ continue;
+
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+ skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
+ skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
+ skill_split_atoi(split[3],skill_db[i].unit_layout_type);
+ skill_db[i].unit_range = atoi(split[4]);
+ skill_db[i].unit_interval = atoi(split[5]);
+
+ if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
+ else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
+ else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
+ else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
+ else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
+ else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
+ else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
+ else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
+ else skill_db[i].unit_target = strtol(split[6],NULL,16);
+
+ skill_db[i].unit_flag = strtol(split[7],NULL,16);
+ if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
+ skill_db[i].unit_target=BCT_NOENEMY;
+
+ //By default, target just characters.
+ skill_db[i].unit_target |= BL_CHAR;
+ if (skill_db[i].unit_flag&UF_NOPC)
+ skill_db[i].unit_target &= ~BL_PC;
+ if (skill_db[i].unit_flag&UF_NOMOB)
+ skill_db[i].unit_target &= ~BL_MOB;
+ if (skill_db[i].unit_flag&UF_SKILL)
+ skill_db[i].unit_target |= BL_SKILL;
+
+ k++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+ skill_init_unit_layout();
+
+ /* ?サ造系スキルデ?タベ?ス */
+ memset(skill_produce_db,0,sizeof(skill_produce_db));
+ for(m=0;m<2;m++){
+ sprintf(path, "%s/%s", db_path, filename[m]);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ if(m>0)
+ continue;
+ ShowError("can't read %s\n",path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[6 + MAX_PRODUCE_RESOURCE * 2];
+ int x,y;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if(i<=0) continue;
+
+ skill_produce_db[k].nameid=i;
+ skill_produce_db[k].itemlv=atoi(split[1]);
+ skill_produce_db[k].req_skill=atoi(split[2]);
+
+ for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
+ skill_produce_db[k].mat_id[y]=atoi(split[x]);
+ skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
+ }
+ k++;
+ if(k >= MAX_SKILL_PRODUCE_DB)
+ break;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
+ }
+
+ memset(skill_arrow_db,0,sizeof(skill_arrow_db));
+
+ sprintf(path, "%s/create_arrow_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ int x,y;
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,13);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if(i<=0)
+ continue;
+
+ skill_arrow_db[k].nameid=i;
+
+ for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
+ skill_arrow_db[k].cre_id[y]=atoi(split[x]);
+ skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
+ }
+ k++;
+ if(k >= MAX_SKILL_ARROW_DB)
+ break;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
+
+ memset(skill_abra_db,0,sizeof(skill_abra_db));
+ sprintf(path, "%s/abra_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,13);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if(i<=0)
+ continue;
+
+ skill_abra_db[i].req_lv=atoi(split[2]);
+ skill_abra_db[i].per=atoi(split[3]);
+
+ k++;
+ if(k >= MAX_SKILL_ABRA_DB)
+ break;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
+
+ sprintf(path, "%s/skill_castnodex_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ while(fgets(line,1020,fp)){
+ char *split[50];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,4);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+
+ skill_split_atoi(split[1],skill_db[i].castnodex);
+ if (!split[2])
+ continue;
+ skill_split_atoi(split[2],skill_db[i].delaynodex);
+ if(!split[3])
+ continue;
+ skill_split_atoi(split[3],skill_db[i].delaynowalk);
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ sprintf(path, "%s/skill_nocast_db.txt", db_path);
+ fp=fopen(path,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n", path);
+ return 1;
+ }
+ k=0;
+ while(fgets(line,1020,fp)){
+ char *split[16];
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(split,0,sizeof(split));
+ j = skill_split_str(line,split,2);
+ if(split[0]==0) //fixed by Lupus
+ continue;
+ i=atoi(split[0]);
+ if (i>=10000 && i<10015) // for guild skills [Celest]
+ i -= 9500;
+ else if(i<=0 || i>MAX_SKILL_DB)
+ continue;
+ skill_db[i].nocast=atoi(split[1]);
+ k++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+ return 0;
+}
+#endif
+
+/*===============================================
+ * For reading leveluseskillspamount.txt [Celest]
+ *-----------------------------------------------
+ */
+static int skill_read_skillspamount(void)
+{
+ char *buf,*p;
+ struct skill_db *skill = NULL;
+ int s, idx, new_flag=1, level=1, sp=0;
+
+ buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
+
+ if(buf==NULL)
+ return -1;
+
+ buf[s]=0;
+ for(p=buf;p-buf<s;){
+ char buf2[64];
+
+ if (sscanf(p,"%[@]",buf2) == 1) {
+ level = 1;
+ new_flag = 1;
+ } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
+ for (idx=0; skill_names[idx].id != 0; idx++) {
+ if (strstr(buf2, skill_names[idx].name) != NULL) {
+ skill = &skill_db[ skill_names[idx].id ];
+ new_flag = 0;
+ break;
+ }
+ }
+ } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
+ skill->sp[level-1]=sp;
+ level++;
+ }
+
+ p=strchr(p,10);
+ if(!p) break;
+ p++;
+ }
+ aFree(buf);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
+
+ return 0;
+}
+
+void skill_reload(void)
+{
+ skill_readdb();
+ if (battle_config.skill_sp_override_grffile)
+ skill_read_skillspamount();
+}
+
+/*==========================================
+ * スキル?係?炎化??
+ *------------------------------------------
+ */
+int do_init_skill(void)
+{
+
+#ifndef TXT_ONLY
+ if(db_use_newsqldbs)
+ skill_read_sqldb();
+ else
+#endif /* TXT_ONLY */
+ 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_func_list(skill_castend_delay_sub,"skill_castend_delay_sub");
+
+ add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
+
+ return 0;
+}