diff options
author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-27 18:08:30 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-27 18:08:30 +0000 |
commit | cbccd8815d0db4828d40e278c999b87eeb103e67 (patch) | |
tree | 3a49b9ab73c31145b94a3ede8c8eae5eef3b0b2c /src/map/skill.c | |
parent | 763352f450c239778ab461d4e11d5469049ec0fe (diff) | |
download | hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.tar.gz hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.tar.bz2 hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.tar.xz hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.zip |
- Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it)
- Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data.
- Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db.
- Berserk's HP cost interval is now defined as time2.
- Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead
- Rewrote the @heal related functions to use the new status_* healing functions.
- Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc)
- Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it.
- Added defines for Elements (ELE_*)
- Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure.
- Rewrote and cleaned up battle_calc_misc_attack
- Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4)
- Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type
- Cleaned up pet.c to stop invoking status_calc_pc when unnecessary
- Modified skill_calc_heal to take into account the MEDITATION bonus.
- Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition
- Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50)
- Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items.
- Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends.
- Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills.
- Fixed Asura Strike being usable from within a combo regardless of combo skill.
- Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...)
- Added StatusChangeFlagTable to store which statuses are changed by each SC
- Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl
- Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp)
- Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc)
- Made all the status_calc functions static.
- Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments.
- Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed.
- Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data)
- The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4)
- Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones.
- Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost.
- Changed Chase Walk to store Speed adjustment on val3, sp cost in val4
- Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking.
- Changed Wind walk to store speed bonus on val3
- Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs)
- Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4
- Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_*
- Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map.
- Modified status_change_timer to use the status_charge function rather than directly substracting SP
- Added SC_ELEMENTALCHANGE to modify someone's base defense element.
- pc_clean_skilltree will now also remove item-granted skills.
- Learning skills will now only invoke status_calc_pc when the skill is passive.
- Cleaned up pc_steal_coin
- Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned.
- Cleaned up pc_ regen related functions.
- Made player-sprite mobs have item pickup animation and walkdelay when taking items.
- Cleaned up mob_dead code.
- Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6]
- mob special ai state 3 signals summon flora.
- Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET
- Cleaned up some pet functions, made the menu functions receive as argument both pet and master.
- Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 22080 |
1 files changed, 10980 insertions, 11100 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 638d22756..7bd2f737d 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1,11100 +1,10980 @@ -// 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 <limits.h>
-
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/malloc.h"
-#include "../common/showmsg.h"
-#include "../common/grfio.h"
-#include "../common/ers.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 "date.h"
-#include "unit.h"
-
-#define SKILLUNITTIMER_INVERVAL 100
-//Guild Skills are shifted to these to make them stick into the skill array.
-#define GD_SKILLRANGEMIN 900
-#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
-
-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_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
- { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
- { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
- { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
- { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
- { 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_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
- { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
- { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
- { 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_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
- { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
- { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
- { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
- { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
- { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
- { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
- { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
- { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
- { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
- { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
- { GS_DISARM, "GS_DISARM", "Disarm" } ,
- { GS_DUST, "GS_DUST", "Dust" } ,
- { GS_FLING, "GS_FLING", "Fling" } ,
- { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
- { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
- { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
- { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
- { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
- { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
- { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
- { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
- { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
- { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
- { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
- { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
- { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
- { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
- { 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" } ,
- { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
- { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
- { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
- { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
- { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
- { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
- { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
- { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
- { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
- { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
- { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
- { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
- { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
- { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
- { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
- { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
- { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
- { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
- { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
- { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
- { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
- { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
- { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
- { 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_COMA, "SA_COMA", "Coma" } ,
- { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
- { 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_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
- { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
- { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
- { 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" } ,
- //[blackhole89]
- { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
- { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
- { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
- { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
- { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
- { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
- { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
- { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
- { HFLI_MOON, "HFLI_MOON", "Moonlight" },
- { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
- { HFLI_SPEED, "HFLI_SPEED", "Speed" },
- { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
- { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
- { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
- { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
- { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
- { 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 struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
-static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
-
-/* 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 >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
- if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
- 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_get (skill_db[id].inf, id, 1); }
-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_get (skill_db[id].max, id, 1); }
-int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
-int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
-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_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
-int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
-int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
-int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
-int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
-int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
-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_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[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_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
-int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
-int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
-int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
-int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
-int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
-int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
-int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
-int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
-int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
-int skill_get_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, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
-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 >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
- return "UNKNOWN_SKILL";
- if (id >= GD_SKILLBASE)
- id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
- 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_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);
-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);
-static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
-
-int enchant_eff[5] = { 10, 14, 17, 19, 20 };
-int deluge_eff[5] = { 5, 9, 12, 14, 15 };
-
-int skill_get_casttype(int id)
-{
- int inf = skill_get_inf(id);
- if (inf&(INF_GROUND_SKILL))
- return CAST_GROUND;
- if (inf&INF_SUPPORT_SKILL)
- return CAST_NODAMAGE;
- if (inf&INF_SELF_SKILL) {
- if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
- return CAST_DAMAGE; //Combo skill.
- return CAST_NODAMAGE;
- }
- if (skill_get_nk(id)&NK_NO_DAMAGE)
- return CAST_NODAMAGE;
- return CAST_DAMAGE;
-};
-
-//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
- switch (id) {
- case AC_SHOWER:
- case AC_DOUBLE:
- case HT_BLITZBEAT:
- case AC_CHARGEARROW:
- case SN_FALCONASSAULT:
- case SN_SHARPSHOOTING:
- case HT_POWER:
- if (bl->type == BL_PC)
- range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
- else
- range += 10; //Assume level 10?
- break;
- // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
- case GS_RAPIDSHOWER:
- case GS_TRACKING:
- case GS_PIERCINGSHOT:
- case GS_FULLBUSTER:
- case GS_SPREADATTACK:
- case GS_GROUNDDRIFT:
- if (bl->type == BL_PC)
- range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
- else
- range += 10; //Assume level 10?
- break;
- }
-
- 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)
-{
- int i = skillid;
- 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 >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
- return 1;
-
- if (i >= GD_SKILLBASE)
- i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
-
- if (i > MAX_SKILL || i < 0)
- return 1;
-
- if (sd->blockskill[i] > 0)
- return 1;
-
- if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
- 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) {
- if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
- return 1;
- if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
- 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(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
- return 1;
-
- switch (skillid) {
- case AL_WARP:
- if(map[sd->bl.m].flag.nowarp) {
- clif_skill_teleportmessage(sd,0);
- return 1;
- }
- return 0;
- break;
- case AL_TELEPORT:
- if(map[sd->bl.m].flag.noteleport) {
- clif_skill_teleportmessage(sd,0);
- return 1;
- }
- return 0;
- case TK_HIGHJUMP:
- if(map[sd->bl.m].flag.noteleport && !map_flag_gvg(sd->bl.m))
- { //Can't be used on noteleport maps, except for gvg maps [Skotlex]
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- break;
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- if (map[sd->bl.m].flag.nomemo) {
- clif_skill_teleportmessage(sd,1);
- return 1;
- }
- break;
- case MC_VENDING:
- case MC_IDENTIFY:
- return 0; // always allowed
- case WZ_ICEWALL:
- // noicewall flag [Valaris]
- if (map[sd->bl.m].flag.noicewall) {
- clif_skill_fail(sd,skillid,0,0);
- return 1;
- }
- }
- 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)
-{
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct status_change *sc;
- struct status_change *tsc;
- struct mob_data *md=NULL;
- struct mob_data *dstmd=NULL;
- struct pet_data *pd=NULL;
-
- int skill,skill2;
- int rate;
-
- 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;
- }
- sc = status_get_sc(src);
- tsc = status_get_sc(bl);
-
- if (!tsc) //skill additional effect is about adding effects to the target...
- //So if the target can't be inflicted with statuses, this is pointless.
- return 0;
-
- switch(skillid){
- case 0: // Normal attacks (no skill used)
- {
- if(sd) {
- // Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (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<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW && (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.count && sd->sc.data[SC_COMBO].timer == -1) {
- if(sd->sc.data[SC_READYSTORM].timer != -1 &&
- sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
- ; //Stance triggered
- else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
- sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
- ; //Stance triggered
- else if(sd->sc.data[SC_READYTURN].timer != -1 &&
- sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
- ; //Stance triggered
- else if(sd->sc.data[SC_READYCOUNTER].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);
- }
- sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
- (2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
- }
- }
- }
-
- if (sc && sc->count) {
- // Enchant Poison gives a chance to poison attacked enemies
- if(sc->data[SC_ENCPOISON].timer != -1)
- sc_start4(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
- sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
- // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
- if(sc->data[SC_EDP].timer != -1)
- sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
- sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
- }
- if (tsc->count) {
- if (tsc->data[SC_SPLASHER].timer != -1)
- sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
- tsc->data[SC_SPLASHER].val1,0,0,0,
- skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
- }
- }
- break;
-
- case SM_BASH: /* バッシュ?i急??U??j */
- if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
- //TODO: How much % per base level it actually is?
- sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
- skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
- }
- 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(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
- && sd && skillid==TF_POISON
- )
- clif_skill_fail(sd,skillid,0,0);
- break;
-
- case AS_SONICBLOW: /* ソニックブ?? */
- sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case AS_GRIMTOOTH:
- {
- int type = dstsd?SC_SLOWDOWN:SC_STOP;
- if (tsc->data[type].timer == -1)
- sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
- break;
- }
- case MG_FROSTDIVER: /* フ?ストダイバ? */
- case WZ_FROSTNOVA: /* フ?ストノヴァ */
- {
- rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
- if (rate <= 5)
- rate = 5;
- sc_start(bl,SC_FREEZE,rate,skilllv,skill_get_time2(skillid,skilllv));
- }
- break;
-
- case WZ_STORMGUST: /* スト?ムガスト */
- tsc->data[SC_FREEZE].val3++;
- if(tsc->data[SC_FREEZE].val3 >= 3)
- status_change_start(bl,SC_FREEZE,10000,
- skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- break;
-
- case WZ_METEOR:
- sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case WZ_VERMILION:
- sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
- sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case HT_FLASHER: /* Flasher */
- sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case HT_LANDMINE: /* ランドマイン */
- sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
- if(dstsd)
- pc_damage_sp(dstsd, 0, 15*skilllv+5);
- break;
-
- case HT_SANDMAN: /* サンドマン */
- sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case TF_SPRINKLESAND: /* ?サまき */
- sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case TF_THROWSTONE: /* ?ホ投げ */
- sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case NPC_DARKCROSS:
- case CR_HOLYCROSS: /* ホ?リ?クロス */
- sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- 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 == RC_DEMON)
- sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
- }
- break;
-
- case AM_ACIDTERROR:
- sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
- if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
- clif_emotion(bl,23);
- break;
-
- case AM_DEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
- break;
-
- case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
- sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case PA_PRESSURE: /* プレッシャ? */
- if (dstsd)
- pc_damage_sp(dstsd, 0, 15 +5*skilllv);
- break;
-
- case RG_RAID: /* サプライズアタック */
- sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
- sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case BA_FROSTJOKE:
- sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case DC_SCREAM:
- sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case BD_LULLABY: /* 子守唄 */
- sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case DC_UGLYDANCE:
- if (dstsd) {
- int skill, sp = 5+5*skilllv;
- if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
- sp += 5+skill;
- pc_damage_sp(dstsd, sp, 0);
- }
- break;
- case SL_STUN:
- if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
- sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
- break;
-
- /* MOBの追加?果付きスキル */
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- sc_start(bl,SkillStatusChangeTable[skillid],50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
- break;
-
- case NPC_MENTALBREAKER:
- if(dstsd) {
- int sp = dstsd->status.max_sp*(10+skilllv)/100;
- if(sp < 1) sp = 1;
- pc_damage_sp(dstsd,sp,0);
- }
- break;
- // Equipment breaking monster skills [Celest]
- case NPC_BREAKWEAPON:
- skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_BREAKARMOR:
- skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_BREAKHELM:
- skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
- break;
- case NPC_BREAKSHIELD:
- skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
- break;
-
- case CH_TIGERFIST:
- sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
- break;
-
- case LK_SPIRALPIERCE:
- sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
- break;
-
- case ST_REJECTSWORD: /* フリ?ジングトラップ */
- sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case PF_FOGWALL: /* ホ?リ?ク?ス */
- if (src != bl && tsc->data[SC_DELUGE].timer == -1)
- status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- 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 == RC_DEMON))
- sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
- }
- break;
-
- case LK_JOINTBEAT: /* ジョイントビ?ト */
- //??が良く分からないので適?に
- sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
- 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.
- switch(rand()%3) {
- case 0:
- sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
- break;
- case 1:
- sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
- break;
- default:
- sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
- }
- break;
-
- case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
- // skilllv*5%の確率で呪い
- sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case WS_CARTTERMINATION: // Cart termination
- sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case CR_ACIDDEMONSTRATION:
- skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
- break;
-
- case TK_DOWNKICK:
- sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- case TK_JUMPKICK:
- //Cancel out Soul Linker status of the target. [Skotlex]
- if (tsc->count) {
- if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
- break;
- //Remove pitched potions effect.
- if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
- status_change_end(bl, SC_ASPDPOTION0, -1);
- if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
- status_change_end(bl, SC_ASPDPOTION1, -1);
- if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
- status_change_end(bl, SC_ASPDPOTION2, -1);
- if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
- status_change_end(bl, SC_ASPDPOTION3, -1);
- if (tsc->data[SC_SPIRIT].timer != -1)
- status_change_end(bl, SC_SPIRIT, -1);
- if (tsc->data[SC_ONEHAND].timer != -1)
- status_change_end(bl, SC_ONEHAND, -1);
- if (tsc->data[SC_ADRENALINE2].timer != -1)
- status_change_end(bl, SC_ADRENALINE2, -1);
- }
- break;
- case TK_TURNKICK:
- 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) //70% base stun chance...
- sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
- break;
- //Until they're at right position - gs_statuschange- [Vicious]
- case GS_BULLSEYE: //0.1% coma rate.
- status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
- break;
- case GS_CRACKER:
- if (!dstsd) // according to latest patch, should not work on players [Reddozen]
- sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
- break;
- case GS_PIERCINGSHOT:
- sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
- break;
- case GS_FULLBUSTER:
- sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
- break;
- case NJ_HYOUSYOURAKU:
- sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
- break;
-
- //case GS_FLING: // this needs to be looked at [Reddozen]
- // if (skill == GS_FLING) { // gunslinger [marquis007]
- // int spiritball = (sd->spiritball > 5 ? 5 : sd->spiritball);
- // } else {
- // int spiritball = 1;
- // }
- //
- // if (spiritball <= sd->spiritball && sd->spiritball != 0){
- // pc_delspiritball(sd,spiritball,0);
- // status_change_start(bl,SC_FLING,10000,spiritball*5,0,0,0,skill_get_time(skillid,skilllv)));
- // }
- // 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;
- for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
- type=i-SC_COMMON_MIN;
- rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
- if (!rate)
- continue; //Code Speedup.
- status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
- }
- }
-
- //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
- //No need to check the NK value as this function is only called on attacks
- //(or stuff that should invoke these things.
- if(sd && !status_isdead(bl) && src != bl/* &&
- !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)*/) {
- struct block_list *tbl;
- struct unit_data *ud;
- int i;
- for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
-
- skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
-
- if (skillnotok(skill, sd))
- continue;
-
- //skill2 reused to store skilllv.
- skill2 = (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, skill, skill2)))
- continue; //Autoskills DO check for target-src range. [Skotlex]
- rate = skill_get_inf(skill);
- switch (skill_get_casttype(skill)) {
- case CAST_GROUND:
- skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
- break;
- }
- //Set canact delay. [Skotlex]
- ud = unit_bl2ud(src);
- if (ud) {
- rate = skill_delayfix(src, skill, skill2)/2;
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
- ud->canact_tick = tick+rate;
- }
- break; //Only one auto skill comes off at a time.
- }
- }
- 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)
-{
- int rate;
- struct map_session_data *sd=NULL;
- struct map_session_data *dstsd=NULL;
- struct status_change *tsc;
-
- 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
-
- tsc = status_get_sc(bl);
- if (tsc && !tsc->count)
- tsc = NULL;
-
- BL_CAST(BL_PC, src, sd);
- BL_CAST(BL_PC, bl, dstsd);
-
- switch(skillid){
- case 0: //Normal Attack
- if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
- tsc->data[SC_KAAHI].val4 = add_timer(
- tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
- kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
- 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
- sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- }
-
- if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
- int i, type;
-
- for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
- type=i-SC_COMMON_MIN;
-
-
- rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
- if (rate) //Self infliced status from attacking.
- status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
-
- rate = dstsd?dstsd->addeff3[type]:0;
- if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
- status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
- }
- }
-
- if(sd && bl->type == BL_MOB && status_isdead(bl) &&
- skillid && skill_get_type(skillid)==BF_MAGIC &&
- skill_get_inf(skillid)!=INF_GROUND_SKILL &&
- (rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
- { //Soul Drain should only work on targetted spells [Skotlex]
- int sp;
- if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
- clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- sp = (status_get_lv(bl))*(95+15*rate)/100;
- if(sp > sd->status.max_sp - sd->status.sp)
- sp = sd->status.max_sp - sd->status.sp;
- if (sp) {
- sd->status.sp += sp;
- clif_heal(sd->fd,SP_SP,sp);
- }
- }
-
- //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;
- struct unit_data *ud;
- 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 (skillnotok(skillid, dstsd))
- continue;
- if (rand()%1000 > rate)
- continue;
- if (dstsd->autospell2[i].id < 0)
- tbl = bl;
- else
- tbl = src;
-
- if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
- continue; //Autoskills DO check for target-src range. [Skotlex]
-
- switch (skill_get_casttype(skillid)) {
- case CAST_GROUND:
- skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
- break;
- }
- //Set canact delay. [Skotlex]
- ud = unit_bl2ud(bl);
- if (ud) {
- rate = skill_delayfix(bl, skillid, skilllv)/2;
- if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
- ud->canact_tick = tick+rate;
- }
- break; //trigger only one auto-spell per hit.
- }
- }
- return 0;
-}
-/*=========================================================================
- Breaks equipment. On-non players causes the corresponding strip effect.
- - rate goes from 0 to 10000 (100.00%)
- - flag is a BCT_ flag to indicate which type of adjustment should be used
- (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
---------------------------------------------------------------------------*/
-int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
- static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
- static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
- static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
- struct status_change *sc = status_get_sc(bl);
- int i,j;
- TBL_PC *sd;
- BL_CAST(BL_PC, bl, sd);
- if (sc && !sc->count)
- sc = NULL;
-
- if (sd) {
- if (sd->unbreakable_equip)
- where &= ~sd->unbreakable_equip;
- if (sd->unbreakable)
- rate -= rate*sd->unbreakable/100;
- if (where&EQP_WEAPON) {
- switch (sd->status.weapon) {
- case W_FIST: //Bare fists should not break :P
- case W_1HAXE:
- case W_2HAXE:
- case W_MACE: // Axes and Maces can't be broken [DracoRPG]
- case W_STAFF:
- case W_BOOK: //Rods and Books can't be broken [Skotlex]
- where &= ~EQP_WEAPON;
- }
- }
- }
- if (flag&BCT_ENEMY) {
- if (battle_config.equip_skill_break_rate != 100)
- rate = rate*battle_config.equip_skill_break_rate/100;
- } else if (flag&(BCT_PARTY|BCT_SELF)) {
- if (battle_config.equip_self_break_rate != 100)
- rate = rate*battle_config.equip_self_break_rate/100;
- }
-
- for (i = 0; i < 4; i++) {
- if (where&where_list[i]) {
- if (sc && sc->count && sc->data[scdef[i]].timer != -1)
- where&=~where_list[i];
- else if (rand()%10000 >= rate)
- where&=~where_list[i];
- else if (!sd) //Cause Strip effect.
- sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
- }
- }
- if (!where) //Nothing to break.
- return 0;
- if (sd) {
- for (i = 0; i < 11; i++) {
- j = sd->equip_index[i];
- if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
- continue;
- flag = 0;
- switch(i) {
- case 6: //Upper Head
- flag = (where&EQP_HELM);
- break;
- case 7: //Body
- flag = (where&EQP_ARMOR);
- break;
- case 8: //Left/Right hands
- case 9:
- flag = (
- (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
- (where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
- break;
- default:
- continue;
- }
- if (flag) {
- sd->status.inventory[j].attribute = 1;
- pc_unequipitem(sd, j, 3);
- }
- }
- clif_equiplist(sd);
- }
-
- return where; //Return list of pieces broken.
-}
-/*=========================================================================
- 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.
- IF count&0X40000, direction is random.
---------------------------------------------------------------------------*/
-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 skill_unit *su=NULL;
-
- nullpo_retr(0, src);
-
- if (src != target && map_flag_gvg(target->m))
- return 0; //No knocking back in WoE
- if (!count&0xffff)
- return 0; //Actual knockback distance is 0.
-
- switch (target->type) {
- case BL_MOB:
- if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
- return 0;
- break;
- case BL_SKILL:
- su=(struct skill_unit *)target;
- break;
- }
-
- if (count&0xf00000)
- dir = (count>>20)&0xf;
- else if (count&0x10000 || (target->x==src->x && target->y==src->y))
- dir = unit_getdir(target);
- else if (count&0x40000) //Flag for random pushing.
- dir = rand()%8;
- 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;
-
- if (!su)
- unit_stop_walking(target,0);
-
- dx = nx - x;
- dy = ny - y;
-
- if (!dx && !dy) //Could not knockback.
- return 0;
-
- map_foreachinmovearea(clif_outsight,target->m,
- x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
- dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
-
- if(su)
- skill_unit_move_unit_group(su->group,target->m,dx,dy);
- else
- map_moveblock(target, nx, ny, gettick());
-
- map_foreachinmovearea(clif_insight,target->m,
- nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
- -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
-
- 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;
- struct map_session_data *sd=NULL, *tsd=NULL;
- int type,lv,damage,rdamage=0;
-
- if(skillid > 0 && skilllv <= 0) return 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 != dsrc) {
- //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
- return 0;
- } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
- //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 (!status_check_skilluse(dsrc, bl, skillid, 2))
- return 0;
- }
-
- if (dsrc->type == BL_PC)
- sd = (struct map_session_data *)dsrc;
- if (bl->type == BL_PC)
- tsd = (struct map_session_data *)bl;
-
-// 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;
-
- type=-1;
- lv=(flag>>20)&0xf;
- dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
-
- //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_;
- }
- }
-
- sc= status_get_sc(bl);
- if (sc && !sc->count) sc = NULL; //Don't need it.
-
- if (attack_type&BF_MAGIC) {
- if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
- && !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
- ) { //Works on players or mobs with level under 80.
- clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
- if (--sc->data[SC_KAITE].val2 <= 0)
- status_change_end(bl, SC_KAITE, -1);
- bl = src; //Just make the skill attack yourself @.@
- sc = status_get_sc(bl);
- tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
- if (sc && !sc->count)
- sc = NULL; //Don't need it.
- if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
- { //Spirit of Wizard blocks bounced back spells.
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_FLEE;
- }
- }
-
- if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
- dmg.damage = dmg.damage2 = 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);
- sp = sp * sc->data[SC_MAGICROD].val2 / 100;
- if(skillid == WZ_WATERBALL && skilllv > 1)
- sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
- if(sp > SHRT_MAX) sp = SHRT_MAX;
- else if(sp < 1) sp = 1;
- if(sp > tsd->status.max_sp - tsd->status.sp)
- sp = tsd->status.max_sp - tsd->status.sp;
- tsd->status.sp += sp;
- clif_heal(tsd->fd,SP_SP,sp);
- tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
- }
- }
-
- damage = dmg.damage + dmg.damage2;
-
- if (damage > 0 && src != bl && src == dsrc)
- rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
-
- 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 (sd->sc.data[SC_COMBO].timer!=-1)
- { //End combo state after skill is invoked. [Skotlex]
- switch (skillid) {
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- //set this skill as previous one.
- sd->skillid_old = skillid;
- sd->skilllv_old = skilllv;
- if (pc_famerank(sd->char_id,MAPID_TAEKWON))
- break; //Do not end combo state.
- default:
- status_change_end(src,SC_COMBO,-1);
- }
- }
- 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;
- sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,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;
- sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,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;
- sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,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;
- sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,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;
- sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
- clif_combo_delay(src,delay);
- break;
- }
- case AC_DOUBLE:
- {
- int race = status_get_race(bl);
- if((race == RC_BRUTE || race == RC_INSECT) && 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]
- sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
- 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);
- }
- break;
- case SL_STIN:
- case SL_STUN:
- if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
- break;
- case GS_FULLBUSTER:
- //Can't attack nor use items until skill's delay expires. [Skotlex]
- sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
- break;
- } //Switch End
- }
-
-//武器スキル?ここまで
- switch(skillid){
- //Skills who's damage should't show any skill-animation.
- case SM_MAGNUM:
- case AS_SPLASHER:
- case ASC_METEORASSAULT:
- case GS_SPREADATTACK:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
- break;
- case KN_BRANDISHSPEAR:
- { //Only display skill animation for skill's target.
- struct unit_data *ud = unit_bl2ud(src);
- if (ud && ud->skilltarget == bl->id)
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
- else
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
- break;
- }
- case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
- 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 TF_DOUBLE:
- case GS_CHAINACTION:
- case SN_SHARPSHOOTING:
- dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //Only show animation when hitting yourself. [Skotlex]
- if (src!=bl) {
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
- break;
- }
- default:
- dmg.dmotion = 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 || 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 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 (!dmg.amotion) {
- battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if (dmg.dmg_lv == ATK_DEF || damage > 0) {
- if (!status_isdead(bl))
- skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
- //Counter status effects [Skotlex]
- skill_counter_additional_effect(dsrc,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 (dmg.amotion)
- battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion,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(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
- if (battle_config.left_cardfix_to_right)
- battle_drain(sd, tsd, dmg.damage, dmg.damage, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
- else
- battle_drain(sd, tsd, dmg.damage, dmg.damage2, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
- }
-
- if (rdamage>0) {
- if (dmg.amotion)
- battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
- else
- battle_damage(bl,src,rdamage,0,0);
- 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 = status_get_sc(src)) &&
- sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
- rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
- {
-// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
- skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
- }
-
- map_freeblock_unlock();
-
- return damage; /* ?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);
-
- 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 skillid,g_skillid;
-
- unit = (struct skill_unit *)bl;
-
- 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;
- }
-
- return 1;
-}
-
-static int skill_check_unit_range(struct block_list *bl,int x,int y,int skillid,int skilllv)
-{
- //Non players do not check for the skill's splash-trigger area.
- int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
- 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;
- }
-
- range += layout_type;
- return map_foreachinarea(skill_check_unit_range_sub,bl->m,
- x-range,y-range,x+range,y+range,BL_SKILL,skillid);
-}
-
-static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
-{
- int skillid;
-
- 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 && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
- return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
- return 1;
-}
-
-static int skill_check_unit_range2(struct block_list *bl, int x,int y,int skillid, int skilllv)
-{
- int 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;
- }
- range = skill_get_unit_range(skillid,skilllv) + 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;
-
- return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
- x - range, y - range, x + range, y + range,
- type, skillid);
-}
-
-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;
- }
- sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 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 block_list *src = map_id2bl(id),*target;
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_timerskill *skl = NULL;
- int range;
-
- nullpo_retr(0, src);
- nullpo_retr(0, ud);
- skl = ud->skilltimerskill[data];
- nullpo_retr(0, skl);
- ud->skilltimerskill[data] = NULL;
-
- do {
- if(src->prev == NULL)
- break;
- if(skl->target_id) {
- target = map_id2bl(skl->target_id);
- if(!target && skl->skill_id == RG_INTIMIDATE)
- target = src; //Required since it has to warp.
- if(target == NULL)
- break;
- if(target->prev == NULL)
- break;
- if(src->m != target->m)
- break;
- if(status_isdead(src))
- break;
- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
- break;
-
- switch(skl->skill_id) {
- case RG_INTIMIDATE:
- if (unit_warp(src,-1,-1,-1,3) == 0) {
- short x,y;
- map_search_freecell(src, 0, &x, &y, 1, 1, 0);
- if (target != src && !status_isdead(target))
- unit_warp(target, -1, x, y, 3);
- }
- break;
- case BA_FROSTJOKE: /* 寒いジョ?ク */
- case DC_SCREAM: /* スクリ?ム */
- range= skill_get_splash(skl->skill_id, skl->skill_lv);
- 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 (!status_isdead(target))
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type>1 && !status_isdead(target)) {
- skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- } else {
- struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_MAGICPOWER].timer != -1)
- 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)
- break;
- 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;
- }
- }
- } while (0);
- //Free skl now that it is no longer needed.
- ers_free(skill_timer_ers, skl);
- 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;
- struct unit_data *ud;
- nullpo_retr(1, src);
- ud = unit_bl2ud(src);
- nullpo_retr(1, ud);
-
- for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
- if (i==MAX_SKILLTIMERSKILL) return 1;
-
- ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
- ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
- ud->skilltimerskill[i]->src_id = src->id;
- ud->skilltimerskill[i]->target_id = target;
- ud->skilltimerskill[i]->skill_id = skill_id;
- ud->skilltimerskill[i]->skill_lv = skill_lv;
- ud->skilltimerskill[i]->map = src->m;
- ud->skilltimerskill[i]->x = x;
- ud->skilltimerskill[i]->y = y;
- ud->skilltimerskill[i]->type = type;
- ud->skilltimerskill[i]->flag = flag;
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int skill_cleartimerskill(struct block_list *src)
-{
- int i;
- struct unit_data *ud;
- nullpo_retr(0, src);
- ud = unit_bl2ud(src);
- nullpo_retr(0, ud);
-
- for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
- if(ud->skilltimerskill[i]) {
- delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
- ers_free(skill_timer_ers, ud->skilltimerskill[i]);
- ud->skilltimerskill[i]=NULL;
- }
- }
- return 1;
-}
-
-static int skill_reveal_trap( struct block_list *bl,va_list ap )
-{
- TBL_SKILL *su = (TBL_SKILL*)bl;
- if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
- { //Reveal trap.
- //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
- //clif_changetraplook(bl, su->group->unit_id);
- clif_skill_setunit(su);
- return 1;
- }
- return 0;
-}
-
-/*==========================================
- * 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;
-
- if (skillid > 0 && skilllv <= 0) return 0;
-
- nullpo_retr(1, src);
- nullpo_retr(1, bl);
-
- if (src->m != bl->m)
- return 1;
-
- if (bl->prev == NULL)
- return 1;
-
- if (src->type == BL_PC)
- sd = (struct map_session_data *)src;
- if (bl->type == BL_PC)
- tsd = (struct map_session_data *)bl;
-
- if (status_isdead(src) || (src != bl && status_isdead(bl)))
- return 1;
-
- if (skillid && skill_get_type(skillid) == BF_MAGIC &&
- !battle_config.gtb_pvp_only && status_isimmune(bl)) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- //GTB makes all targetted skills silently fail.
- return 1;
- }
-
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
-
- 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 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:
- case ASC_BREAKER:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
-
- case MO_COMBOFINISH:
- if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
- { //Becomes a splash attack when Soul Linked.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),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_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
-
- case NJ_SHADOWJUMP: //[blackhole89]
- case TK_JUMPKICK:
- if (skillid == TK_JUMPKICK)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (unit_movepos(src, bl->x, bl->y, 0, 0))
- clif_slide(src,bl->x,bl->y);
- 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,
- skill_get_splash(skillid, skilllv),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 && 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 = unit_getdir(bl);
- if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
- if (sc && 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]
- unit_setdir(bl,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; Should be handled by the canmove delay on skill_cast_db [Skotlex]
- }
- if (sc && 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 && 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 (skillid == MO_EXTREMITYFIST && sc && sc->count)
- {
- 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(!check_distance_bl(src, bl, 2)) { //Need to move to target.
- int dx,dy;
-
- dx = bl->x - src->x;
- dy = bl->y - src->y;
- if(dx > 0) dx++;
- else if(dx < 0) dx--;
- if (dy > 0) dy++;
- else if(dy < 0) dy--;
-
- if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
- flag = distance_bl(src, bl);
-
- if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_slide(src,src->x,src->y);
- 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 if (sd)
- clif_skill_fail(sd,skillid,0,0);
- }
- else //Assume minimum distance of 1 for Charge.
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
- 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 */
- case AC_SHOWER: //Targetted skill implementation.
- 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 {
- skill_area_temp[1]=bl->id;
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- //Skill-attack at the end in case it has knockback. [Skotlex]
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
- }
- 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_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), 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_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
-
-
- case SM_MAGNUM:
- if(flag&1)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else {
- //If we get here, someone changed magnum to be a enemy targetted skill,
- //so treat it as such.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- //Initiate 10% of your damage becomes fire element.
- clif_skill_nodamage (src,bl,skillid,skilllv,1);
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
- if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
- }
- 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_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),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_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),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_foreachincell(skill_area_sub,bl->m,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_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),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:
- case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
-
- case HVAN_CAPRICE: //[blackhole89]
- {
- int ran=rand()%4;
- int sid;
- switch(ran)
- {
- case 0: sid=MG_COLDBOLT; break;
- case 1: sid=MG_FIREBOLT; break;
- case 2: sid=MG_LIGHTNINGBOLT; break;
- case 3: sid=WZ_EARTHSPIKE; break;
- }
- // if(sd && sd->hd)
- // skill_attack(BF_MAGIC,(struct block_list*)sd->hd,(struct block_list*)sd->hd,bl,sid,skilllv,tick,flag);
- // else if(sd) clif_skill_fail(sd,skillid,0,0);
- skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
- }
- break;
- case HFLI_MOON:
- skill_attack(BF_WEAPON,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/2;
- int cnt;
- if (sd)
- cnt = skill_count_water(src,range);
- else {
- range = 2*range+1;
- cnt = range*range;
- }
- cnt--;
- if (cnt > 0)
- skill_addtimerskill(src,tick+150,bl->id,0,0,
- skillid,skilllv,cnt,flag);
- } else if (sd) //Eat up deluge tiles.
- skill_count_water(src,0);
-
- 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 == RC_DEMON)
- 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 */
- if (flag & 1) {
- /* 個別にダ??ジを?える */
- if (bl->id == skill_area_temp[1])
- break;
- if(skillid == MG_FIREBALL) //Store distance.
- 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 {
- skill_area_temp[0]=0;
- skill_area_temp[1]=bl->id;
- switch (skillid) {
- case MG_NAPALMBEAT:
- /* ナパ?[ムビ?[トは分散ダ??[ジなので敵の?狽?狽ヲる */
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY,
- skill_area_sub_count);
- break;
- case MG_FIREBALL:
- skill_area_temp[2]=bl->x;
- skill_area_temp[3]=bl->y;
- break;
- }
- /* 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_foreachinrange(skill_area_sub,bl,
- skill_get_splash(skillid, skilllv),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_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), 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_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
-
- case SL_STIN:
- case SL_STUN:
- case SL_SMA:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
- 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_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- 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 */
- case NPC_SELFDESTRUCTION: /* 自爆 */
- 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) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
- 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){
- clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- battle_heal(NULL, src, heal, 0, 0);
- }
- }
- break;
-
- //Until they're at right position - gs_damage- [Vicious]
- case GS_TRIPLEACTION:
- case GS_MAGICALBULLET:
- case GS_CRACKER:
- case GS_TRACKING:
- case GS_PIERCINGSHOT:
- case GS_RAPIDSHOWER:
- case GS_DUST:
- case GS_FULLBUSTER:
- case GS_FLING:
- case NJ_SYURIKEN:
- case NJ_KUNAI:
- case NJ_HUUMA:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case GS_BULLSEYE:
- {
- int race = status_get_race(bl);
- if(race == RC_BRUTE || race == RC_DEMIHUMAN)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else
- clif_skill_fail(sd,skillid,0,0);
- }
- break;
- case GS_DESPERADO:
- case GS_SPREADATTACK:
- if(flag&1)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else {
- //If we get here, someone changed it to be a enemy targetted skill,
- //so treat it as such.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
- case NJ_ZENYNAGE:
- if(sd->status.zeny < skilllv*1000)
- clif_skill_fail(sd,skillid,5,0);
- else
- skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NJ_KASUMIKIRI:
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
- break;
- case NJ_KIRIKAGE:
- status_change_end(src, SC_HIDING, -1);
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NJ_KOUENKA:
- case NJ_HYOUSENSOU:
- case NJ_HYOUSYOURAKU:
- case NJ_HUUJIN:
- case NJ_RAIGEKISAI:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NJ_KAMAITACHI:
- // 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,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
- break;
- //Not implemented yet [Vicious]
- case GS_GROUNDDRIFT:
-
- //case NJ_SYURIKEN:
- //case NJ_KUNAI:
- //case NJ_HUUMA:
- //case NJ_ZENYNAGE:
- case NJ_TATAMIGAESHI:
- //case NJ_KASUMIKIRI:
- //case NJ_KIRIKAGE:
- //case NJ_KOUENKA:
- case NJ_KAENSIN:
- //case NJ_HYOUSENSOU:
- //case NJ_HYOUSYOURAKU:
- //case NJ_HUUJIN:
- //case NJ_RAIGEKISAI:
- //case NJ_KAMAITACHI:
- case NJ_ISSEN:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- 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 {
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill_area_sub, bl,
- sd->splash_range, BL_CHAR,
- src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- }
- break;
-
- default:
- ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
- map_freeblock_unlock();
- return 1;
- }
-
- map_freeblock_unlock();
-
- if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skillid, skilllv);
- 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 status_change *tsc;
- struct mob_data *md = NULL;
- struct mob_data *dstmd = NULL;
- int i,type=-1;
-
- 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) {
- sd = (struct map_session_data *)src;
- } else if (src->type == BL_MOB) {
- md = (struct mob_data *)src;
- }
-
- if (bl->type == BL_PC){
- dstsd = (struct map_session_data *)bl;
- } else if (bl->type == BL_MOB){
- dstmd = (struct mob_data *)bl;
- }
-
- if(bl->prev == NULL)
- return 1;
- if(status_isdead(src) && skillid != NPC_REBIRTH)
- return 1;
- if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
- return 1;
-
- //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;
- case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
- //These are actually ground placed.
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //Until they're at right position - gs_ground- [Vicious]
- case GS_DESPERADO:
- case NJ_KAENSIN: /*火炎陣*/
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
- }
-
- //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
- //But only do this on the first call (flag&~1)
- if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
- return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
-
- if (skillid > 0 && skillid < MAX_SKILL)
- type = SkillStatusChangeTable[skillid];
-
- tsc = status_get_sc(bl);
-
- map_freeblock_lock();
- switch(skillid)
- {
- case AL_HEAL: /* ヒ?ル */
- {
- int heal = skill_calc_heal(src, skilllv);
- int heal_get_jobexp;
- int skill;
-
- 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 (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
- && !(status_get_mode(src)&MD_BOSS)
- ) { //Bounce back heal
- if (--tsc->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,skill_get_splash(skillid, skilllv),
- 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);
- }
- pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
- 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,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
- 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 */
- clif_skill_nodamage (src, bl, skillid, skilllv,
- sc_start(bl, type,
- (40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
- skilllv, skill_get_time(skillid,skilllv)));
- break;
-
- case AL_CRUCIS:
- if (flag & 1) {
- if (battle_check_target (src, bl, BCT_ENEMY))
- sc_start(bl,type,
- 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
- skilllv,0);
- } else {
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), 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 */
- if (tsc && tsc->count && tsc->data[type].timer != -1) {
- status_change_end(bl,type, -1);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- } else
- clif_skill_nodamage (src, bl, skillid, skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- 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
- { // [Skotlex]
- struct unit_data *ud = unit_bl2ud(src);
- int inf = skill_get_inf(abra_skillid);
- int target_id = 0;
- if (!ud) break;
- if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
- if (src->type == BL_PET)
- bl = (struct block_list*)((TBL_PET*)src)->msd;
- if (!bl) bl = src;
- unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
- } else { //Assume offensive skills
- if (ud->target)
- target_id = ud->target;
- else switch (src->type) {
- case BL_MOB:
- target_id = ((TBL_MOB*)src)->target_id;
- break;
- case BL_PET:
- target_id = ((TBL_PET*)src)->target_id;
- break;
- }
- if (!target_id)
- break;
- if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
- bl = map_id2bl(target_id);
- if (!bl) bl = src;
- unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
- } else
- unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
- }
- }
- }
- break;
-
- case SA_COMA:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
- break;
- case SA_FULLRECOVERY:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if (status_isimmune(bl))
- break;
- battle_heal(src, bl, status_get_max_hp(bl), dstsd?dstsd->status.max_sp:0,0);
- 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)-1,0,1);
- 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),0,1);
- break;
- case SA_REVERSEORCISH:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
- 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
- case CR_PROVIDENCE: /* プ?ヴィデンス */
- 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;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
- case CG_MARIONETTE: /* マリオネットコント??ル */
- {
- struct status_change *sc= status_get_sc(src);
- int type2 = SC_MARIONETTE2;
-
- if(sc && tsc){
- if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
- sc_start4(src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv));
- sc_start4(bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv));
- clif_marionette(src, bl);
- }
- else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
- sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
- status_change_end(src, type, -1);
- status_change_end(bl, type2, -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:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
- 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(dstsd->status.weapon == W_FIST ||
- (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
- ( //Allow re-enchanting to lenghten time. [Skotlex]
- 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);
- }
- // 100% success rate at lv4 & 5, but lasts longer at lv5
- i = skilllv <4?(60+skilllv*10):100;
- i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- if(!i) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
- sd && sd != dstsd)
- clif_displaymessage(sd->fd,"You broke target's weapon");
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
-
- case PR_ASPERSIO: /* アスペルシオ */
- if (sd && dstmd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
- case TK_SEVENWIND:
- switch(skilllv){
- case 1:
- type=SC_EARTHWEAPON;
- break;
- case 2:
- type=SC_WINDWEAPON;
- break;
- case 3:
- type=SC_WATERWEAPON;
- break;
- case 4:
- type=SC_FIREWEAPON;
- break;
- case 5:
- type=SC_GHOSTWEAPON;
- break;
- case 6:
- type=SC_SHADOWWEAPON;
- break;
- case 7:
- type=SC_ASPERSIO;
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
- case PR_KYRIE: /* キリエエレイソン */
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
- //Passive Magnum, should had been casted on yourself.
- case SM_MAGNUM:
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- //Initiate 10% of your damage becomes fire element.
- clif_skill_nodamage (src,src,skillid,skilllv,1);
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
- if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
- break;
- case LK_BERSERK: /* バ?サ?ク */
- 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 MO_BLADESTOP: // 白?n取り
- 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:
- case SG_SUN_COMFORT:
- case SG_MOON_COMFORT:
- case SG_STAR_COMFORT:
- case NPC_HALLUCINATION:
- case HP_ASSUMPTIO:
- case GS_MADNESSCANCEL:
- case GS_ADJUSTMENT:
- case GS_INCREASING:
- case GS_CRACKER:
- case GS_GROUNDDRIFT:
- case NJ_TATAMIGAESHI:
- case NJ_KASUMIKIRI:
- case NJ_UTSUSEMI:
- case NJ_BUNSINJYUTSU:
- case NJ_NEN:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- {
- struct skill_unit_group *sg;
- if (!tsc) break;
- sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
- 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 &&
- (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
- 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;
-/* Was modified to only affect targetted char. [Skotlex]
- case HP_ASSUMPTIO:
- if (flag&1)
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- else
- {
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), 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 */
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- if (sd)
- skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
- break;
-
- case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if (sd && dstsd && dstsd->sc.count) {
- 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 //People say you should be able to recast to lengthen the timer. [Skotlex]
- ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
- case LK_TENSIONRELAX: /* テンションリラックス */
- if (sd) {
- pc_setsit(sd);
- clif_sitting(sd);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- 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? */
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- map_foreachinrange( status_change_timer_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,status_get_sc(src),type,tick);
- }
- break;
-
- case SM_PROVOKE: /* プ?ボック */
- /* 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;
- }
- //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,
- (i=sc_start(bl,type,
- 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
- skilllv,skill_get_time(skillid,skilllv))));
- if (!i)
- {
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
- unit_skillcastcancel(bl, 2);
-
- if(tsc && tsc->count){
- if(tsc->data[SC_FREEZE].timer!=-1)
- status_change_end(bl,SC_FREEZE,-1);
- if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
- status_change_end(bl,SC_STONE,-1);
- if(tsc->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[type].timer != -1 && dstsd->sc.data[type].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;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
- 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 && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
- 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_ABSORBSPIRITS: // ?奪
- i = 0;
- if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
- { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
- i = dstsd->spiritball * 10;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
- } else if (dstmd && !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
- { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
- 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;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
- break;
- case RG_RAID: /* サプライズアタック */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), 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 */
- case GS_SPREADATTACK:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), 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_foreachincell(skill_area_sub,
- bl->m,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_foreachincell(skill_area_sub,
- bl->m,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_foreachincell(skill_area_sub,
- bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- }
- break;
-
- case WZ_SIGHTRASHER:
- //Passive side of the attack.
- status_change_end(src,SC_SIGHT,-1);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub,src,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
-
- case WZ_FROSTNOVA:
- map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
-
- case NPC_SELFDESTRUCTION:
- clif_skill_nodamage(src, src, skillid, -1, 1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY,
- skill_castend_damage_id);
- battle_damage(src, src, status_get_max_hp(src),0,1);
- 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)) {
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- } else if (sd) {
- /* パ?ティ全?への?? */
- party_foreachsamemap (skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- 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?? */
- clif_skill_nodamage(bl,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
- } else if (sd) {
- /* パ?ティ全?への?? */
- party_foreachsamemap(skill_area_sub,
- sd,skill_get_splash(skillid, skilllv),
- 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:
- case ST_PRESERVE:
- case SG_FUSION:
- case GS_GATLINGFEVER:
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- 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->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
- dstsd->char_id == sd->char_id ||
- dstsd->char_id == sd->status.partner_id ||
- dstsd->char_id == sd->status.child
- )) {
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
- break;
- case SM_AUTOBERSERK: // Celest
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = sc_start(bl,type,100,skilllv,0);
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case TF_HIDING: /* ハイディング */
- case ST_CHASEWALK: /* ハイディング */
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
- break;
- case TK_RUN:
- if (tsc && tsc->data[type].timer != -1)
- i = status_change_end(bl, type, -1);
- else
- i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
-// If the client receives a skill-use packet inmediately before
-// a walkok packet, it will discard the walk packet! [Skotlex]
-// clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
- case AS_CLOAKING: /* ク??キング */
- if(tsc && tsc->data[type].timer!=-1 )
- /* 解?怩キる */
- i = status_change_end(bl, type, -1);
- else
- i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,-1,i);
- if (!i && sd)
- clif_skill_fail(sd,skillid,0,0);
- 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;
- unit_stop_walking(src,1);
- skill_clear_unitgroup(src);
- sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- if(skillid == CG_HERMODE)
- i = sc_start4(src,SC_DANCING,100,
- skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
- else
- i = sc_start4(src,type,100,
- skilllv,0,BCT_SELF,sg->group_id,
- skill_get_time(skillid,skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- }
- break;
-
- case PA_GOSPEL: /* ゴスペル */
- if (!tsc) break;
- if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
- i = status_change_end(bl,SC_GOSPEL,-1);
- } else {
- struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- if (tsc->data[type].timer != -1)
- status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
- i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,i);
- break;
-
- case BD_ADAPTATION: /* アドリブ */
- if(tsc && tsc->data[SC_DANCING].timer!=-1){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_stop_dancing(bl);
- }
- 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_message(&md->bl,temp);
- }
- break;
-
-
- case BA_PANGVOICE://パンボイス
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
- break;
-
- case DC_WINKCHARM://魅惑のウィンク
- if(dstsd){
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
- }else if(dstmd)
- {
- int race = status_get_race(bl);
- if(status_get_lv(src)>status_get_lv(bl) && (race == RC_DEMON || race == RC_DEMIHUMAN || race == RC_ANGEL)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
- } 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 */
- {
- if (status_get_mode(bl)&MD_BOSS) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if(status_isimmune(bl) || !tsc)
- break;
- if (dstmd)
- mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
-
- if (tsc->data[SC_STONE].timer != -1) {
- status_change_end(bl,SC_STONE,-1);
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else if(sd) {
- clif_skill_fail(sd,skillid,0,0);
- // Level 6-10 doesn't consume a red gem if it fails [celest]
- if (skilllv > 5) break;
- }
- if (sd) {
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
- break; //Do not delete the gemstone.
- if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
- 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)))
- sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
- 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_STUN , -1 );
- //Is this equation really right? It looks so... special.
- 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_BLIND,
- 100*(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
- 1,0,0,0,
- skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(dstmd)
- mob_unlocktarget(dstmd,tick);
- 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+skilllv);
- }
- break;
-
- case AL_TELEPORT: /* テレポ?ト */
- if(sd) {
- if (map[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(skilllv == 1) {
- // possibility to skip menu [LuzZza]
- if(!battle_config.skip_teleport_lv1_menu &&
- sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
- clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
- else
- pc_randomwarp(sd,3);
- } else {
- if (sd->skillitem != AL_TELEPORT)
- clif_skill_warppoint(sd,skillid,skilllv,"Random",
- mapindex_id2name(sd->status.save_point.map),"","");
- else //Autocasted Teleport level 2??
- pc_setpos(sd,sd->status.save_point.map,
- sd->status.save_point.x,sd->status.save_point.y,3);
- }
- } else
- unit_warp(bl,-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]
- case GS_DISARM: // Added disarm. [Reddozen]
- {
- int strip_fix, equip = 0;
- int sclist[4] = {0,0,0,0};
-
- if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
- 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;
- }
- if (dstsd) {
- for (i=0;i<11;i++) {
- if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
- continue;
- switch (i) {
- case 8: //Shield / left-hand weapon
- if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5)
- { //Shield
- if (equip&EQP_SHIELD &&
- !(dstsd->unstripable_equip&EQP_SHIELD) &&
- !(tsc && 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);
- }
- continue;
- }
- //Continue to weapon
- case 9:
- if (equip &EQP_WEAPON &&
- !(dstsd->unstripable_equip&EQP_WEAPON) &&
- !(tsc && 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);
- }
- break;
- case 7: //Armor
- if (equip &EQP_ARMOR &&
- !(dstsd->unstripable_equip &EQP_ARMOR) &&
- !(tsc && 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);
- }
- break;
- case 6: //Helm
- if (equip &EQP_HELM &&
- !(dstsd->unstripable_equip &EQP_HELM) &&
- !(tsc && 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);
- }
- break;
- }
- }
- } else if (!(status_get_mode(bl)&MD_BOSS)) {
- if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
- sclist[0] = SC_STRIPWEAPON;
- if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
- sclist[1] = SC_STRIPSHIELD;
- if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
- sclist[2] = SC_STRIPARMOR;
- if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
- sclist[3] = SC_STRIPHELM;
- }
- equip = 0; //Reuse equip to hold how many stats are invoked.
- for (i=0;i<4;i++) {
- if (sclist[i]) // Start the SC only if an equipment was stripped from this location
- equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
- }
- if (equip)
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- else if (sd) //Nothing stripped.
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
-
- /* PotionPitcher */
- case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER: /* ポ?ションピッチャ? */
- {
- 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 == W_BOW)) {
- 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;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- if(sp > 0)
- clif_skill_nodamage(NULL,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);
- if(tsc && tsc->data[scid].timer != -1)
- status_change_end(bl, scid, -1 );
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- }
- 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;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- i = status_get_sc_def_mdef(bl);
- if (i >= 10000 ||
- tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
- //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
- rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
- {
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- if(status_isimmune(bl) || !tsc->count)
- 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_EDP
- || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
- || i==SC_SAFETYWALL || i==SC_SMA
- )
- 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 = unit_getdir(src);
-
- 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)) {
- unit_movepos(src, x, y, 1, 0);
- clif_slide(src,x,y);
- }
- }
- break;
-
- case SA_CASTCANCEL:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- unit_skillcastcancel(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?
- {
- int sp;
- if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
- if(dstsd) {
- sp = skill_get_sp(skillid,skilllv);
- sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
- if(sp > SHRT_MAX) sp = SHRT_MAX;
- else if(sp < 1) sp = 1;
- clif_heal(dstsd->fd,SP_SP,pc_heal(dstsd, 0, sp));
- }
- clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
- if(sd) {
- sp = sd->status.max_sp/5;
- if(sp < 1) sp = 1;
- pc_damage_sp(sd,sp,0);
- }
- } else {
- struct unit_data *ud = unit_bl2ud(bl);
- int bl_skillid=0,bl_skilllv=0,hp = 0;
- if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
- bl_skillid = ud->skillid;
- bl_skilllv = ud->skilllv;
- 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 if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
- hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
-
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- unit_skillcastcancel(bl,0);
- sp = skill_get_sp(bl_skillid,bl_skilllv);
- if (dstsd)
- pc_damage_sp(dstsd, sp, 0);
- battle_damage(NULL, bl, hp, 0, 1);
- if(sd && sp) {
- sp = sp*(25*(skilllv-1))/100;
- if(skilllv > 1 && sp < 1) sp = 1;
- else if(sp > SHRT_MAX) sp = SHRT_MAX;
- clif_heal(sd->fd,SP_SP,pc_heal(sd, 0, sp));
- }
- if (hp && skilllv >= 5)
- { //Recover half damaged HP at level 5 [Skotlex]
- hp = battle_heal(bl, src, hp/2, 0, 0);
- if (sd && sd->fd)
- clif_heal(sd->fd,SP_HP,hp);
- }
- }
- }
- break;
- case SA_MAGICROD:
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- 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 (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->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)
- sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
- skill_get_time(SA_AUTOSPELL,skilllv));
- }
- break;
-
- case BS_GREED:
- if(sd){
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_greed,bl,
- skill_get_splash(skillid, skilllv),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 && md->skillidx >= 0)
- clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
- break;
-
- case NPC_KEEPING:
- case NPC_BARRIER:
- {
- int skill_time = skill_get_time(skillid,skilllv);
- struct unit_data *ud = unit_bl2ud(bl);
- if (clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_time))
- && ud) { //Disable attacking/acting/moving for skill's duration.
- ud->attackabletime =
- ud->canact_tick =
- ud->canmove_tick = tick + skill_time;
- }
- }
- break;
-
- case NPC_REBIRTH:
- //New rebirth System uses Kaizel lv1. [Skotlex]
- sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
- break;
-
- case NPC_DARKBLESSING:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
- break;
-
- case NPC_LICK:
- if (dstsd) {
- if (dstsd->special_state.no_weapon_damage ) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- pc_damage_sp(dstsd,100,0);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
- break;
-
- case NPC_SUICIDE: /* 自決 */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- battle_damage(NULL, src,status_get_hp(src),0,3); //Suicidal Mobs should give neither exp nor items. (flag&2 passed to battle_damage) [Skotlex]
- break;
-
- case NPC_SUMMONSLAVE: /* 手下?「喚 */
- case NPC_SUMMONMONSTER: /* MOB?「喚 */
- if(md && md->skillidx >= 0)
- 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;
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,i,100,skilllv,skilllv * 60000));
- }
- 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
- {
- const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
- int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
- unit_stop_attack(src);
- //Run skillv tiles.
- unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
- }
- break;
-
- case NPC_TRANSFORMATION:
- case NPC_METAMORPHOSIS:
- if(md && md->skillidx >= 0) {
- 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);
- unit_remove_map(src,1);
- }
- 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 && md->skillidx >= 0)
- {
- 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_stop_attack(md);
- mob_stop_walking(md,0);
- }
- }
- break;
-
- case NPC_DEFENDER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
-
- case NPC_POWERUP:
- sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
- break;
-
- case NPC_AGIUP:
- sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv)));
- break;
-
- case NPC_INVISIBLE:
- //val4 passed as 1 is for "infinite cloak".
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
- break;
-
- case NPC_SIEGEMODE:
- // 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: /* 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;
-
-// 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_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
- if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
- }
- break;
-
- case PF_HPCONVERSION: /* ライフ置き換え */
- {
- int hp, sp;
- hp = status_get_max_hp(src) / 10; //基本はHPの10%
- sp = hp * 10 * skilllv / 100;
- if (hp >= status_get_hp(bl)) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src, bl, skillid, skilllv, 1);
- if (dstsd) {
- if (sp > dstsd->status.max_sp - dstsd->status.sp)
- sp = dstsd->status.max_sp - dstsd->status.sp;
- // we need to check with the sp that was taken away when casting too
- if (skill_get_sp(skillid, skilllv) >= dstsd->status.max_sp - dstsd->status.sp)
- hp = sp = 0;
- }
- battle_heal(src,bl,-hp, sp, 0);
- if (dstsd && dstsd->fd)
- {
- clif_heal(dstsd->fd, SP_SP, sp);
- clif_updatestatus(dstsd, 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->state.into_abyss)
- { //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)
- 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_changetraplook(bl, UNT_USED_TRAPS);
- 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)
- unit_skilluse_id(src,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)*3/4 < status_get_hp(bl)) { //HPが2/3以??っていたら失敗
- map_freeblock_unlock();
- return 1;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,
- skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
- break;
-
- case PF_MINDBREAKER: /* プ?ボック */
- {
- /* 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;
- }
-
- //Has a 55% + skilllv*5% success chance.
- if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
- {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- map_freeblock_unlock();
- return 0;
- }
-
- unit_skillcastcancel(bl,0);
-
- if(tsc && tsc->count){
- if(tsc->data[SC_FREEZE].timer!=-1)
- status_change_end(bl,SC_FREEZE,-1);
- if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
- status_change_end(bl,SC_STONE,-1);
- if(tsc->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 (potion_hp) {
- int hp = potion_hp;
- hp = hp * (100 + (status_get_vit(bl)<<1))/100;
- if (dstsd) {
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
- }
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- battle_heal(NULL,bl,hp,0,0);
- }
- break;
- // Full Chemical Protection
- case CR_FULLPROTECTION:
- {
- int i, skilltime;
- skilltime = skill_get_time(skillid,skilllv);
- if (!tsc) {
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
- for (i=0; i<4; i++) {
- if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
- status_change_end(bl, SC_STRIPWEAPON + i, -1 );
- sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
-
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
-
-
- case PF_DOUBLECASTING:
- if (!clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
-
- case CG_LONGINGFREEDOM:
- {
- if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
- && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
- {
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- }
- }
- 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_damage_sp(dstsd,0,100);
- break;
- case 1: // matk halved
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- break;
- case 2: // all buffs removed
- status_change_clear_buffs(bl,1);
- break;
- case 3: // 1000 damage, random armor destroyed
- {
- int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
- battle_damage(src, bl, 1000, 0, 0);
- clif_damage(src,bl,tick,0,0,1000,0,0,0);
- skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
- }
- break;
- case 4: // atk halved
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- break;
- case 5: // 2000HP heal, random teleported
- battle_heal(src, src, 2000, 0, 0);
- unit_warp(src, -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 };
- sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
- }
- break;
- case 8: // curse coma and poison
- sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case 9: // chaos
- sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
- break;
- case 10: // 6666 damage, atk matk halved, cursed
- battle_damage(src, bl, 6666, 0, 0);
- clif_damage(src,bl,tick,0,0,6666,0,0,0);
- sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
- break;
- case 11: // 4444 damage
- battle_damage(src, bl, 4444, 0, 0);
- clif_damage(src,bl,tick,0,0,4444,0,0,0);
- break;
- case 12: // stun
- sc_start(bl,SC_STUN,100,skilllv,5000);
- break;
- case 13: // atk,matk,hit,flee,def reduced
- sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
- sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
- 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) == type)) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
- 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;
- }
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
- break;
-
- case SL_SWOO:
- if (tsc && tsc->data[type].timer != -1) {
- sc_start(src,SC_STUN,100,skilllv,10000);
- break;
- }
- case SL_SKA: // [marquis007]
- case SL_SKE:
- if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- clif_skill_fail(sd,skillid,0,0);
- status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
- } else
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
-
- if (skillid == SL_SKE)
- sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
-
- break;
-
- // New guild skills [Celest]
- case GD_BATTLEORDER:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
- case GD_REGENERATION:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
- sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
- case GD_RESTORE:
- if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl)) {
- int hp, sp;
- hp = status_get_max_hp(bl)*9/10;
- sp = dstsd?dstsd->status.max_sp*9/10:0;
- clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
- battle_heal(NULL,bl,hp,sp,0);
- }
- } else if (status_get_guild_id(src)) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_GUILD|1,
- skill_castend_nodamage_id);
- if (sd)
- 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;
- // i don't know if it actually summons in a circle, but oh well. ;P
- g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
- if (!g)
- break;
- 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(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
- dx[j] = dy[j] = 0;
- pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
- }
- }
- if (sd)
- guild_block_skill(sd,skill_get_time2(skillid,skilllv));
- }
- break;
-
- case SG_FEEL:
- if (sd) {
- if(!sd->feel_map[skilllv-1].index) {
- //AuronX reported you CAN memorize the same map as all three. [Skotlex]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_parse_ReqFeel(sd->fd,sd, skilllv);
- }
- 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;
-
- //Until they're at right position - gs_nodamage- [Vicious]
- //Not implemented yet [Vicious]
- case GS_GLITTERING:
- if(sd) {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- if(rand()%100 < (50+10*skilllv))
- pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
- else if(sd->spiritball > 0)
- pc_delspiritball(sd,1,0);
- }
- break;
- default:
- ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
- map_freeblock_unlock();
- return 1;
- }
-
- if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
- mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
-
- if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
- battle_consume_ammo(sd, skillid, skilllv);
-
- map_freeblock_unlock();
- return 0;
-}
-/*==========================================
- * スキル使用(詠唱完了、ID指定)
- *------------------------------------------
- */
-int skill_castend_id( int tid, unsigned int tick, int id,int data )
-{
- struct block_list *target, *src = map_id2bl(id);
- struct map_session_data* sd = NULL;
- struct mob_data* md = NULL;
- struct unit_data* ud = unit_bl2ud(src);
- struct status_change *sc;
- int inf2;
-
- nullpo_retr(0, ud);
-
- BL_CAST( BL_PC, src, sd);
- BL_CAST( BL_MOB, src, md);
-
- if( src->prev == NULL ) {
- ud->skilltimer = -1;
- return 0;
- }
-
- switch (ud->skillid) {
- //These three should become skill_castend_pos
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- //Find a random spot to place the skill. [Skotlex]
- inf2 = skill_get_splash(ud->skillid, ud->skilllv);
- ud->skillx = src->x + inf2;
- ud->skilly = src->y + inf2;
- if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
- ud->skillx = src->x;
- ud->skilly = src->y;
- }
- return skill_castend_pos(tid,tick,id,data);
- }
-
- if(ud->skillid != SA_CASTCANCEL ) {
- if( ud->skilltimer != tid ) {
- ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
- ud->skilltimer = -1;
- return 0;
- }
- if( sd && ud->skilltimer != -1 && (inf2 = pc_checkskill(sd,SA_FREECAST)) > 0)
- status_quick_recalc_speed(sd, SA_FREECAST, inf2, 0);
- ud->skilltimer=-1;
- }
-
- if (ud->skilltarget == id)
- target = src;
- else
- target = map_id2bl(ud->skilltarget);
-
- // Use a do so that you can break out of it when the skill fails.
- do {
- if(!target || target->prev==NULL) break;
-
- if(src->m != target->m || status_isdead(src)) break;
-
- if(ud->skillid == RG_BACKSTAP) {
- int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
- if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
- break;
- }
- }
- if (ud->skillid == PR_LEXDIVINA)
- {
- sc = status_get_sc(target);
- if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
- (!sc || sc->data[SC_SILENCE].timer == -1))
- { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
- clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
- break;
- }
- } else {
- inf2 = skill_get_inf(ud->skillid);
- if((inf2&INF_ATTACK_SKILL ||
- (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
- && battle_check_target(src, target, BCT_ENEMY)<=0
- )
- break;
- }
-
- //Avoid doing double checks for instant-cast skills.
- if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
- break;
-
- //沈黙や状態異常など
- if(md) {
- if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
- md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
- if(md->skillidx >= 0) {
- md->skilldelay[md->skillidx]=tick;
- if (md->db->skill[md->skillidx].emotion >= 0)
- clif_emotion(src, md->db->skill[md->skillidx].emotion);
- }
- }
-
- inf2 = skill_get_inf2(ud->skillid);
- if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
- int fail_flag = 1;
- if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
- fail_flag = 0;
- else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
- fail_flag = 0;
-
- if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
- //Soul Change overrides this restriction during pvp/gvg [Skotlex]
- fail_flag = 0;
-
- if(fail_flag)
- break;
- }
-
- if(src != target && battle_config.skill_add_range &&
- !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
- {
- if (sd) {
- clif_skill_fail(sd,ud->skillid,0,0);
- if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill_check_condition(sd,ud->skillid, ud->skilllv,1);
- }
- break;
- }
-
- if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */
- break;
-
- if (ud->walktimer != -1 && ud->skillid != TK_RUN)
- unit_stop_walking(src,1);
-
- if (ud->skillid == SA_MAGICROD)
- ud->canact_tick = tick;
- else
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
-
- if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
- unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
-
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
- src->type, src->id, ud->skillid, ud->skilllv, target->id);
- if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
- skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
- else
- skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
-
- sc = status_get_sc(src);
- if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
- status_change_end(src,SC_MAGICPOWER,-1);
-
- if (ud->skilltimer == -1) {
- if(md) md->skillidx = -1;
- else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skilllv = ud->skilltarget = 0;
- }
- return 1;
- } while(0);
- //Skill failed.
- ud->skillid = ud->skilllv = ud->skilltarget = 0;
- ud->canact_tick = tick;
- if(sd) sd->skillitem = sd->skillitemlv = -1;
- if(md) md->skillidx = -1;
- return 0;
-}
-
-/*==========================================
- * スキル使用(詠唱完了、場所指定)
- *------------------------------------------
- */
-int skill_castend_pos( int tid, unsigned int tick, int id,int data )
-{
- struct block_list* src = map_id2bl(id);
- int maxcount;
- struct map_session_data *sd = NULL;
- struct unit_data *ud = unit_bl2ud(src);
- struct mob_data *md = NULL;
-
- nullpo_retr(0, ud);
-
- BL_CAST( BL_PC , src, sd);
- BL_CAST( BL_MOB, src, md);
-
- if( src->prev == NULL ) {
- ud->skilltimer = -1;
- return 0;
- }
-
- if( ud->skilltimer != tid ) /* タイマIDの確認 */
- {
- ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
- ud->skilltimer = -1;
- return 0;
- }
-
- if(sd && ud->skilltimer != -1 && (maxcount = pc_checkskill(sd,SA_FREECAST) > 0))
- status_quick_recalc_speed(sd, SA_FREECAST, maxcount, 0);
-
- ud->skilltimer=-1;
- do {
- if(status_isdead(src)) break;
-
- if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
- skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
- skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
- )
- break;
-
- if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
- skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
- skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
- )
- break;
-
- if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
- (maxcount = skill_get_maxcount(ud->skillid)) > 0
- ) {
- int i;
- for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
- if(ud->skillunit[i]->skill_id == ud->skillid)
- maxcount--;
- }
- if(!maxcount)
- break;
- }
-
- if(tid != -1)
- { //Avoid double checks on instant cast skills. [Skotlex]
- if (!status_check_skilluse(src, NULL, ud->skillid, 1))
- break;
- if(battle_config.skill_add_range &&
- !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
- if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
- skill_check_condition(sd,ud->skillid, ud->skilllv,1);
- break;
- }
- }
-
- if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */
- break;
-
- if(md) {
- md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
- if(md->skillidx >= 0) {
- md->skilldelay[md->skillidx]=tick;
- if (md->db->skill[md->skillidx].emotion >= 0)
- clif_emotion(src, md->db->skill[md->skillidx].emotion);
- }
- }
-
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
- src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
- unit_stop_walking(src,1);
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
- unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
- skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
-
- if (ud->skilltimer == -1) {
- if (md) md->skillidx = -1;
- else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skilllv = ud->skillx = ud->skilly = 0;
- }
- return 1;
- } while(0);
-
- ud->canact_tick = tick;
- ud->skillid = ud->skilllv = 0;
- if(sd) {
- clif_skill_fail(sd,ud->skillid,0,0);
- sd->skillitem = sd->skillitemlv = -1;
- }
- if(md) md->skillidx = -1;
- 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;
- int i;
-
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
-
- nullpo_retr(0, src);
-
- if(status_isdead(src))
- return 0;
-
- if(src->type==BL_PC)
- sd=(struct map_session_data *)src;
-
- sc = status_get_sc(src); //Needed for Magic Power checks.
- if (sc && !sc->count)
- sc = NULL; //Unneeded.
-
- if(skillid != WZ_METEOR &&
- skillid != MO_BODYRELOCATION &&
- skillid != CR_CULTIVATION)
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
-
- switch(skillid)
- {
- case PR_BENEDICTIO: /* ?ケ??~福 */
- skill_area_temp[1] = src->id;
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_PC,
- src, skillid, skilllv, tick, flag|BCT_ALL|1,
- skill_castend_nodamage_id);
- map_foreachinarea(skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- break;
-
- case BS_HAMMERFALL:
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea (skill_area_sub,
- src->m, x-i, y-i, x+i, y+i, 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 */
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea( status_change_timer_sub,
- src->m, x-i, y-i, x+i,y+i,BL_CHAR,
- src,status_get_sc(src),SC_SIGHT,tick);
- if(battle_config.traps_setting&1)
- map_foreachinarea( skill_reveal_trap,
- src->m, x-i, y-i, x+i,y+i,BL_SKILL);
- 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 */
- case WE_CALLPARTNER:
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case AC_SHOWER: //Ground-placed skill implementation.
- case GS_DESPERADO:
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
- break;
-
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- skill_clear_unitgroup(src);
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- flag|=1;
- break;
-
- case RG_CLEANER: // [Valaris]
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,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? */
- case NJ_SUITON:
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- flag|=1;
- break;
-
- case WZ_METEOR: //?テオスト?ム
- {
- int flag=0, area = skill_get_splash(skillid, skilllv);
- short tmpx, tmpy, x1 = 0, y1 = 0;
- if (sc && 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++) {
- tmpx = x;
- tmpy = y;
- if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
- 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,skilllv,mapindex_id2name(sd->status.save_point.map),
- (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
- (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
- (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
- }
- break;
-
- case MO_BODYRELOCATION:
- if (unit_movepos(src, x, y, 1, 1)) {
- clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
-// clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
- if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
- }
- 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);
- }
- }
- 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);
- }
- }
- 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);
- //Apply skill bonuses
- potion_hp = potion_hp * (100
- + pc_checkskill(sd,CR_SLIMPITCHER)*10
- + pc_checkskill(sd,AM_POTIONPITCHER)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5
- )/100;
- if(potion_hp > 0) {
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea(skill_area_sub,
- src->m,x-i,y-i,x+i,y+i,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);
- i = skill_get_splash(skillid, skilllv);
- map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, 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);
- sc_start4(src,SkillStatusChangeTable[skillid],100,
- skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
- flag|=1;
- }
- 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;
-
- //Until they're at right position - gs_unit- [Vicious]
- case GS_GROUNDDRIFT: /* グラウンドドリフト*/
- case NJ_KAENSIN: /* 火炎陣*/
- case NJ_BAKUENRYU: /* 爆炎龍*/
- case NJ_HYOUSYOURAKU:
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- flag|=1;
- break;
-
- case NJ_RAIGEKISAI:
- map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
- }
-
- if (sc && sc->data[SC_MAGICPOWER].timer != -1)
- status_change_end(&sd->bl,SC_MAGICPOWER,-1);
-
- if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
- battle_consume_ammo(sd, skillid, skilllv);
-
- 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.
-#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
-
- if( sd->bl.prev == NULL || pc_isdead(sd) )
- return 0;
-
- if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
- skill_failed(sd);
- return 0;
- }
- //スキルが使えない?態異?中
- if(sd->sc.count && (
- 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->menuskill_id) /* 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_stop_attack(sd);
- pc_stop_walking(sd,0);
-
- if(battle_config.skill_log && battle_config.skill_log&BL_PC)
- ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
-
- 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 if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
- 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, lv, wx, wy;
- 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) {
- for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
- if(sd->ud.skillunit[i]->skill_id == skill_num)
- maxcount--;
- }
- if(!maxcount) {
- clif_skill_fail(sd,skill_num,0,0);
- skill_failed(sd);
- return 0;
- }
- }
-
- //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
- lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
- wx = sd->menuskill_lv>>16;
- wy = sd->menuskill_lv&0xffff;
-
- if(lv <= 0) return 0;
- for(i=0;i<lv;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, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
- {
- skill_failed(sd);
- return 0;
- }
-
- if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
- clif_skill_fail(sd,0,0,0);
- skill_failed(sd);
- return 0;
- }
- if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
- skill_failed(sd);
- return 0;
- }
- //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
- group->val2=(x<<16)|y;
- group->val3 = mapindex;
- }
- break;
- }
-
- sd->menuskill_id = sd->menuskill_lv = 0;
- return 0;
-#undef skill_failed
-}
-
-/*==========================================
- * 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 map_session_data *sd;
- struct status_change *sc;
- int active_flag=1;
-
- nullpo_retr(0, src);
-
- limit = skill_get_time(skillid,skilllv);
- range = skill_get_unit_range(skillid,skilllv);
- 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);
-
- BL_CAST(BL_PC, src, sd);
- sc= status_get_sc(src); // for traps, firewall and fogwall - celest
- if (sc && !sc->count)
- sc = NULL;
-
- 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 && 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;
- 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
- && (src->type&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 (map_flag_gvg(src->m))
- limit *= 4; // longer trap times in WOE [celest]
- if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
- && (src->type&battle_config.vs_traps_bctall))
- target = BCT_ALL;
- 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_group(src,1);
- }
- 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 PF_FOGWALL: /* フォグウォ?ル */
- if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
- break;
- case RG_GRAFFITI: /* Graffiti */
- count=1; // Leave this at 1 [Valaris]
- break;
- case WE_CALLPARTNER:
- if (sd) val1 = sd->status.partner_id;
- break;
- case WE_CALLPARENT:
- if (sd) {
- val1 = sd->status.father;
- val2 = sd->status.mother;
- }
- break;
- case WE_CALLBABY:
- if (sd) val1 = sd->status.child;
- break;
- }
-
- nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
- skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
- group->val1=val1;
- group->val2=val2;
- group->val3=val3;
- group->target_flag=target;
- group->bl_flag= skill_get_unit_bl_target(skillid);
- group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
- group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
- group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
-
- if(skillid==HT_TALKIEBOX ||
- skillid==RG_GRAFFITI){
- group->valstr=(char *) aMallocA(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);
- group->valstr[MESSAGE_SIZE-1] = '\0';
- }
-
- //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.
- if (!path_search_long(NULL,src->m,ux,uy,x,y))
- 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;
- int type,skillid;
-
- 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 (skill_get_type(sg->skill_id) == BF_MAGIC &&
- 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;
-
- sc = status_get_sc(bl);
-
- if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
- return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
-
- type = SkillStatusChangeTable[sg->skill_id];
- skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
- 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 && sc->data[type].timer == -1)
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
- 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->ud.to_x == src->bl.x && sd->ud.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(NULL, sg);
- }
- }
- } else if(battle_config.mob_warpportal && bl->type != BL_PET)
- unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
- break;
-
- case UNT_QUAGMIRE:
- if(sc && sc->data[type].timer==-1)
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
- break;
-
- case UNT_VOLCANO:
- case UNT_DELUGE:
- case UNT_VIOLENTGALE:
- case UNT_SUITON:
- if(sc && sc->data[type].timer==-1)
- sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,
- skill_get_time2(sg->skill_id,sg->skill_lv));
- break;
-
- case UNT_RICHMANKIM:
- case UNT_ETERNALCHAOS:
- case UNT_DRUMBATTLEFIELD:
- case UNT_RINGNIBELUNGEN:
- case UNT_ROKISWEIL:
- case UNT_INTOABYSS:
- case UNT_SIEGFRIED:
- case UNT_HERMODE:
- //Needed to check when a dancer/bard leaves their ensemble area.
- if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
- return sg->skill_id;
- if (sc && sc->data[type].timer==-1)
- sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- 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:
- if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
- return 0;
- if (!sc)
- break;
- if (sc->data[type].timer==-1)
- sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (sc->data[type].val4 == 1) {
- //Readjust timers since the effect will not last long.
- sc->data[type].val4 = 0;
- delete_timer(sc->data[type].timer, status_change_timer);
- sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
- }
- break;
-/* Basilica does not knocks back...
- 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 && sc->data[type].timer==-1)
- {
- sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
- 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 && sc->data[type].timer==-1)
- sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
- 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;
- }
-
- return skillid;
-}
-
-/*==========================================
- * 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;
- struct status_change *tsc, *sc;
- struct skill_unit_group_tickset *ts;
- int type, skillid;
- 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;
- sc = status_get_sc(ss); //For magic power.
- tsc = status_get_sc(bl);
- type = SkillStatusChangeTable[sg->skill_id];
- skillid = sg->skill_id;
-
- if (sg->interval == -1) {
- switch (sg->unit_id) {
- case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
- case UNT_SPIDERWEB:
- case UNT_FIREPILLAR_ACTIVE:
- return 0;
- default:
- if (battle_config.error_log)
- ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
- 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 ((skillid==CR_GRANDCROSS || skillid==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->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->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*sc->data[SC_MAGICPOWER].val1/100;
- sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
- } else
- sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
- }
-
- switch (sg->unit_id) {
- case UNT_FIREWALL:
- {
- int count=0, t_ele = status_get_elem_type(bl);
- if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
- //This is the best Aegis approximation we can do without
- //changing the minimum skill unit interval. [Skotlex]
- while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
- } else {
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- src->val2--;
- }
- 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==RC_DEMON)
- { //Only damage enemies with offensive Sanctuary. [Skotlex]
- if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
- 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(NULL,sg);
- break;
- }
-
- case UNT_MAGNUS:
- {
- int race = status_get_race(bl);
- if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=RC_DEMON)
- break;
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- }
-
- case UNT_ATTACK_SKILLS:
- switch (sg->skill_id)
- {
- case SG_SUN_WARM: //SG skills [Komurka]
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- if(bl->type==BL_PC)
- //Only damage SP [Skotlex]
- pc_damage_sp((TBL_PC*)bl, 60, 0);
- else if(!sd || pc_damage_sp(sd, 2, 0) >= 0)
- //Otherwise, Knockback attack.
- skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- default:
- skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- }
- break;
- case UNT_DESPERADO:
- if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
- skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
-
- case UNT_FIREPILLAR_WAITING:
- skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
- skill_delunit(src);
- break;
-
- case UNT_FIREPILLAR_ACTIVE:
- map_foreachinrange(skill_attack_area,bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), 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_changetraplook(&src->bl, UNT_USED_TRAPS);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
- }
- break;
-
- case UNT_SPIDERWEB:
- case UNT_ANKLESNARE:
- if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
- int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
- if (sc_start(bl,type,100,sg->skill_lv,sec))
- {
- struct TimerData* td = get_timer(tsc->data[type].timer);
- if (td) sec = DIFF_TICK(td->tick, tick);
- map_moveblock(bl, src->bl.x, src->bl.y, tick);
- clif_fixpos(bl);
- sg->val2=bl->id;
- } else
- sec = 3000; //Couldn't trap it?
- //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->interval = -1;
- src->range = 0;
- }
- break;
-
- case UNT_VENOMDUST:
- if(tsc && tsc->data[type].timer==-1 )
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
- 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_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- sg->state.into_abyss = 1; //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:
-// This ain't used anymore....
-// map_foreachinrange(skill_count_target,&src->bl,
-// skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
-// &src->bl,&splash_count);
- map_foreachinrange(skill_trap_splash,&src->bl,
- skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
- &src->bl,tick);
- sg->unit_id = UNT_USED_TRAPS;
- clif_changetraplook(&src->bl, UNT_USED_TRAPS);
- sg->limit=DIFF_TICK(tick,sg->tick)+1500;
- sg->state.into_abyss = 1; //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_changetraplook(&src->bl, UNT_USED_TRAPS);
- sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
- sg->val2 = -1; //踏んだ
- sg->state.into_abyss = 1; //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_buffs(bl,2);
- break;
- case 2: // Level 10 Blessing
- sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 3: // Level 10 Increase AGI
- sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 4: // Enchant weapon with Holy element
- sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 5: // Enchant armor with Holy element
- sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 6: // MaxHP +100%
- sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 7: // MaxSP +100%
- sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 8: // All stats +20
- sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 9: // DEF +25%
- sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 10: // ATK +100%
- sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 11: // HIT/Flee +50
- sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 12: // Immunity to all status
- sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
- 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
- skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case 1: // Curse
- sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 2: // Blind
- sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 3: // Poison
- sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 4: // Level 10 Provoke
- sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 5: // DEF -100%
- sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 6: // ATK -100%
- sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 7: // Flee -100%
- sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- case 8: // Speed/ASPD -25%
- sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
- break;
- }
- }
- break;
-
- case UNT_GRAVITATION:
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- }
- if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
- { //Unset Magic Power.
- if (sd)
- {
- sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
- sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
- } else
- sc->data[SC_MAGICPOWER].timer = -1;
- }
-
- if (bl->type == BL_MOB && ss != bl)
- mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
-
- return skillid;
-}
-/*==========================================
- * 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;
- int type;
-
- nullpo_retr(0, src);
- nullpo_retr(0, bl);
- nullpo_retr(0, sg=src->group);
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
-
- 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 && 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->state.into_abyss = 1; //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 && 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;
- int type;
-
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
-
- type = SkillStatusChangeTable[skill_id];
-
- switch (skill_id)
- {
- case WZ_QUAGMIRE:
- if (bl->type==BL_MOB)
- break;
- if (sc && sc->data[type].timer != -1)
- status_change_end(bl, type, -1);
- break;
-
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- if(sc && 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:
- case NJ_SUITON:
- if (sc && 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 && 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].val4 = 1; //Store the fact that this is a "reduced" duration effect.
- 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 && 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 && 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_CALLFAMILY: /* なたに?いたい */
- {
- struct map_session_data *sd = NULL;
- if(sg->val1) {
- sd = map_charid2sd(sg->val1);
- sg->val1 = 0;
- if (sd && !map[sd->bl.m].flag.nowarp)
- pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
- }
- if(sg->val2) {
- sd = map_charid2sd(sg->val2);
- sg->val2 = 0;
- if (sd && !map[sd->bl.m].flag.nowarp)
- 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(NULL,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_foreachinrange(skill_moonlit_sub,src,
- skill_get_splash(CG_MOONLIT, skilllv),
- BL_CHAR,src,partner,blowcount);
- if(partner)
- map_foreachinrange(skill_moonlit_sub,partner,
- skill_get_splash(CG_MOONLIT, skilllv),
- BL_CHAR,src,partner,blowcount);
-
- sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
- sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
-
- if (partner) {
- sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
- sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
- }
-
-}
-/*==========================================
- * 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.
-
- 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_STUN].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 = (unit_getdir(&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) || !unit_can_move(&tsd->bl))
- return 0;
- if (sd->status.sex != tsd->status.sex &&
- (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
- (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
- (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
- 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]
- *------------------------------------------
- */
-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)
- pc_damage_sp(tsd, 10, 0);
- }
- 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 = skill_id;
- tsd->skilllv_dance = *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;
- sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
- clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
- tsd->skillid_dance = skill_id;
- tsd->skilllv_dance = *skill_lv;
- }
- return c;
- }
- }
- //Else: new search for partners.
- c = 0;
- memset (p_sd, 0, sizeof(p_sd));
- i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
- 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)
-{
- struct npc_data *nd;
- nd=(struct npc_data*)bl;
-
- if (nd->bl.subtype == WARP)
- return 1;
- return 0;
-}
-
-/*==========================================
- * Determines if a given skill should be made to consume ammo
- * when used by the player. [Skotlex]
- *------------------------------------------
- */
-int skill_isammotype(TBL_PC *sd, int skill)
-{
- return (
- (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
- skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
- skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
- );
-}
-
-/*==========================================
- * Checks that you have the requirements for casting a skill.
- * Flag:
- * &1: finished casting the skill (invoke hp/sp/item consumption)
- * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
- *------------------------------------------
- */
-int skill_check_condition(struct map_session_data *sd,int skill, int lv, int type)
-{
- int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
- int index[10],itemid[10],amount[10];
- int force_gem_flag = 0;
- int delitem_flag = 1, checkitem_flag = 1;
-
- nullpo_retr(0, sd);
-
- if (lv <= 0) return 0;
-
- if( battle_config.gm_skilluncond &&
- pc_isGM(sd)>= battle_config.gm_skilluncond &&
- sd->skillitem != skill)
- { //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->sc.opt1 ) {
- clif_skill_fail(sd,skill,0,0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if(pc_is90overweight(sd)) {
- clif_skill_fail(sd,skill,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->menuskill_id == AM_PHARMACY &&
- (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
- skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
- )) {
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
-
- if(sd->skillitem == skill) { /* 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(skill == WZ_EARTHSPIKE
- && sd->sc.data[SC_TKREST].timer != -1 && rand()%100 > sd->sc.data[SC_TKREST].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;
- }
- // for the guild skills [celest]
- if (skill >= GD_SKILLBASE)
- j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
- else
- j = skill;
- if (j < 0 || j >= MAX_SKILL_DB)
- return 0;
- //Code speedup, rather than using skill_get_* over and over again.
- if (lv < 1 || lv > MAX_SKILL_LEVEL)
- return 0;
- hp = skill_db[j].hp[lv-1]; /* ?チ費HP */
- sp = skill_db[j].sp[lv-1]; /* ?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 = skill_db[j].hp_rate[lv-1];
- sp_rate = skill_db[j].sp_rate[lv-1];
- zeny = skill_db[j].zeny[lv-1];
- weapon = skill_db[j].weapon;
- ammo = skill_db[j].ammo;
- ammo_qty = skill_db[j].ammo_qty[lv-1];
- state = skill_db[j].state;
- spiritball = skill_db[j].spiritball[lv-1];
- mhp = skill_db[j].mhp[lv-1]; /* ?チ費HP */
- for(i = 0; i < 10; i++) {
- itemid[i] = skill_db[j].itemid[i];
- amount[i] = skill_db[j].amount[i];
- }
- if(mhp > 0)
- hp += (sd->status.max_hp * mhp)/100;
- if(hp_rate > 0)
- hp += (sd->status.hp * hp_rate)/100;
- else
- hp += (sd->status.max_hp * abs(hp_rate))/100;
- if(sp_rate > 0)
- sp += (sd->status.sp * sp_rate)/100;
- else
- sp += (sd->status.max_sp * abs(sp_rate))/100;
-
- if (!ammo && skill && skill_isammotype(sd, skill))
- { //Assume this skill is using the weapon, therefore it requires arrows.
- ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
- ammo_qty = skill_get_num(skill, lv);
- if (ammo_qty < 0) ammo_qty *= -1;
- }
-
- 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->ud.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:
- case TK_RUN:
- if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
- return 1; /* 解?怩キる??はSP?チ費しない */
- break;
-
- case AL_WARP:
- if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
- delitem_flag = 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 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:
-// 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.
- } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
- { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- 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)
- return 0; //Combo needs to be ready
- if (pc_famerank(sd->char_id,MAPID_TAEKWON))
- { //Unlimited Combo
- if (skill == sd->skillid_old) {
- status_change_end(&sd->bl, SC_COMBO, -1);
- sd->skillid_old = sd->skilllv_old = 0;
- return 0; //Can't repeat previous combo skill.
- }
- break;
- } else
- if(sd->sc.data[SC_COMBO].val1 == skill)
- break; //Combo ready.
- 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 ||
- (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
- )
- 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 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.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
- 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 WZ_FIREPILLAR: // celest
- if (lv <= 5) // no gems required at level 1-5
- itemid[0] = 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_SMA].timer == -1)
- return 0;
- break;
-
- case HT_POWER:
- if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
- return 0;
- break;
- case HW_GANBANTEIN:
- force_gem_flag = 1;
- break;
- case AM_BERSERKPITCHER:
- 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:
- if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
- skill_get_splash(skill, lv), BL_NPC) < 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_splash(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;
- }
- break;
- //SHOULD BE OPTIMALIZED [Komurka]
- //Optimized #1. optimize comfort later. [Vicious]
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
- 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())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
- 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())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
- 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())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
- break;
- clif_skill_fail(sd,skill,0,0);
- return 0;
- case SG_FUSION:
- if (sd->sc.data[SC_FUSION].timer!=-1)
- return 1;
- if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
- break;
- return 0;
- case GD_BATTLEORDER:
- case GD_REGENERATION:
- case GD_RESTORE:
- case GD_EMERGENCYCALL:
- if (!sd->status.guild_id || !sd->state.gmaster_flag)
- return 0;
- if (lv <= 0)
- return 0;
-
- if (skill == GD_EMERGENCYCALL) {
- if (!map_flag_gvg(sd->bl.m))
- { //if not allowed to warp to the map (castles are always allowed)
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- } else if (!agit_flag) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- break;
-
- //Until they're at right position - gs_skillcheck- [Vicious]
- case GS_GLITTERING:
- if(sd->spiritball >= 10) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- zeny = 1;
- break;
-
- case GS_FLING:
- if(sd->spiritball == 0)
- clif_skill_fail(sd,skill,0,0);
- break;
-
- case GS_TRIPLEACTION:
- case GS_MAGICALBULLET:
- case GS_CRACKER:
- case GS_BULLSEYE:
- spiritball = 1;
- break;
-
- case GS_MADNESSCANCEL:
- spiritball = 4;
- if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1)
- status_change_end(&sd->bl,SC_ADJUSTMENT,-1);
- break;
-
- case GS_ADJUSTMENT:
- spiritball = 2;
- if(sd->spiritball >= 2 && sd->sc.data[SC_MADNESSCANCEL].timer != -1)
- status_change_end(&sd->bl,SC_MADNESSCANCEL,-1);
- break;
-
- case GS_INCREASING:
- spiritball = 2;
- break;
-
- case NJ_KAENSIN:
- case NJ_BAKUENRYU:
- case NJ_SUITON:
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- case NJ_KAMAITACHI:
- //delitem_flag = 0; <- don't need?
- break;
-
- case NJ_ISSEN:
- if (sd->sc.data[SC_NEN].timer!=-1)
- return 0;
- break;
-
- //Not implemented yet [Vicious]
- case NJ_KASUMIKIRI:
- case NJ_KIRIKAGE:
- case NJ_UTSUSEMI:
- case NJ_BUNSINJYUTSU:
-
- case NJ_NEN:
- break;
- }
-
- if(!(type&2)){
- if( hp>0 && sd->status.hp < hp) { /* HPチェック */
- clif_skill_fail(sd,skill,2,0); /* HP不足?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(ammo) { //Skill requires stuff equipped in the arrow slot.
- if((i=sd->equip_index[10]) < 0 ||
- !sd->inventory_data[i] ||
- sd->status.inventory[i].amount < ammo_qty
- ) {
- clif_arrow_fail(sd,0);
- return 0;
- }
- if (!(ammo&1<<sd->inventory_data[i]->look))
- { //Ammo type check. Send the "wrong weapon type" message
- //which is the closest we have to wrong ammo type. [Skotlex]
- clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
- //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->sc.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:
- //Check only on begin casting. [Skotlex]
- if(!type && !unit_can_move(&sd->bl)) {
- 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 && sd->sc.data[SC_SUITON].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;
-
- sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
-
- 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
- }
-// Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
-// if (ammo && battle_config.arrow_decrement)
-// pc_delitem(sd,sd->equip_index[10],ammo_qty,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 castnodex = skill_get_castnodex(skill_id, skill_lv);
- int time = skill_get_cast(skill_id, skill_lv);
- struct map_session_data *sd;
-
- nullpo_retr(0, bl);
- BL_CAST(BL_PC, bl, sd);
-
- // calculate base cast time (reduced by dex)
- if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
- 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
- }
-
- // calculate cast time reduced by card bonuses
- if (sd && sd->castrate != 100)
- time = time * sd->castrate / 100;
-
- // config cast time multiplier
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
-
- // calculate cast time reduced by skill bonuses
- if (!(castnodex&2))
- time = skill_castfix_sc(bl, time);
-
- // return final cast time
- return (time > 0) ? time : 0;
-}
-
-/*==========================================
- * Does cast-time reductions based on sc data.
- *------------------------------------------
- */
-int skill_castfix_sc(struct block_list *bl, int time)
-{
- struct status_change *sc = status_get_sc(bl);
-
- if (time <= 0) return 0;
-
- if (sc && sc->count) {
- if (sc->data[SC_SUFFRAGIUM].timer != -1) {
- time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
- status_change_end(bl, SC_SUFFRAGIUM, -1);
- }
- if (sc->data[SC_POEMBRAGI].timer != -1)
- time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
- }
- 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 delaynodex = skill_get_delaynodex(skill_id, skill_lv);
- int time = skill_get_delay(skill_id, skill_lv);
-
- nullpo_retr(0, bl);
-
- if (bl->type == BL_MOB)
- return 0; //Mobs have no delay other than the skill-specific delay in their skill db. [Skotlex]
-
- // instant cast attack skills depend on aspd as delay [celest]
- if (time == 0) {
- if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
- time = status_get_adelay(bl); //Use attack delay as default delay.
- else
- time = battle_config.default_skill_delay;
- } else if (time < 0)
- time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
-
- if (battle_config.delay_dependon_dex && !(delaynodex&1))
- { // if skill casttime is allowed to be reduced by dex
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0)
- time = time * scale / battle_config.castrate_dex_scale;
- else //To be capped later to minimum.
- time = 0;
- }
-
- if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
- time = time * ((TBL_PC*)bl)->delayrate / 100;
-
- if (battle_config.delay_rate != 100)
- time = time * battle_config.delay_rate / 100;
-
- if (!(delaynodex&2))
- { /* ブラギの? */
- struct status_change *sc;
- sc= status_get_sc(bl);
- if (sc && sc->count) {
- 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 < battle_config.min_skill_delay_limit)?
- battle_config.min_skill_delay_limit:time;
-}
-
-/*=========================================
- * 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;
- struct map_session_data *target_sd;
-
- nullpo_retv(sd);
- target_sd = map_id2sd(sd->menuskill_lv);
- if (!target_sd) //Failed....
- return;
- if(idx==0xFFFF) // No item selected ('Cancel' clicked)
- return;
- if(idx < 0 || idx >= MAX_INVENTORY)
- return; //Invalid index??
-
- item = &target_sd->status.inventory[idx];
- if(item->nameid <= 0 || item->attribute == 0)
- return; //Again invalid item....
-
- if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
- clif_item_repaireffect(sd,item->nameid,1);
- return;
- }
-
- 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->menuskill_id,0,0);
- return;
- }
- item->attribute=0;
- clif_equiplist(target_sd);
- pc_delitem(sd,pc_search_inventory(sd,material),1,0);
- clif_item_repaireffect(sd,item->nameid,0);
- if(sd!=target_sd)
- clif_item_repaireffect(target_sd,item->nameid,0);
-}
-
-/*==========================================
- * 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->menuskill_lv ||
- 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->menuskill_id,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 = sd->menuskill_lv;
- lv=pc_checkskill(sd,skillid);
-
- if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
-
- 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)
- maxlv = lv;
-
- sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用?ナ大Lv
- skill_get_time(SA_AUTOSPELL,skilllv));// 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)
-{
- struct map_session_data *sd;
- sd=(struct map_session_data*)bl;
-
- if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
- return 1;
- return 0;
-}
-
-static int skill_gangster_in(struct block_list *bl,va_list ap)
-{
- struct map_session_data *sd;
- 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;
- 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;
- nullpo_retr(0, sd);
-
- if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
- return 0;
- range = skill_get_splash(RG_GANGSTER, range);
-
- if(type==1) {/* ?タった時の?? */
- if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 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_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
- sd->state.gangsterparadise = 1;
- }
- return 0;
- }
- else if(type==0) {/* 立ち?繧ェったときの?? */
- if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
- map_foreachinrange(skill_gangster_out,&sd->bl, 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)
-{
- struct map_session_data *sd;
- sd=(struct map_session_data*)bl;
-
- if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
- return 1;
- 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;
- 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;
- nullpo_retr(0, sd);
-
- if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
- range = skill_get_splash(TK_HPTIME, range);
- else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
- range = skill_get_splash(TK_SPTIME, range);
- else
- return 0;
-
-
- if(type==1) { //When you sit down
- if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
- {
- map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
- sd->state.rest = 1;
- status_calc_pc(sd,0);
- }
- return 0;
- }
- else if(type==0) { //When you stand up
- if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
- map_foreachinrange(skill_rest_out,&sd->bl, 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->sc.option&OPTION_INVISIBLE)
- 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 skill_lv, int flag)
-{
- int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
- 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_group(struct block_list *bl, int flag)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- struct skill_unit_group *group[MAX_SKILLUNITGROUP];
- int i, count=0;
-
- nullpo_retr(0, bl);
- if (!ud) return 0;
-
- //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- {
- switch (ud->skillunit[i]->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- if (flag&1)
- group[count++]= ud->skillunit[i];
- break;
- default:
- if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
- group[count++]= ud->skillunit[i];
- break;
- }
-
- }
- for (i=0;i<count;i++)
- skill_delunitgroup(bl, group[i]);
- return count;
-}
-
-/*==========================================
- * Returns the first element field found [Skotlex]
- *------------------------------------------
- */
-struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- int i;
- nullpo_retr(0, bl);
- if (!ud) return NULL;
-
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
- switch (ud->skillunit[i]->skill_id) {
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR:
- case NJ_SUITON:
- return ud->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;
-
- skillid = va_arg(ap,int);
- alive = va_arg(ap,int *);
- src = va_arg(ap,struct block_list *);
- unit = (struct skill_unit *)bl;
- if (unit == NULL || unit->group == NULL)
- return 0;
-
- if (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 1;
- }
-
- if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
- return 0; //Only blocks out magical skills.````````
-
- if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
- skill_delunit(unit);
- } else
- if (unit->group->skill_id == SA_LANDPROTECTOR) {
- (*alive) = 0;
- } else
- if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
- //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
- (*alive) = 0;
- } else
- return 0;
- return 1;
-}
-
-/*==========================================
- * 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;
-
-// Apparently, it REMOVES traps.
-// if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
-// return 0; //Do not remove traps.
-
- if (unit->group->skill_id == SA_LANDPROTECTOR)
- skill_delunit(unit);
- else skill_delunitgroup(NULL, unit->group);
-
- return 1;
-}
-
-/*==========================================
- * 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;
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- struct block_list *ss;
-
- src = va_arg(ap,struct block_list *);
- unit = (struct skill_unit *)src;
- tick = va_arg(ap,int);
-
- nullpo_retr(0, sg = unit->group);
- nullpo_retr(0, ss = map_id2bl(sg->src_id));
-
- 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:
- skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
- break;
- case UNT_FREEZINGTRAP:
- skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
- 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;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, sc= status_get_sc(bl));
-
- if (!sc->count) return 0;
-
- 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 るか?j */
-int skill_check_cloaking(struct block_list *bl)
-{
- struct map_session_data *sd = NULL;
- struct status_change *sc;
- 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)
- 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){
- sc = status_get_sc(bl);
- if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
- 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;
- struct skill_unit_group* group;
- struct map_session_data* dsd = NULL;
-
- nullpo_retv(src);
- nullpo_retv(sc = status_get_sc(src));
-
- if(!sc->count || 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(NULL, 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,group->skill_lv,CELL_SETPNEUMA);
- break;
- case MG_SAFETYWALL:
- skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
- break;
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
- break;
- case WZ_ICEWALL:
- skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,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,group->skill_lv,CELL_CLRPNEUMA);
- break;
- case MG_SAFETYWALL:
- skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
- break;
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
- break;
- case WZ_ICEWALL:
- skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,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(NULL, 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 limit, int interval)
-{
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_unit_group *group=NULL;
- int i;
-
- if(skilllv <= 0) return 0;
-
- nullpo_retr(NULL, src);
- nullpo_retr(NULL, ud);
-
- for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
-
- if(i == MAX_SKILLUNITGROUP) {
- int j=0;
- unsigned maxdiff=0,x,tick=gettick();
- for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
- maxdiff=x;
- j=i;
- }
- skill_delunitgroup(src, ud->skillunit[j]);
- //Since elements must have shifted, we use the last slot.
- i = MAX_SKILLUNITGROUP-1;
- }
- if (!ud->skillunit[i])
- ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
- group=ud->skillunit[i];
-
- 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->alive_count=0;
- group->val1=group->val2=group->val3=0;
- group->skill_id=skillid;
- group->skill_lv=skilllv;
- group->unit_id=unit_id;
- group->map=src->m;
- group->limit=limit;
- group->interval=interval;
- group->tick=gettick();
- if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
- group->tick += 1500;
- else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
- group->tick += interval;
- 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;
- }
- sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
- //?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 &&
- (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
- ) {
- 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 block_list *src, struct skill_unit_group *group)
-{
- struct unit_data *ud;
- int i,j;
-
- nullpo_retr(0, group);
-
- if (!src) src=map_id2bl(group->src_id);
- ud = unit_bl2ud(src);
- if(!src || !ud) {
- ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
- return 0;
- }
- if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
- {
- struct status_change* sc = status_get_sc(src);
- if (sc && 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 = status_get_sc(src);
- if(sc && 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);
- }
- }
- if (group->skill_id == SG_SUN_WARM ||
- group->skill_id == SG_MOON_WARM ||
- group->skill_id == SG_STAR_WARM) {
- struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_WARM].timer != -1) {
- sc->data[SC_WARM].val4 = 0;
- status_change_end(src,SC_WARM,-1);
- }
- }
-
- if (src->type==BL_PC && group->state.ammo_consume)
- battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
-
- 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){
- aFree(group->valstr);
- group->valstr=NULL;
- }
-
- map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */
- group->unit=NULL;
- group->group_id=0;
- group->unit_count=0;
-
- //Locate and clear this unit from the array.
- for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
- for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
- j--;
- if (i<MAX_SKILLUNITGROUP) {
- ud->skillunit[i] = ud->skillunit[j];
- ud->skillunit[j] = NULL;
- ers_free(skill_unit_ers, group);
- } else
- ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
- return 1;
-}
-
-/*==========================================
- * スキルユニットグル?プ全??
- *------------------------------------------
- */
-int skill_clear_unitgroup(struct block_list *src)
-{
- struct unit_data *ud = unit_bl2ud(src);
-
- nullpo_retr(0, ud);
-
- while (ud->skillunit[0])
- skill_delunitgroup(src, ud->skillunit[0]);
- return 1;
-}
-
-/*==========================================
- * 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 unit_data *ud;
- struct skill_unit_group_tickset *set;
-
- nullpo_retr(0, bl);
- if (group->interval==-1)
- return NULL;
-
- ud = unit_bl2ud(bl);
- if (!ud) return NULL;
-
- set = ud->skillunittick;
-
- 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 (skill_get_type(group->skill_id)==BF_MAGIC
- && 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;
- 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);
-
- /* onplace_timerイベント呼び?oし */
- if (unit->range>=0 && group->interval!=-1) {
- if (battle_config.skill_wall_check)
- map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
- group->bl_flag,bl,tick);
- else
- map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
- group->bl_flag,bl,tick);
- if (!unit->alive)
- 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_changetraplook(bl, UNT_USED_TRAPS);
- 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->state.into_abyss)
- { //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;
-
- if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
- 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);
-//TODO update PICKLOG
-
- 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,tmp_item.amount,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);
-//TODO update PICKLOG
-
- 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.
- battle_damage(NULL, &sd->bl, sd->status.max_hp>>2, 0, 1);
- 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;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int skill_blockpc_end(int tid,unsigned int tick,int id,int data)
-{
- struct map_session_data *sd = map_id2sd(id);
- if (data <= 0 || data >= MAX_SKILL)
- return 0;
- if (sd) sd->blockskill[data] = 0;
-
- return 1;
-}
-int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
-{
- nullpo_retr (-1, sd);
-
- if (skillid >= GD_SKILLBASE)
- skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
- if (skillid < 1 || skillid > MAX_SKILL)
- return -1;
-
- sd->blockskill[skillid] = 1;
- return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
-}
-
-
-/*----------------------------------------------------------------------------
- * ?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,15);
- if(j < 15 || split[14]==NULL)
- continue;
-
- i=atoi(split[0]);
- if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
- ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
- continue;
- }
- if (i >= GD_SKILLBASE)
- i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
- 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_split_atoi(split[6],skill_db[i].splash);
- skill_db[i].max=atoi(split[7]);
- skill_split_atoi(split[8],skill_db[i].num);
-
- if(strcmpi(split[9],"yes") == 0)
- skill_db[i].castcancel=1;
- else
- skill_db[i].castcancel=0;
- skill_db[i].cast_def_rate=atoi(split[10]);
- skill_db[i].inf2=atoi(split[11]);
- skill_db[i].maxcount=atoi(split[12]);
- if(strcmpi(split[13],"weapon") == 0)
- skill_db[i].skill_type=BF_WEAPON;
- else if(strcmpi(split[13],"magic") == 0)
- skill_db[i].skill_type=BF_MAGIC;
- else if(strcmpi(split[13],"misc") == 0)
- skill_db[i].skill_type=BF_MISC;
- else
- skill_db[i].skill_type=0;
- skill_split_atoi(split[14],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,32);
- if(j < 32 || split[31]==NULL)
- continue;
-
- i=atoi(split[0]);
- if (i >= GD_SKILLBASE)
- i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
- 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++;
- }
-
- p = split[8];
- for(j=0;j<32;j++){
- l = atoi(p);
- if (l)
- skill_db[i].ammo |= 1<<l;
- p=strchr(p,':');
- if(!p)
- break;
- p++;
- }
- skill_split_atoi(split[9],skill_db[i].ammo_qty);
-
- if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
- else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
- else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
- else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
- else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
- else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
- else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
- else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
- else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
- else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
- else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
- else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
- else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
- else skill_db[i].state=ST_NONE;
-
- skill_split_atoi(split[11],skill_db[i].spiritball);
- for (j = 0; j < 10; j++) {
- skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
- skill_db[i].amount[j]=atoi(split[13+ 2*j]);
- }
- }
- 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;
- }
-
- l=0;
- while(fgets(line,1020,fp)){
- char *split[50];
- l++;
- memset(split,0,sizeof(split)); // [Valaris] thanks to fov
- if(line[0]=='/' && line[1]=='/')
- continue;
- j = skill_split_str(line,split,6);
- if(split[0]==NULL || j<2)
- continue; //Blank line.
- if(split[5]==NULL || j<6) {
- ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
- continue;
- }
- i=atoi(split[0]);
- if (i >= GD_SKILLBASE)
- i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
- 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].walkdelay);
- skill_split_atoi(split[4],skill_db[i].upkeep_time);
- skill_split_atoi(split[5],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 >= GD_SKILLBASE)
- i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
- 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_split_atoi(split[4],skill_db[i].unit_range);
- 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,3);
- if(split[0]==0) //fixed by Lupus
- continue;
- i=atoi(split[0]);
- if (i >= GD_SKILLBASE)
- i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
- if(i<=0 || i>MAX_SKILL_DB)
- continue;
-
- skill_split_atoi(split[1],skill_db[i].castnodex);
- if (!split[2])
- continue;
- skill_split_atoi(split[2],skill_db[i].delaynodex);
- }
- fclose(fp);
- 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 >= GD_SKILLBASE)
- i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
- 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;
-}
-
-/*===============================================
- * 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)
-{
- skill_readdb();
-
- skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
- skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
-
- 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_blockpc_end, "skill_blockpc_end");
-
- add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
-
- return 0;
-}
-
-int do_final_skill(void) {
- ers_destroy(skill_unit_ers);
- ers_destroy(skill_timer_ers);
- return 0;
-}
+// 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 <limits.h> + +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/malloc.h" +#include "../common/showmsg.h" +#include "../common/grfio.h" +#include "../common/ers.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 "date.h" +#include "unit.h" + +#define SKILLUNITTIMER_INVERVAL 100 +//Guild Skills are shifted to these to make them stick into the skill array. +#define GD_SKILLRANGEMIN 900 +#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL + +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_AUTOGUARD, "CR_AUTOGUARD", "Guard" } , + { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } , + { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } , + { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } , + { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } , + { 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_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } , + { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } , + { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } , + { 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_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } , + { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } , + { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } , + { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } , + { GD_RESTORE, "GD_RESTORE", "Restoration" } , + { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } , + { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } , + { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } , + { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } , + { GS_CRACKER, "GS_CRACKER", "Cracker" } , + { GS_DESPERADO, "GS_DESPERADO", "Desperado" } , + { GS_DISARM, "GS_DISARM", "Disarm" } , + { GS_DUST, "GS_DUST", "Dust" } , + { GS_FLING, "GS_FLING", "Fling" } , + { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } , + { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } , + { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } , + { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } , + { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } , + { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } , + { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } , + { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } , + { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } , + { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } , + { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } , + { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } , + { GS_TRACKING, "GS_TRACKING", "Tracking" } , + { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } , + { 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" } , + { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } , + { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } , + { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } , + { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } , + { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } , + { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } , + { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } , + { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } , + { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } , + { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } , + { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } , + { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } , + { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } , + { NJ_NEN, "NJ_NEN", "NJ_NEN" } , + { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } , + { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } , + { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } , + { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } , + { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } , + { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } , + { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } , + { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } , + { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } , + { 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_COMA, "SA_COMA", "Coma" } , + { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } , + { 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_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } , + { ST_PRESERVE, "ST_PRESERVE", "Preserve" } , + { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } , + { 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" } , + //[blackhole89] + { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" }, + { HLIF_AVOID, "HLIF_AVOID", "Avoid" }, + { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" }, + { HLIF_CHANGE, "HLIF_CHANGE", "Change" }, + { HAMI_CASTLE, "HAMI_CASTLE", "Castling" }, + { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" }, + { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" }, + { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" }, + { HFLI_MOON, "HFLI_MOON", "Moonlight" }, + { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" }, + { HFLI_SPEED, "HFLI_SPEED", "Speed" }, + { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" }, + { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" }, + { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" }, + { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" }, + { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" }, + { 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 struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] +static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] + +/* 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 >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \ + if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \ + 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_get (skill_db[id].inf, id, 1); } +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_get (skill_db[id].max, id, 1); } +int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); } +int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); } +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_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); } +int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); } +int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); } +int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); } +int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); } +int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); } +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_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[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_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); } +int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); } +int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); } +int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); } +int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); } +int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); } +int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); } +int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); } +int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } +int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); } +int skill_get_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, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); } +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 >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) + return "UNKNOWN_SKILL"; + if (id >= GD_SKILLBASE) + id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; + 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_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); +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); +static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv); + +int enchant_eff[5] = { 10, 14, 17, 19, 20 }; +int deluge_eff[5] = { 5, 9, 12, 14, 15 }; + +int skill_get_casttype(int id) +{ + int inf = skill_get_inf(id); + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if(skill_get_inf2(id)&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill_get_nk(id)&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; +}; + +//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 + switch (id) { + case AC_SHOWER: + case AC_DOUBLE: + case HT_BLITZBEAT: + case AC_CHARGEARROW: + case SN_FALCONASSAULT: + case SN_SHARPSHOOTING: + case HT_POWER: + if (bl->type == BL_PC) + range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE); + else + range += 10; //Assume level 10? + break; + // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] + case GS_RAPIDSHOWER: + case GS_TRACKING: + case GS_PIERCINGSHOT: + case GS_FULLBUSTER: + case GS_SPREADATTACK: + case GS_GROUNDDRIFT: + if (bl->type == BL_PC) + range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE); + else + range += 10; //Assume level 10? + break; + } + + return range; +} + +int skill_calc_heal(struct block_list *bl, int skill_lv) { + int skill, heal; + heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8); + if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0) + heal += heal * skill * 2 / 100; + return heal; +} + +// 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) +{ + int i = skillid; + 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 >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX) + return 1; + + if (i >= GD_SKILLBASE) + i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; + + if (i > MAX_SKILL || i < 0) + return 1; + + if (sd->blockskill[i] > 0) + return 1; + + if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) + 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) { + if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2) + return 1; + if(battle_config.pk_mode && skill_get_nocast (skillid) & 16) + 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(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone)) + return 1; + + switch (skillid) { + case AL_WARP: + if(map[sd->bl.m].flag.nowarp) { + clif_skill_teleportmessage(sd,0); + return 1; + } + return 0; + break; + case AL_TELEPORT: + if(map[sd->bl.m].flag.noteleport) { + clif_skill_teleportmessage(sd,0); + return 1; + } + return 0; + case TK_HIGHJUMP: + if(map[sd->bl.m].flag.noteleport && !map_flag_gvg(sd->bl.m)) + { //Can't be used on noteleport maps, except for gvg maps [Skotlex] + clif_skill_fail(sd,skillid,0,0); + return 1; + } + break; + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + if (map[sd->bl.m].flag.nomemo) { + clif_skill_teleportmessage(sd,1); + return 1; + } + break; + case MC_VENDING: + case MC_IDENTIFY: + return 0; // always allowed + case WZ_ICEWALL: + // noicewall flag [Valaris] + if (map[sd->bl.m].flag.noicewall) { + clif_skill_fail(sd,skillid,0,0); + return 1; + } + } + 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) +{ + struct map_session_data *sd=NULL, *dstsd=NULL; + struct mob_data *md=NULL, *dstmd=NULL; + struct status_data *sstatus, *tstatus; + struct status_change *sc, *tsc; + + int skill; + int rate; + + 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; + } + + switch (bl->type) { + case BL_PC: + dstsd=(struct map_session_data *)bl; + break; + case BL_MOB: + dstmd=(struct mob_data *)bl; + break; + } + sc = status_get_sc(src); + tsc = status_get_sc(bl); + sstatus = status_get_status_data(src); + tstatus = status_get_status_data(bl); + if (!tsc) //skill additional effect is about adding effects to the target... + //So if the target can't be inflicted with statuses, this is pointless. + return 0; + if (!sstatus || !tstatus) + return 0; //Required for stat data. + + switch(skillid){ + case 0: // Normal attacks (no skill used) + { + if(sd) { + // Automatic trigger of Blitz Beat + if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && + rand()%1000 <= tstatus->luk*10/3+1 ) { + int lv=(sd->status.job_level+9)/10; + skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000); + } + // Gank + if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW && + (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && + (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) { + if(pc_steal_item(sd,bl)) + clif_skill_nodamage(src,bl,TF_STEAL,skill,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.count && sd->sc.data[SC_COMBO].timer == -1) { + if(sd->sc.data[SC_READYSTORM].timer != -1 && + sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sd->sc.data[SC_READYDOWN].timer != -1 && + sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sd->sc.data[SC_READYTURN].timer != -1 && + sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sd->sc.data[SC_READYCOUNTER].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); + } + sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0, + (2000 - 4*sstatus->agi - 2*sstatus->dex)); + } + } + } + + if (sc && sc->count) { + // Enchant Poison gives a chance to poison attacked enemies + if(sc->data[SC_ENCPOISON].timer != -1) + sc_start(bl,SC_POISON,10*sc->data[SC_ENCPOISON].val2,sc->data[SC_ENCPOISON].val1, + skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1)); + // Enchant Deadly Poison gives a chance to deadly poison attacked enemies + if(sc->data[SC_EDP].timer != -1) + sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2, + sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1)); + } + if (tsc->count) { + if (tsc->data[SC_SPLASHER].timer != -1) + sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10, + tsc->data[SC_SPLASHER].val1,0,0,0, + skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1)); + } + } + break; + + case SM_BASH: /* バッシュ?i急??U??j */ + if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ + //TODO: How much % per base level it actually is? + sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10), + skilllv,skill_get_time2(SM_FATALBLOW,skilllv)); + } + 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(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)) + && sd && skillid==TF_POISON + ) + clif_skill_fail(sd,skillid,0,0); + break; + + case AS_SONICBLOW: /* ソニックブ?? */ + sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case AS_GRIMTOOTH: + { + int type = dstsd?SC_SLOWDOWN:SC_STOP; + if (tsc->data[type].timer == -1) + sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv)); + break; + } + case MG_FROSTDIVER: /* フ?ストダイバ? */ + case WZ_FROSTNOVA: /* フ?ストノヴァ */ + { + rate = (skilllv*3+35)-(tstatus->int_ + tstatus->luk)/15; + if (rate <= 5) + rate = 5; + sc_start(bl,SC_FREEZE,rate,skilllv,skill_get_time2(skillid,skilllv)); + } + break; + + case WZ_STORMGUST: /* スト?ムガスト */ + tsc->data[SC_FREEZE].val3++; + if(tsc->data[SC_FREEZE].val3 >= 3) + status_change_start(bl,SC_FREEZE,10000, + skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); + break; + + case WZ_METEOR: + sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case WZ_VERMILION: + sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case HT_FREEZINGTRAP: /* フリ?ジングトラップ */ + sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case HT_FLASHER: /* Flasher */ + sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case HT_LANDMINE: /* ランドマイン */ + sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case HT_SHOCKWAVE: + status_percent_damage(src, bl, 0, 15*skilllv+5); + break; + + case HT_SANDMAN: /* サンドマン */ + sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case TF_SPRINKLESAND: /* ?サまき */ + sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case TF_THROWSTONE: /* ?ホ投げ */ + sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv)); + sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case NPC_DARKCROSS: + case CR_HOLYCROSS: /* ホ?リ?クロス */ + sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case CR_GRANDCROSS: /* グランドク?ス */ + case NPC_GRANDDARKNESS: /*闇グランドク?ス*/ + { + if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON) + sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); + } + break; + + case AM_ACIDTERROR: + sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); + if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY)) + clif_emotion(bl,23); + break; + + case AM_DEMONSTRATION: + skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY); + break; + + case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */ + sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case PA_PRESSURE: + status_percent_damage(src, bl, 0, 15+5*skilllv); + break; + + case RG_RAID: /* サプライズアタック */ + sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv)); + sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case BA_FROSTJOKE: + sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case DC_SCREAM: + sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case BD_LULLABY: /* 子守唄 */ + sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case DC_UGLYDANCE: + rate = 5+5*skilllv; + if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) + rate += 5+skill; + status_zap(bl, 0, rate); + break; + case SL_STUN: + if (tstatus->size==1) //Only stuns mid-sized mobs. + sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv)); + break; + + /* MOBの追加?果付きスキル */ + case NPC_PETRIFYATTACK: + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case NPC_BLINDATTACK: + case NPC_POISON: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + sc_start(bl,SkillStatusChangeTable[skillid],50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv)); + break; + + case NPC_MENTALBREAKER: + status_percent_damage(src, bl, 0, -(10+skilllv)); + break; + // Equipment breaking monster skills [Celest] + case NPC_BREAKWEAPON: + skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY); + break; + case NPC_BREAKARMOR: + skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY); + break; + case NPC_BREAKHELM: + skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY); + break; + case NPC_BREAKSHIELD: + skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY); + break; + + case CH_TIGERFIST: + sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv)); + break; + + case LK_SPIRALPIERCE: + sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv)); + break; + + case ST_REJECTSWORD: /* フリ?ジングトラップ */ + sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv)); + break; + + case PF_FOGWALL: /* ホ?リ?ク?ス */ + if (src != bl && tsc->data[SC_DELUGE].timer == -1) + status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); + break; + + case LK_HEADCRUSH: + if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); + break; + + case LK_JOINTBEAT: /* ジョイントビ?ト */ + //??が良く分からないので適?に + sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv)); + 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. + switch(rand()%3) { + case 0: + sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1)); + break; + case 1: + sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2)); + break; + default: + sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3)); + } + break; + + case HW_NAPALMVULCAN: /* ナパ?ムバルカン */ + // skilllv*5%の確率で呪い + sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case WS_CARTTERMINATION: // Cart termination + sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case CR_ACIDDEMONSTRATION: + skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY); + break; + + case TK_DOWNKICK: + sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + + case TK_JUMPKICK: + //Cancel out Soul Linker status of the target. [Skotlex] + if (tsc->count) { + if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning + break; + //Remove pitched potions effect. + if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4) + status_change_end(bl, SC_ASPDPOTION0, -1); + if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4) + status_change_end(bl, SC_ASPDPOTION1, -1); + if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4) + status_change_end(bl, SC_ASPDPOTION2, -1); + if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4) + status_change_end(bl, SC_ASPDPOTION3, -1); + if (tsc->data[SC_SPIRIT].timer != -1) + status_change_end(bl, SC_SPIRIT, -1); + if (tsc->data[SC_ONEHAND].timer != -1) + status_change_end(bl, SC_ONEHAND, -1); + if (tsc->data[SC_ADRENALINE2].timer != -1) + status_change_end(bl, SC_ADRENALINE2, -1); + } + break; + case TK_TURNKICK: + 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) //70% base stun chance... + sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); + break; + //Until they're at right position - gs_statuschange- [Vicious] + case GS_BULLSEYE: //0.1% coma rate. + status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); + break; + case GS_CRACKER: + if (!dstsd) // according to latest patch, should not work on players [Reddozen] + sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate + break; + case GS_PIERCINGSHOT: + sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); + break; + case GS_FULLBUSTER: + sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1)); + break; + case NJ_HYOUSYOURAKU: + sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + break; + + //case GS_FLING: // this needs to be looked at [Reddozen] + // if (skill == GS_FLING) { // gunslinger [marquis007] + // int spiritball = (sd->spiritball > 5 ? 5 : sd->spiritball); + // } else { + // int spiritball = 1; + // } + // + // if (spiritball <= sd->spiritball && sd->spiritball != 0){ + // pc_delspiritball(sd,spiritball,0); + // status_change_start(bl,SC_FLING,10000,spiritball*5,0,0,0,skill_get_time(skillid,skilllv))); + // } + // 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; + for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){ + type=i-SC_COMMON_MIN; + rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0); + if (!rate) + continue; //Code Speedup. + status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0); + } + } + + //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex] + //No need to check the NK value as this function is only called on attacks + //(or stuff that should invoke these things. + if(sd && !status_isdead(bl) && src != bl/* && + !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)*/) { + struct block_list *tbl; + struct unit_data *ud; + int i, skilllv; + for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) { + + skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; + + if (skillnotok(skill, sd)) + continue; + + 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, skill, skilllv))) + continue; //Autoskills DO check for target-src range. [Skotlex] + rate = skill_get_inf(skill); + switch (skill_get_casttype(skill)) { + case CAST_GROUND: + skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0); + break; + } + //Set canact delay. [Skotlex] + ud = unit_bl2ud(src); + if (ud) { + rate = skill_delayfix(src, skill, skilllv)/2; + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) + ud->canact_tick = tick+rate; + } + break; //Only one auto skill comes off at a time. + } + } + 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) +{ + int rate; + struct map_session_data *sd=NULL; + struct map_session_data *dstsd=NULL; + struct status_change *tsc; + + 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 + + tsc = status_get_sc(bl); + if (tsc && !tsc->count) + tsc = NULL; + + BL_CAST(BL_PC, src, sd); + BL_CAST(BL_PC, bl, dstsd); + + switch(skillid){ + case 0: //Normal Attack + if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1) + tsc->data[SC_KAAHI].val4 = add_timer( + tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1), + kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal. + 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 + sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv)); + break; + } + + if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */ + int i, type; + + for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){ + type=i-SC_COMMON_MIN; + + + rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0; + if (rate) //Self infliced status from attacking. + status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0); + + rate = dstsd?dstsd->addeff3[type]:0; + if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2)))) + status_change_start(src,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0); + } + } + + if(sd && bl->type == BL_MOB && status_isdead(bl) && + skillid && skill_get_type(skillid)==BF_MAGIC && + skill_get_inf(skillid)!=INF_GROUND_SKILL && + (rate=pc_checkskill(sd,HW_SOULDRAIN))>0) + { //Soul Drain should only work on targetted spells [Skotlex] + int sp; + if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] + clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); + sp = (status_get_lv(bl))*(95+15*rate)/100; + if(sp > sd->status.max_sp - sd->status.sp) + sp = sd->status.max_sp - sd->status.sp; + if (sp) { + sd->status.sp += sp; + clif_heal(sd->fd,SP_SP,sp); + } + } + + //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; + struct unit_data *ud; + 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 (skillnotok(skillid, dstsd)) + continue; + if (rand()%1000 > rate) + continue; + if (dstsd->autospell2[i].id < 0) + tbl = bl; + else + tbl = src; + + if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv))) + continue; //Autoskills DO check for target-src range. [Skotlex] + + switch (skill_get_casttype(skillid)) { + case CAST_GROUND: + skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0); + break; + } + //Set canact delay. [Skotlex] + ud = unit_bl2ud(bl); + if (ud) { + rate = skill_delayfix(bl, skillid, skilllv)/2; + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) + ud->canact_tick = tick+rate; + } + break; //trigger only one auto-spell per hit. + } + } + return 0; +} +/*========================================================================= + Breaks equipment. On-non players causes the corresponding strip effect. + - rate goes from 0 to 10000 (100.00%) + - flag is a BCT_ flag to indicate which type of adjustment should be used + (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. +--------------------------------------------------------------------------*/ +int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) { + static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; + static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM }; + static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; + struct status_change *sc = status_get_sc(bl); + int i,j; + TBL_PC *sd; + BL_CAST(BL_PC, bl, sd); + if (sc && !sc->count) + sc = NULL; + + if (sd) { + if (sd->unbreakable_equip) + where &= ~sd->unbreakable_equip; + if (sd->unbreakable) + rate -= rate*sd->unbreakable/100; + if (where&EQP_WEAPON) { + switch (sd->status.weapon) { + case W_FIST: //Bare fists should not break :P + case W_1HAXE: + case W_2HAXE: + case W_MACE: // Axes and Maces can't be broken [DracoRPG] + case W_STAFF: + case W_BOOK: //Rods and Books can't be broken [Skotlex] + where &= ~EQP_WEAPON; + } + } + } + if (flag&BCT_ENEMY) { + if (battle_config.equip_skill_break_rate != 100) + rate = rate*battle_config.equip_skill_break_rate/100; + } else if (flag&(BCT_PARTY|BCT_SELF)) { + if (battle_config.equip_self_break_rate != 100) + rate = rate*battle_config.equip_self_break_rate/100; + } + + for (i = 0; i < 4; i++) { + if (where&where_list[i]) { + if (sc && sc->count && sc->data[scdef[i]].timer != -1) + where&=~where_list[i]; + else if (rand()%10000 >= rate) + where&=~where_list[i]; + else if (!sd) //Cause Strip effect. + sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1)); + } + } + if (!where) //Nothing to break. + return 0; + if (sd) { + for (i = 0; i < 11; i++) { + j = sd->equip_index[i]; + if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) + continue; + flag = 0; + switch(i) { + case 6: //Upper Head + flag = (where&EQP_HELM); + break; + case 7: //Body + flag = (where&EQP_ARMOR); + break; + case 8: //Left/Right hands + case 9: + flag = ( + (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) || + (where&EQP_SHIELD && sd->inventory_data[j]->type == 5)); + break; + default: + continue; + } + if (flag) { + sd->status.inventory[j].attribute = 1; + pc_unequipitem(sd, j, 3); + } + } + clif_equiplist(sd); + } + + return where; //Return list of pieces broken. +} +/*========================================================================= + 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. + IF count&0X40000, direction is random. +--------------------------------------------------------------------------*/ +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 skill_unit *su=NULL; + + nullpo_retr(0, src); + + if (src != target && map_flag_gvg(target->m)) + return 0; //No knocking back in WoE + if (!count&0xffff) + return 0; //Actual knockback distance is 0. + + switch (target->type) { + case BL_MOB: + if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM) + return 0; + break; + case BL_SKILL: + su=(struct skill_unit *)target; + break; + } + + if (count&0xf00000) + dir = (count>>20)&0xf; + else if (count&0x10000 || (target->x==src->x && target->y==src->y)) + dir = unit_getdir(target); + else if (count&0x40000) //Flag for random pushing. + dir = rand()%8; + 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; + + if (!su) + unit_stop_walking(target,0); + + dx = nx - x; + dy = ny - y; + + if (!dx && !dy) //Could not knockback. + return 0; + + map_foreachinmovearea(clif_outsight,target->m, + x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE, + dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target); + + if(su) + skill_unit_move_unit_group(su->group,target->m,dx,dy); + else + map_moveblock(target, nx, ny, gettick()); + + map_foreachinmovearea(clif_insight,target->m, + nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE, + -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target); + + 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_data *sstatus, *tstatus; + struct status_change *sc; + struct map_session_data *sd=NULL, *tsd=NULL; + int type,lv,damage,rdamage=0; + + if(skillid > 0 && skilllv <= 0) return 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 != dsrc) { + //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] + if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2)) + return 0; + } else if (flag && skill_get_nk(skillid)&NK_SPLASH) { + //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 (!status_check_skilluse(dsrc, bl, skillid, 2)) + return 0; + } + + if (dsrc->type == BL_PC) + sd = (struct map_session_data *)dsrc; + if (bl->type == BL_PC) + tsd = (struct map_session_data *)bl; + + sstatus = status_get_status_data(dsrc); + tstatus = status_get_status_data(bl); +// 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; + + type=-1; + lv=(flag>>20)&0xf; + dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); + + //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 = sstatus->rhw.ele; + dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv); + dmg.damage2=0; + dmg.div_= pd->a_skill->div_; + } + } + + sc= status_get_sc(bl); + if (sc && !sc->count) sc = NULL; //Don't need it. + + if (attack_type&BF_MAGIC) { + if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2) + && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) + ) { //Works on players or mobs with level under 80. + clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1); + if (--sc->data[SC_KAITE].val2 <= 0) + status_change_end(bl, SC_KAITE, -1); + bl = src; //Just make the skill attack yourself @.@ + sc = status_get_sc(bl); + tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL; + if (sc && !sc->count) + sc = NULL; //Don't need it. + if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD) + { //Spirit of Wizard blocks bounced back spells. + dmg.damage = dmg.damage2 = 0; + dmg.dmg_lv = ATK_FLEE; + } + } + + if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) { + dmg.damage = dmg.damage2 = 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); + sp = sp * sc->data[SC_MAGICROD].val2 / 100; + if(skillid == WZ_WATERBALL && skilllv > 1) + sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball + if(sp > SHRT_MAX) sp = SHRT_MAX; + else if(sp < 1) sp = 1; + if(sp > tsd->status.max_sp - tsd->status.sp) + sp = tsd->status.max_sp - tsd->status.sp; + tsd->status.sp += sp; + clif_heal(tsd->fd,SP_SP,sp); + tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1); + } + clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1); + } + } + + damage = dmg.damage + dmg.damage2; + + if (damage > 0 && src != bl && src == dsrc) + rdamage = battle_calc_return_damage(bl, &damage, dmg.flag); + + 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 (sd->sc.data[SC_COMBO].timer!=-1) + { //End combo state after skill is invoked. [Skotlex] + switch (skillid) { + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + //set this skill as previous one. + sd->skillid_old = skillid; + sd->skilllv_old = skilllv; + if (pc_famerank(sd->char_id,MAPID_TAEKWON)) + break; //Do not end combo state. + default: + status_change_end(src,SC_COMBO,-1); + } + } + switch(skillid) + { + case MO_TRIPLEATTACK: + { + int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; + if (damage < tstatus->hp && + pc_checkskill(sd, MO_CHAINCOMBO) > 0) + delay += 300 * battle_config.combo_delay_rate / 100; + sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,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*sstatus->agi - 2*sstatus->dex; + if(damage < tstatus->hp && + (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)) + delay += 300 * battle_config.combo_delay_rate /100; + sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay); + clif_combo_delay(src,delay); + break; + } + case MO_COMBOFINISH: + { + int delay = 700 - 4*sstatus->agi - 2*sstatus->dex; + if(damage < tstatus->hp && + ( + (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; + sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay); + clif_combo_delay(src,delay); + break; + } + case CH_TIGERFIST: + { //Tigerfist is now a combo-only skill. [Skotlex] + int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; + if(damage < tstatus->hp && + ( + (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; + sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay); + clif_combo_delay(src,delay); + break; + } + case CH_CHAINCRUSH: + { + int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; + if(damage < tstatus->hp) + delay += 300 * battle_config.combo_delay_rate /100; + sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay); + clif_combo_delay(src,delay); + break; + } + case AC_DOUBLE: + if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && damage < tstatus->hp && pc_checkskill(sd, HT_POWER)) { + //TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex] + sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000); + 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); + } + break; + case SL_STIN: + case SL_STUN: + if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1) + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv)); + break; + case GS_FULLBUSTER: + //Can't attack nor use items until skill's delay expires. [Skotlex] + sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; + break; + } //Switch End + } + + //Display damage. + switch(skillid){ + //Skills who's damage should't show any skill-animation. + case SM_MAGNUM: + case AS_SPLASHER: + case ASC_METEORASSAULT: + case GS_SPREADATTACK: + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); + break; + case KN_BRANDISHSPEAR: + { //Only display skill animation for skill's target. + struct unit_data *ud = unit_bl2ud(src); + if (ud && ud->skilltarget == bl->id) + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type); + else + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); + break; + } + case PA_GOSPEL: //Should look like Holy Cross [Skotlex] + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); + 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 TF_DOUBLE: + case GS_CHAINACTION: + case SN_SHARPSHOOTING: + dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + //Only show animation when hitting yourself. [Skotlex] + if (src!=bl) { + dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); + break; + } + default: + dmg.dmotion = 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 || 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 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 (!dmg.amotion) { + status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. + if (dmg.dmg_lv == ATK_DEF || damage > 0) { + if (!status_isdead(bl)) + skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); + //Counter status effects [Skotlex] + skill_counter_additional_effect(dsrc,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 (dmg.amotion) + battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion); + + if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) { + int rate = 50 + skilllv * 5; + rate = rate + (status_get_lv(src) - status_get_lv(bl)); + if(rand()%100 < rate) + skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); + } + + if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) { + if (battle_config.left_cardfix_to_right) + battle_drain(sd, tsd, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); + else + battle_drain(sd, tsd, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); + } + + if (rdamage>0) { + if (dmg.amotion) + battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0); + else + status_fix_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 = status_get_sc(src)) && + sc->count && sc->data[SC_DOUBLECAST].timer != -1 && + rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1) + { +// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1); + skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1); + } + + map_freeblock_unlock(); + + return damage; /* ?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); + + 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 skillid,g_skillid; + + unit = (struct skill_unit *)bl; + + 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; + } + + return 1; +} + +static int skill_check_unit_range(struct block_list *bl,int x,int y,int skillid,int skilllv) +{ + //Non players do not check for the skill's splash-trigger area. + int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0; + 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; + } + + range += layout_type; + return map_foreachinarea(skill_check_unit_range_sub,bl->m, + x-range,y-range,x+range,y+range,BL_SKILL,skillid); +} + +static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap ) +{ + int skillid; + + 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 && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM) + return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] + return 1; +} + +static int skill_check_unit_range2(struct block_list *bl, int x,int y,int skillid, int skilllv) +{ + int 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; + } + range = skill_get_unit_range(skillid,skilllv) + 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; + + return map_foreachinarea(skill_check_unit_range2_sub, bl->m, + x - range, y - range, x + range, y + range, + type, skillid); +} + +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_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]); + } + return 0; + } + sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 1000); + } + + 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 block_list *src = map_id2bl(id),*target; + struct unit_data *ud = unit_bl2ud(src); + struct skill_timerskill *skl = NULL; + int range; + + nullpo_retr(0, src); + nullpo_retr(0, ud); + skl = ud->skilltimerskill[data]; + nullpo_retr(0, skl); + ud->skilltimerskill[data] = NULL; + + do { + if(src->prev == NULL) + break; + if(skl->target_id) { + target = map_id2bl(skl->target_id); + if(!target && skl->skill_id == RG_INTIMIDATE) + target = src; //Required since it has to warp. + if(target == NULL) + break; + if(target->prev == NULL) + break; + if(src->m != target->m) + break; + if(status_isdead(src)) + break; + if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) + break; + + switch(skl->skill_id) { + case RG_INTIMIDATE: + if (unit_warp(src,-1,-1,-1,3) == 0) { + short x,y; + map_search_freecell(src, 0, &x, &y, 1, 1, 0); + if (target != src && !status_isdead(target)) + unit_warp(target, -1, x, y, 3); + } + break; + case BA_FROSTJOKE: /* 寒いジョ?ク */ + case DC_SCREAM: /* スクリ?ム */ + range= skill_get_splash(skl->skill_id, skl->skill_lv); + 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 (!status_isdead(target)) + skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + if (skl->type>1 && !status_isdead(target)) { + skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); + } else { + struct status_change *sc = status_get_sc(src); + if(sc && sc->data[SC_MAGICPOWER].timer != -1) + 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) + break; + 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; + } + } + } while (0); + //Free skl now that it is no longer needed. + ers_free(skill_timer_ers, skl); + 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; + struct unit_data *ud; + nullpo_retr(1, src); + ud = unit_bl2ud(src); + nullpo_retr(1, ud); + + for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++); + if (i==MAX_SKILLTIMERSKILL) return 1; + + ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill); + ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i); + ud->skilltimerskill[i]->src_id = src->id; + ud->skilltimerskill[i]->target_id = target; + ud->skilltimerskill[i]->skill_id = skill_id; + ud->skilltimerskill[i]->skill_lv = skill_lv; + ud->skilltimerskill[i]->map = src->m; + ud->skilltimerskill[i]->x = x; + ud->skilltimerskill[i]->y = y; + ud->skilltimerskill[i]->type = type; + ud->skilltimerskill[i]->flag = flag; + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int skill_cleartimerskill(struct block_list *src) +{ + int i; + struct unit_data *ud; + nullpo_retr(0, src); + ud = unit_bl2ud(src); + nullpo_retr(0, ud); + + for(i=0;i<MAX_SKILLTIMERSKILL;i++) { + if(ud->skilltimerskill[i]) { + delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); + ers_free(skill_timer_ers, ud->skilltimerskill[i]); + ud->skilltimerskill[i]=NULL; + } + } + return 1; +} + +static int skill_reveal_trap( struct block_list *bl,va_list ap ) +{ + TBL_SKILL *su = (TBL_SKILL*)bl; + if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) + { //Reveal trap. + //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] + //clif_changetraplook(bl, su->group->unit_id); + clif_skill_setunit(su); + return 1; + } + return 0; +} + +/*========================================== + * 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_data *tstatus; + struct status_change *sc; + + if (skillid > 0 && skilllv <= 0) return 0; + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + if (bl->prev == NULL) + return 1; + + if (src->type == BL_PC) + sd = (struct map_session_data *)src; + if (bl->type == BL_PC) + tsd = (struct map_session_data *)bl; + + if (status_isdead(src) || (src != bl && status_isdead(bl))) + return 1; + + if (skillid && skill_get_type(skillid) == BF_MAGIC && + !battle_config.gtb_pvp_only && status_isimmune(bl)) { + if (sd) clif_skill_fail(sd,skillid,0,0); + //GTB makes all targetted skills silently fail. + return 1; + } + + sc = status_get_sc(src); + if (sc && !sc->count) + sc = NULL; //Unneeded + + tstatus = status_get_status_data(bl); + + 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 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: + case ASC_BREAKER: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + case MO_COMBOFINISH: + if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK) + { //Becomes a splash attack when Soul Linked. + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),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_foreachinrange(skill_attack_area, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + break; + + case NJ_SHADOWJUMP: //[blackhole89] + case TK_JUMPKICK: + if (skillid == TK_JUMPKICK) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if (unit_movepos(src, bl->x, bl->y, 0, 0)) + clif_slide(src,bl->x,bl->y); + 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, + skill_get_splash(skillid, skilllv),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 && 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 = unit_getdir(bl); + if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { + if (sc && 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] + unit_setdir(bl,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; Should be handled by the canmove delay on skill_cast_db [Skotlex] + } + if (sc && 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 && 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 (skillid == MO_EXTREMITYFIST && sc && sc->count) + { + 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(!check_distance_bl(src, bl, 2)) { //Need to move to target. + int dx,dy; + + dx = bl->x - src->x; + dy = bl->y - src->y; + if(dx > 0) dx++; + else if(dx < 0) dx--; + if (dy > 0) dy++; + else if(dy < 0) dy--; + + if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex] + flag = distance_bl(src, bl); + + if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) { + if (sd) clif_skill_fail(sd,skillid,0,0); + break; + } + clif_slide(src,src->x,src->y); + 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 if (sd) + clif_skill_fail(sd,skillid,0,0); + } + else //Assume minimum distance of 1 for Charge. + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag); + 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 */ + case AC_SHOWER: //Targetted skill implementation. + 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 { + skill_area_temp[1]=bl->id; + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + //Skill-attack at the end in case it has knockback. [Skotlex] + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); + } + 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_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), 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_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, BCT_ENEMY|1, + skill_castend_damage_id); + } + break; + + + case SM_MAGNUM: + if(flag&1) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + else { + //If we get here, someone changed magnum to be a enemy targetted skill, + //so treat it as such. + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + //Initiate 10% of your damage becomes fire element. + clif_skill_nodamage (src,bl,skillid,skilllv,1); + sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); + if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); + } + 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_foreachinrange(skill_area_sub,bl, + skill_get_splash(skillid, skilllv),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_foreachinrange(skill_area_sub,bl, + skill_get_splash(skillid, skilllv),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_foreachincell(skill_area_sub,bl->m,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_foreachinrange(skill_area_sub,bl, + skill_get_splash(skillid, skilllv),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 */ + //Undead check is on unit-use skill + 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: + case WZ_SIGHTRASHER: /* サイトラッシャ?[ */ + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + case HVAN_CAPRICE: //[blackhole89] + { + int ran=rand()%4; + int sid; + switch(ran) + { + case 0: sid=MG_COLDBOLT; break; + case 1: sid=MG_FIREBOLT; break; + case 2: sid=MG_LIGHTNINGBOLT; break; + case 3: sid=WZ_EARTHSPIKE; break; + } + skill_attack(BF_MAGIC,src,src,bl,sid,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/2; + int cnt; + if (sd) + cnt = skill_count_water(src,range); + else { + range = 2*range+1; + cnt = range*range; + } + cnt--; + if (cnt > 0) + skill_addtimerskill(src,tick+150,bl->id,0,0, + skillid,skilllv,cnt,flag); + } else if (sd) //Eat up deluge tiles. + skill_count_water(src,0); + + break; + + case PR_BENEDICTIO: /* ?ケ??~福 */ + //Should attack undead and demons. [Skotlex] + if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) + 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 */ + if (flag & 1) { + /* 個別にダ??ジを?える */ + if (bl->id == skill_area_temp[1]) + break; + if(skillid == MG_FIREBALL) //Store distance. + 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 { + skill_area_temp[0]=0; + skill_area_temp[1]=bl->id; + switch (skillid) { + case MG_NAPALMBEAT: + /* ナパ?[ムビ?[トは分散ダ??[ジなので敵の?狽?狽ヲる */ + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY, + skill_area_sub_count); + break; + case MG_FIREBALL: + skill_area_temp[2]=bl->x; + skill_area_temp[3]=bl->y; + break; + } + /* 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_foreachinrange(skill_area_sub,bl, + skill_get_splash(skillid, skilllv),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_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), 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_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + break; + + case SL_STIN: + case SL_STUN: + case SL_SMA: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); + 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_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, BCT_ENEMY|1, + skill_castend_damage_id); + } + 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 */ + case NPC_SELFDESTRUCTION: /* 自爆 */ + 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) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000)); + 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){ + clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status_heal(src, heal, 0, 0); + } + } + break; + + //Until they're at right position - gs_damage- [Vicious] + case GS_TRIPLEACTION: + case GS_MAGICALBULLET: + case GS_CRACKER: + case GS_TRACKING: + case GS_PIERCINGSHOT: + case GS_RAPIDSHOWER: + case GS_DUST: + case GS_FULLBUSTER: + case GS_FLING: + case NJ_SYURIKEN: + case NJ_KUNAI: + case NJ_HUUMA: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + case GS_BULLSEYE: + if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + else if (sd) + clif_skill_fail(sd,skillid,0,0); + break; + case GS_DESPERADO: + case GS_SPREADATTACK: + if(flag&1) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + else { + //If we get here, someone changed it to be a enemy targetted skill, + //so treat it as such. + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + break; + case NJ_ZENYNAGE: + if(sd->status.zeny < skilllv*1000) + clif_skill_fail(sd,skillid,5,0); + else + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); + break; + case NJ_KASUMIKIRI: + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); + break; + case NJ_KIRIKAGE: + status_change_end(src, SC_HIDING, -1); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + case NJ_KOUENKA: + case NJ_HYOUSENSOU: + case NJ_HYOUSYOURAKU: + case NJ_HUUJIN: + case NJ_RAIGEKISAI: + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + case NJ_KAMAITACHI: + // 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, + skill_get_splash(skillid, skilllv),BL_CHAR, + BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs + break; + //Not implemented yet [Vicious] + case GS_GROUNDDRIFT: + + //case NJ_SYURIKEN: + //case NJ_KUNAI: + //case NJ_HUUMA: + //case NJ_ZENYNAGE: + case NJ_TATAMIGAESHI: + //case NJ_KASUMIKIRI: + //case NJ_KIRIKAGE: + //case NJ_KOUENKA: + case NJ_KAENSIN: + //case NJ_HYOUSENSOU: + //case NJ_HYOUSYOURAKU: + //case NJ_HUUJIN: + //case NJ_RAIGEKISAI: + //case NJ_KAMAITACHI: + case NJ_ISSEN: + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + 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 { + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub, bl, + sd->splash_range, BL_CHAR, + src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, + skill_castend_damage_id); + } + } + break; + + default: + ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid); + map_freeblock_unlock(); + return 1; + } + + map_freeblock_unlock(); + + if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill. + battle_consume_ammo(sd, skillid, skilllv); + 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 status_data *sstatus, *tstatus; + struct status_change *tsc; + struct mob_data *md = NULL; + struct mob_data *dstmd = NULL; + int i,type=-1; + + 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) { + sd = (struct map_session_data *)src; + } else if (src->type == BL_MOB) { + md = (struct mob_data *)src; + } + + if (bl->type == BL_PC){ + dstsd = (struct map_session_data *)bl; + } else if (bl->type == BL_MOB){ + dstmd = (struct mob_data *)bl; + } + + if(bl->prev == NULL) + return 1; + if(status_isdead(src) && skillid != NPC_REBIRTH) + return 1; + if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO) + return 1; + + tstatus = status_get_status_data(bl); + sstatus = status_get_status_data(src); + + //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(tstatus->race,tstatus->def_ele)) { + 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; + case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] + return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); + //These are actually ground placed. + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + //Until they're at right position - gs_ground- [Vicious] + case GS_DESPERADO: + case NJ_KAENSIN: /*火炎陣*/ + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0); + } + + //Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex] + //But only do this on the first call (flag&~1) + if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE)) + return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); + + if (skillid > 0 && skillid < MAX_SKILL) + type = SkillStatusChangeTable[skillid]; + + tsc = status_get_sc(bl); + + map_freeblock_lock(); + switch(skillid) + { + case AL_HEAL: /* ヒ?ル */ + { + int heal = skill_calc_heal(src, skilllv); + int heal_get_jobexp; + + 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 (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 (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1 + && !(sstatus->mode&MD_BOSS) + ) { //Bounce back heal + if (--tsc->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 = status_heal(src,heal,0,0); + } else { + clif_skill_nodamage (src, bl, skillid, heal, 1); + heal_get_jobexp = status_heal(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; + 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,skill_get_splash(skillid, skilllv), + 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_zap(src, sstatus->hp-1, sstatus->sp-1); + 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 && pc_isdead(dstsd)) { + int per = 0; + if (map[bl->m].flag.pvp && dstsd->pvp_point < 0) + break; + + clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation. + switch(skilllv){ + case 1: per=10; break; + case 2: per=30; break; + case 3: per=50; break; + case 4: per=80; break; + } + tstatus->hp = 1; + if (dstsd->special_state.restart_full_recover) + status_percent_heal(bl, 100, 100); + else + status_percent_heal(bl, per, 0); + pc_setstand(dstsd); + if(battle_config.pc_invincible_time > 0) + pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time); + clif_resurrection(bl, 1); + if(sd && 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 */ + clif_skill_nodamage (src, bl, skillid, skilllv, + sc_start(bl, type, + (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), + skilllv, skill_get_time(skillid,skilllv))); + break; + + case AL_CRUCIS: + if (flag & 1) { + if (battle_check_target (src, bl, BCT_ENEMY)) + sc_start(bl,type, + 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), + skilllv,60000); + } else { + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), 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 */ + if (tsc && tsc->count && tsc->data[type].timer != -1) { + status_change_end(bl,type, -1); + clif_skill_nodamage (src, bl, skillid, skilllv, 1); + } else + clif_skill_nodamage (src, bl, skillid, skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + 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 + { // [Skotlex] + struct unit_data *ud = unit_bl2ud(src); + int inf = skill_get_inf(abra_skillid); + int target_id = 0; + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; + if (!bl) bl = src; + unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); + } else { //Assume offensive skills + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: + target_id = ((TBL_MOB*)src)->target_id; + break; + case BL_PET: + target_id = ((TBL_PET*)src)->target_id; + break; + } + if (!target_id) + break; + if (skill_get_casttype(abra_skillid) == CAST_GROUND) { + bl = map_id2bl(target_id); + if (!bl) bl = src; + unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); + } else + unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv); + } + } + } + break; + + case SA_COMA: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv))); + break; + case SA_FULLRECOVERY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (status_isimmune(bl)) + break; + status_percent_heal(bl, 100, 100); + 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); + status_zap(bl,tstatus->hp-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); + status_kill(bl); + break; + case SA_REVERSEORCISH: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); + 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 */ + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case CR_PROVIDENCE: /* プ?ヴィデンス */ + 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; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case CG_MARIONETTE: /* マリオネットコント??ル */ + { + struct status_change *sc= status_get_sc(src); + int type2 = SC_MARIONETTE2; + + if(sc && tsc){ + if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) { + sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv)); + sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv)); + clif_marionette(src, bl); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 && + sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) { + status_change_end(src, type, -1); + status_change_end(bl, type2, -1); + } + else { + if (sd) clif_skill_fail(sd,skillid,0,0); + map_freeblock_unlock(); + return 1; + } + } + } + break; + + case RG_CLOSECONFINE: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv))); + 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(dstsd->status.weapon == W_FIST || + (dstsd->sc.count && dstsd->sc.data[type].timer == -1 && + ( //Allow re-enchanting to lenghten time. [Skotlex] + 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); + } + // 100% success rate at lv4 & 5, but lasts longer at lv5 + i = skilllv <4?(60+skilllv*10):100; + i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + if(!i) { + if (sd) clif_skill_fail(sd,skillid,0,0); + if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && + sd && sd != dstsd) + clif_displaymessage(sd->fd,"You broke target's weapon"); + } + clif_skill_nodamage(src,bl,skillid,skilllv,i); + break; + + case PR_ASPERSIO: /* アスペルシオ */ + if (sd && dstmd) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case TK_SEVENWIND: + switch(skilllv){ + case 1: + type=SC_EARTHWEAPON; + break; + case 2: + type=SC_WINDWEAPON; + break; + case 3: + type=SC_WATERWEAPON; + break; + case 4: + type=SC_FIREWEAPON; + break; + case 5: + type=SC_GHOSTWEAPON; + break; + case 6: + type=SC_SHADOWWEAPON; + break; + case 7: + type=SC_ASPERSIO; + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case PR_KYRIE: /* キリエエレイソン */ + clif_skill_nodamage(bl,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + //Passive Magnum, should had been casted on yourself. + case SM_MAGNUM: + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + //Initiate 10% of your damage becomes fire element. + clif_skill_nodamage (src,src,skillid,skilllv,1); + sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); + if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); + break; + case LK_BERSERK: /* バ?サ?ク */ + 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 MO_BLADESTOP: // 白?n取り + 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: + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + case NPC_HALLUCINATION: + case HP_ASSUMPTIO: + case GS_MADNESSCANCEL: + case GS_ADJUSTMENT: + case GS_INCREASING: + case GS_CRACKER: + case GS_GROUNDDRIFT: + case NJ_TATAMIGAESHI: + case NJ_KASUMIKIRI: + case NJ_UTSUSEMI: + case NJ_BUNSINJYUTSU: + case NJ_NEN: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + + if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1) + status_change_end(&sd->bl,SC_ADJUSTMENT,-1); + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + { + struct skill_unit_group *sg; + if (!tsc) break; + sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv))); + 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 && + (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) { + 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; +/* Was modified to only affect targetted char. [Skotlex] + case HP_ASSUMPTIO: + if (flag&1) + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + else + { + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), 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 */ + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + if (sd) + skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv)); + break; + + case AS_ENCHANTPOISON: // Prevent spamming [Valaris] + if (sd && dstsd && dstsd->sc.count) { + 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 //People say you should be able to recast to lengthen the timer. [Skotlex] + ) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + clif_skill_fail(sd,skillid,0,0); + break; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + break; + + case LK_TENSIONRELAX: /* テンションリラックス */ + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv), + skill_get_time(skillid,skilllv))); + 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? */ + { + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + map_foreachinrange( status_change_timer_sub, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + src,status_get_sc(src),type,tick); + } + break; + + case SM_PROVOKE: /* プ?ボック */ + /* MVPmobと不死には?かない */ + if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { //不死には?かない + map_freeblock_unlock(); + return 1; + } + //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] + clif_skill_nodamage(src,bl,skillid,skilllv, + (i=sc_start(bl,type, + 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl), + skilllv,skill_get_time(skillid,skilllv)))); + if (!i) + { + if (sd) + clif_skill_fail(sd,skillid,0,0); + map_freeblock_unlock(); + return 0; + } + unit_skillcastcancel(bl, 2); + + if(tsc && tsc->count){ + if(tsc->data[SC_FREEZE].timer!=-1) + status_change_end(bl,SC_FREEZE,-1); + if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0) + status_change_end(bl,SC_STONE,-1); + if(tsc->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[type].timer != -1 && dstsd->sc.data[type].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; + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000)); + 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 && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { + 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_ABSORBSPIRITS: // ?奪 + i = 0; + if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) + { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + i = dstsd->spiritball * 10; + pc_delspiritball(dstsd,dstsd->spiritball,0); + } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20) + { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] + 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; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv))); + break; + case RG_RAID: /* サプライズアタック */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), 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 */ + case GS_SPREADATTACK: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), 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_foreachincell(skill_area_sub, + bl->m,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_foreachincell(skill_area_sub, + bl->m,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_foreachincell(skill_area_sub, + bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + } + break; + + case WZ_SIGHTRASHER: + //Passive side of the attack. + status_change_end(src,SC_SIGHT,-1); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub,src, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + break; + + case WZ_FROSTNOVA: + map_foreachinrange(skill_attack_area, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + break; + + case NPC_SELFDESTRUCTION: + clif_skill_nodamage(src, src, skillid, -1, 1); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY, + skill_castend_damage_id); + status_damage(src, src, sstatus->max_hp,0,0,1); + 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)) { + clif_skill_nodamage(bl,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } else if (sd) { + /* パ?ティ全?への?? */ + party_foreachsamemap (skill_area_sub, + sd,skill_get_splash(skillid, skilllv), + 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?? */ + clif_skill_nodamage(bl,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv))); + } else if (sd) { + /* パ?ティ全?への?? */ + party_foreachsamemap(skill_area_sub, + sd,skill_get_splash(skillid, skilllv), + 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: + case ST_PRESERVE: + case SG_FUSION: + case GS_GATLINGFEVER: + if (tsc && tsc->data[type].timer != -1) + i = status_change_end(bl, type, -1); + else + i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,i); + 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->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || + dstsd->char_id == sd->char_id || + dstsd->char_id == sd->status.partner_id || + dstsd->char_id == sd->status.child + )) { + status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8); + clif_skill_fail(sd,skillid,0,0); + break; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); + break; + case SM_AUTOBERSERK: // Celest + if (tsc && tsc->data[type].timer != -1) + i = status_change_end(bl, type, -1); + else + i = sc_start(bl,type,100,skilllv,60000); + clif_skill_nodamage(src,bl,skillid,skilllv,i); + break; + case TF_HIDING: /* ハイディング */ + case ST_CHASEWALK: /* ハイディング */ + if (tsc && tsc->data[type].timer != -1) + i = status_change_end(bl, type, -1); + else + i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill + break; + case TK_RUN: + if (tsc && tsc->data[type].timer != -1) + i = status_change_end(bl, type, -1); + else + i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0); +// If the client receives a skill-use packet inmediately before +// a walkok packet, it will discard the walk packet! [Skotlex] +// clif_skill_nodamage(src,bl,skillid,skilllv,i); + break; + case AS_CLOAKING: /* ク??キング */ + if(tsc && tsc->data[type].timer!=-1 ) + /* 解?怩キる */ + i = status_change_end(bl, type, -1); + else + i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,-1,i); + if (!i && sd) + clif_skill_fail(sd,skillid,0,0); + 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; + unit_stop_walking(src,1); + skill_clear_unitgroup(src); + sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); + if(skillid == CG_HERMODE) + i = sc_start4(src,SC_DANCING,100, + skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv)); + else + i = sc_start4(src,type,100, + skilllv,0,BCT_SELF,sg->group_id, + skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,i); + } + break; + + case PA_GOSPEL: /* ゴスペル */ + if (!tsc) break; + if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) { + i = status_change_end(bl,SC_GOSPEL,-1); + } else { + struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); + if (tsc->data[type].timer != -1) + status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex] + i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv)); + } + clif_skill_nodamage(src,bl,skillid,skilllv,i); + break; + + case BD_ADAPTATION: /* アドリブ */ + if(tsc && tsc->data[SC_DANCING].timer!=-1){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_stop_dancing(bl); + } + 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_message(&md->bl,temp); + } + break; + + + case BA_PANGVOICE://パンボイス + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv))); + break; + + case DC_WINKCHARM://魅惑のウィンク + if(dstsd){ + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv))); + }else if(dstmd) + { + if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) { + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv))); + } 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 && dstmd) { + 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(dstmd,src,skill_get_range2(src,skillid,skilllv)); + } + else + clif_skill_fail(sd,skillid,0,0); + } + break; + + case MG_STONECURSE: /* スト?ンカ?ス */ + { + if (tstatus->mode&MD_BOSS) { + if (sd) clif_skill_fail(sd,skillid,0,0); + break; + } + if(status_isimmune(bl) || !tsc) + break; + if (dstmd) + mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); + + if (tsc->data[SC_STONE].timer != -1) { + status_change_end(bl,SC_STONE,-1); + if (sd) clif_skill_fail(sd,skillid,0,0); + break; + } + if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv))) + clif_skill_nodamage(src,bl,skillid,skilllv,1); + else if(sd) { + clif_skill_fail(sd,skillid,0,0); + // Level 6-10 doesn't consume a red gem if it fails [celest] + if (skilllv > 5) break; + } + if (sd) { + if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD) + break; //Do not delete the gemstone. + if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 ) + pc_delitem(sd, i, skill_db[skillid].amount[0], 0); + } + } + break; + + case NV_FIRSTAID: /* ?急手? */ + clif_skill_nodamage(src,bl,skillid,5,1); + status_heal(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(tstatus->race,tstatus->def_ele)) + sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv)); + 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_STUN , -1 ); + //Is this equation really right? It looks so... special. + if(battle_check_undead(tstatus->race,tstatus->def_ele) ) + { + status_change_start(bl, SC_BLIND, + 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), + 1,0,0,0, + skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10); + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(dstmd) + mob_unlocktarget(dstmd,tick); + 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+skilllv); + } + break; + + case AL_TELEPORT: /* テレポ?ト */ + if(sd) { + if (map[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(skilllv == 1) { + // possibility to skip menu [LuzZza] + if(!battle_config.skip_teleport_lv1_menu && + sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex] + clif_skill_warppoint(sd,skillid,skilllv,"Random","","",""); + else + pc_randomwarp(sd,3); + } else { + if (sd->skillitem != AL_TELEPORT) + clif_skill_warppoint(sd,skillid,skilllv,"Random", + mapindex_id2name(sd->status.save_point.map),"",""); + else //Autocasted Teleport level 2?? + pc_setpos(sd,sd->status.save_point.map, + sd->status.save_point.x,sd->status.save_point.y,3); + } + } else + unit_warp(bl,-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] + case GS_DISARM: // Added disarm. [Reddozen] + { + int strip_fix, equip = 0; + int sclist[4] = {0,0,0,0}; + + if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM) + 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 = sstatus->dex - tstatus->dex; + 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; + } + if (dstsd) { + for (i=0;i<11;i++) { + if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]]) + continue; + switch (i) { + case 8: //Shield / left-hand weapon + if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5) + { //Shield + if (equip&EQP_SHIELD && + !(dstsd->unstripable_equip&EQP_SHIELD) && + !(tsc && 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); + } + continue; + } + //Continue to weapon + case 9: + if (equip &EQP_WEAPON && + !(dstsd->unstripable_equip&EQP_WEAPON) && + !(tsc && 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); + } + break; + case 7: //Armor + if (equip &EQP_ARMOR && + !(dstsd->unstripable_equip &EQP_ARMOR) && + !(tsc && 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); + } + break; + case 6: //Helm + if (equip &EQP_HELM && + !(dstsd->unstripable_equip &EQP_HELM) && + !(tsc && 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); + } + break; + } + } + } else if (!(tstatus->mode&MD_BOSS)) { + if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)) + sclist[0] = SC_STRIPWEAPON; + if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)) + sclist[1] = SC_STRIPSHIELD; + if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) + sclist[2] = SC_STRIPARMOR; + if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) + sclist[3] = SC_STRIPHELM; + } + equip = 0; //Reuse equip to hold how many stats are invoked. + for (i=0;i<4;i++) { + if (sclist[i]) // Start the SC only if an equipment was stripped from this location + equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2); + } + if (equip) + clif_skill_nodamage(src,bl,skillid,skilllv,1); + else if (sd) //Nothing stripped. + clif_skill_fail(sd,skillid,0,0); + break; + } + + /* PotionPitcher */ + case AM_BERSERKPITCHER: + case AM_POTIONPITCHER: /* ポ?ションピッチャ? */ + { + 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 == W_BOW)) { + 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 = tstatus->max_hp * 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 + (tstatus->vit<<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 + (tstatus->int_<<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 + (tstatus->vit<<1)) / 100; + if(dstsd) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0)) + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if(sp > 0) + clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + status_heal(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); + if(tsc && tsc->data[scid].timer != -1) + status_change_end(bl, scid, -1 ); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } + 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; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + i = status_get_sc_def_mdef(bl); + if (i >= 10000 || + tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel. + //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG] + rand()%10000 >= (10000-i)*(50+10*skilllv)/100) + { + if (sd) + clif_skill_fail(sd,skillid,0,0); + break; + } + if(status_isimmune(bl) || !tsc->count) + 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_EDP + || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT + || i==SC_SAFETYWALL || i==SC_SMA + ) + 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 = unit_getdir(src); + + 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)) { + unit_movepos(src, x, y, 1, 0); + clif_slide(src,x,y); + } + } + break; + + case SA_CASTCANCEL: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + unit_skillcastcancel(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; + status_zap(src, 0, sp); + } + break; + case SA_SPELLBREAKER: // スペルブレイカ? + { + int sp; + if(tsc && tsc->data[SC_MAGICROD].timer != -1) { + sp = skill_get_sp(skillid,skilllv); + sp = sp * tsc->data[SC_MAGICROD].val2 / 100; + if(sp < 1) sp = 1; + status_heal(bl,0,sp,2); + clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1); + status_percent_damage(bl, src, 0, -20); //20% max SP damage. + } else { + struct unit_data *ud = unit_bl2ud(bl); + int bl_skillid=0,bl_skilllv=0,hp = 0; + if (!ud || ud->skilltimer == -1) break; //Nothing to cancel. + bl_skillid = ud->skillid; + bl_skilllv = ud->skilllv; + if (tstatus->mode & MD_BOSS) + { //Only 10% success chance against bosses. [Skotlex] + if (rand()%100 < 90) + { + if (sd) clif_skill_fail(sd,skillid,0,0); + break; + } + } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. + hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] + + clif_skill_nodamage(src,bl,skillid,skilllv,1); + unit_skillcastcancel(bl,0); + sp = skill_get_sp(bl_skillid,bl_skilllv); + status_zap(bl, hp, sp); + + if (hp && skilllv >= 5) + hp>>=1; //Recover half damaged HP at level 5 [Skotlex] + else + hp = 0; + + if (skilllv > 1 && sp) //Recover some of the SP used + sp = sp*(25*(skilllv-1))/100; + else + sp = 0; + + if(hp || sp) + status_heal(src, hp, sp, 2); + } + } + break; + case SA_MAGICROD: + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + 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 (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->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) + sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0, + skill_get_time(SA_AUTOSPELL,skilllv)); + } + break; + + case BS_GREED: + if(sd){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_greed,bl, + skill_get_splash(skillid, skilllv),BL_ITEM,bl); + } + break; + + case SA_ELEMENTWATER: + case SA_ELEMENTFIRE: + case SA_ELEMENTGROUND: + case SA_ELEMENTWIND: + if(sd && !dstmd) //Only works on monsters. + break; + if(tstatus->mode&MD_BOSS) + break; + case NPC_ATTRICHANGE: + case NPC_CHANGEWATER: + case NPC_CHANGEGROUND: + case NPC_CHANGEFIRE: + case NPC_CHANGEWIND: + case NPC_CHANGEPOISON: + case NPC_CHANGEHOLY: + case NPC_CHANGEDARKNESS: + case NPC_CHANGETELEKINESIS: + case NPC_CHANGEUNDEAD: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0, + skill_get_time(skillid, skilllv))); + break; + + case NPC_PROVOCATION: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(md && md->skillidx >= 0) + clif_pet_performance(src,md->db->skill[md->skillidx].val[0]); + break; + + case NPC_KEEPING: + case NPC_BARRIER: + { + int skill_time = skill_get_time(skillid,skilllv); + struct unit_data *ud = unit_bl2ud(bl); + if (clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_time)) + && ud) { //Disable attacking/acting/moving for skill's duration. + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = tick + skill_time; + } + } + break; + + case NPC_REBIRTH: + //New rebirth System uses Kaizel lv1. [Skotlex] + sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv)); + break; + + case NPC_DARKBLESSING: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); + break; + + case NPC_LICK: + if (dstsd && dstsd->special_state.no_weapon_damage ) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + status_zap(bl, 0, 100); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); + break; + + case NPC_SUICIDE: /* 自決 */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + status_kill(src); //When suiciding, neither exp nor drops is given. + break; + + case NPC_SUMMONSLAVE: /* 手下?「喚 */ + case NPC_SUMMONMONSTER: /* MOB?「喚 */ + if(md && md->skillidx >= 0) + 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; + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,i,100,skilllv,skilllv * 60000)); + } + 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, sstatus->rhw.range); + } + break; + + case NPC_RUN: //後退 + { + const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; + int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. + unit_stop_attack(src); + //Run skillv tiles. + unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0); + } + break; + + case NPC_TRANSFORMATION: + case NPC_METAMORPHOSIS: + if(md && md->skillidx >= 0) { + 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); + unit_remove_map(src,1); + } + 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 && md->skillidx >= 0) + { + 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. + sc_start4(src, type, 100, skilllv, + md->db->skill[md->skillidx].val[1], + skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0, + skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0, + skill_get_time(skillid, skilllv)); + } + break; + + case NPC_DEFENDER: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case NPC_POWERUP: + sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv))); + break; + + case NPC_AGIUP: + sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,20*skilllv,skill_get_time(skillid, skilllv))); + break; + + case NPC_INVISIBLE: + //val4 passed as 1 is for "infinite cloak". + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv))); + break; + + case NPC_SIEGEMODE: + // not sure what it does + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case WE_MALE: + { + int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; + int gain_hp= sstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1); + } + break; + case WE_FEMALE: + { + int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; + int gain_sp=sstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] + clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1); + } + 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_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); + if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + } + break; + + case PF_HPCONVERSION: + { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skilllv / 100; + if (!status_charge(src,hp,0)) { + if (sd) clif_skill_fail(sd,skillid,0,0); + break; + } + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + status_heal(bl,0,sp,2); + } + 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->state.into_abyss) + { //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) + 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_changetraplook(bl, UNT_USED_TRAPS); + 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) + unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance); + break; + + case AS_SPLASHER: /* ベナムスプラッシャ? */ + if(tstatus->max_hp*3/4 < tstatus->hp) { + map_freeblock_unlock(); + return 1; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100, + skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000)); + break; + + case PF_MINDBREAKER: + { + if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele)) + { + map_freeblock_unlock(); + return 1; + } + + //Has a 55% + skilllv*5% success chance. + if (!clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv)))) + { + if (sd) clif_skill_fail(sd,skillid,0,0); + map_freeblock_unlock(); + return 0; + } + + unit_skillcastcancel(bl,0); + + if(tsc && tsc->count){ + if(tsc->data[SC_FREEZE].timer!=-1) + status_change_end(bl,SC_FREEZE,-1); + if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0) + status_change_end(bl,SC_STONE,-1); + if(tsc->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: + { + unsigned int sp1 = 0, sp2 = 0; + if (dstmd) { + if (dstmd->state.soul_change_flag) { + if(sd) clif_skill_fail(sd,skillid,0,0); + break; + } + dstmd->state.soul_change_flag = 1; + sp2 = sstatus->max_sp * 3 /100; + status_heal(src, 0, sp2, 2); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + } + sp1 = sstatus->sp; + sp2 = tstatus->sp; + status_zap(src, 0, sp1); + status_zap(bl, 0, sp2); + status_heal(src, 0, sp2, 3); + status_heal(bl, 0, sp1, 3); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + // Slim Pitcher + case CR_SLIMPITCHER: + if (potion_hp || potion_sp) { + int hp = potion_hp, sp = potion_sp; + hp = hp * (100 + (tstatus->vit<<1))/100; + sp = sp * (100 + (tstatus->int_<<1))/100; + + if (dstsd) { + if (hp) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100; + if (sp) + sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100; + } + if(hp > 0) + clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if(sp > 0) + clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + status_heal(bl,hp,sp,0); + } + break; + // Full Chemical Protection + case CR_FULLPROTECTION: + { + int i, skilltime; + skilltime = skill_get_time(skillid,skilllv); + if (!tsc) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + for (i=0; i<4; i++) { + if(tsc->data[SC_STRIPWEAPON + i].timer != -1) + status_change_end(bl, SC_STRIPWEAPON + i, -1 ); + sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime); + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case RG_CLEANER: //AppleGirl + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + + case PF_DOUBLECASTING: + if (!clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv)))) + if (sd) clif_skill_fail(sd,skillid,0,0); + break; + + case CG_LONGINGFREEDOM: + { + if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4 + && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + { + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + } + } + 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 + status_percent_damage(src, bl, 0, 100); + break; + case 1: // matk halved + sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + break; + case 2: // all buffs removed + status_change_clear_buffs(bl,1); + break; + case 3: // 1000 damage, random armor destroyed + { + int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM }; + status_fix_damage(src, bl, 1000, 0); + clif_damage(src,bl,tick,0,0,1000,0,0,0); + skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY); + } + break; + case 4: // atk halved + sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + break; + case 5: // 2000HP heal, random teleported + status_heal(src, 2000, 0, 0); + unit_warp(src, -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 }; + sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv)); + } + break; + case 8: // curse coma and poison + sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + case 9: // chaos + sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv)); + break; + case 10: // 6666 damage, atk matk halved, cursed + status_fix_damage(src, bl, 6666, 0); + clif_damage(src,bl,tick,0,0,6666,0,0,0); + sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv)); + break; + case 11: // 4444 damage + status_fix_damage(src, bl, 4444, 0); + clif_damage(src,bl,tick,0,0,4444,0,0,0); + break; + case 12: // stun + sc_start(bl,SC_STUN,100,skilllv,5000); + break; + case 13: // atk,matk,hit,flee,def reduced + sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv)); + sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv)); + 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) == type)) { + clif_skill_fail(sd,skillid,0,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); + 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; + } + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); + break; + + case SL_SWOO: + if (tsc && tsc->data[type].timer != -1) { + sc_start(src,SC_STUN,100,skilllv,10000); + break; + } + case SL_SKA: // [marquis007] + case SL_SKE: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + clif_skill_fail(sd,skillid,0,0); + status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); + } else + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + + if (skillid == SL_SKE) + sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); + + break; + + // New guild skills [Celest] + case GD_BATTLEORDER: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skillid,skilllv)); + } + break; + case GD_REGENERATION: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv)); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + guild_block_skill(sd,skill_get_time2(skillid,skilllv)); + } + break; + case GD_RESTORE: + if(flag&1) { + if (status_get_guild_id(src) == status_get_guild_id(bl)) + clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); + } else if (status_get_guild_id(src)) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinrange(skill_area_sub, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_GUILD|1, + skill_castend_nodamage_id); + if (sd) + 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; + // i don't know if it actually summons in a circle, but oh well. ;P + g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src)); + if (!g) + break; + 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(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) + dx[j] = dy[j] = 0; + pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2); + } + } + if (sd) + guild_block_skill(sd,skill_get_time2(skillid,skilllv)); + } + break; + + case SG_FEEL: + if (sd) { + if(!sd->feel_map[skilllv-1].index) { + //AuronX reported you CAN memorize the same map as all three. [Skotlex] + clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_parse_ReqFeel(sd->fd,sd, skilllv); + } + 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 (tstatus->size==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 (tstatus->size==1 && tstatus->max_hp>=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 (tstatus->size==2 && tstatus->max_hp>=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; + + //Until they're at right position - gs_nodamage- [Vicious] + //Not implemented yet [Vicious] + case GS_GLITTERING: + if(sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(rand()%100 < (50+10*skilllv)) + pc_addspiritball(sd,skill_get_time(skillid,skilllv),10); + else if(sd->spiritball > 0) + pc_delspiritball(sd,1,0); + } + break; + default: + ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid); + map_freeblock_unlock(); + return 1; + } + + if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] + mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16)); + + if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill. + battle_consume_ammo(sd, skillid, skilllv); + + map_freeblock_unlock(); + return 0; +} +/*========================================== + * スキル使用(詠唱完了、ID指定) + *------------------------------------------ + */ +int skill_castend_id( int tid, unsigned int tick, int id,int data ) +{ + struct block_list *target, *src = map_id2bl(id); + struct map_session_data* sd = NULL; + struct mob_data* md = NULL; + struct unit_data* ud = unit_bl2ud(src); + struct status_change *sc; + int inf2; + + nullpo_retr(0, ud); + + BL_CAST( BL_PC, src, sd); + BL_CAST( BL_MOB, src, md); + + if( src->prev == NULL ) { + ud->skilltimer = -1; + return 0; + } + + switch (ud->skillid) { + //These three should become skill_castend_pos + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + //Find a random spot to place the skill. [Skotlex] + inf2 = skill_get_splash(ud->skillid, ud->skilllv); + ud->skillx = src->x + inf2; + ud->skilly = src->y + inf2; + if (!map_random_dir(src, &ud->skillx, &ud->skilly)) { + ud->skillx = src->x; + ud->skilly = src->y; + } + return skill_castend_pos(tid,tick,id,data); + } + + if(ud->skillid != SA_CASTCANCEL ) { + if( ud->skilltimer != tid ) { + ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); + ud->skilltimer = -1; + return 0; + } + if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST)) + status_freecast_switch(sd); + ud->skilltimer=-1; + } + + if (ud->skilltarget == id) + target = src; + else + target = map_id2bl(ud->skilltarget); + + // Use a do so that you can break out of it when the skill fails. + do { + if(!target || target->prev==NULL) break; + + if(src->m != target->m || status_isdead(src)) break; + + if(ud->skillid == RG_BACKSTAP) { + int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); + if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) { + break; + } + } + if (ud->skillid == PR_LEXDIVINA) + { + sc = status_get_sc(target); + if (battle_check_target(src,target, BCT_ENEMY)<=0 && + (!sc || sc->data[SC_SILENCE].timer == -1)) + { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] + clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0); + break; + } + } else { + inf2 = skill_get_inf(ud->skillid); + if((inf2&INF_ATTACK_SKILL || + (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills + && battle_check_target(src, target, BCT_ENEMY)<=0 + ) + break; + } + + //Avoid doing double checks for instant-cast skills. + if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1)) + break; + + //沈黙や状態異常など + if(md) { + if(ud->skillid != NPC_EMOTION)//Set afterskill delay. + md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion); + if(md->skillidx >= 0) { + md->skilldelay[md->skillidx]=tick; + if (md->db->skill[md->skillidx].emotion >= 0) + clif_emotion(src, md->db->skill[md->skillidx].emotion); + } + } + + inf2 = skill_get_inf2(ud->skillid); + if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) { + int fail_flag = 1; + if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0) + fail_flag = 0; + else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0) + fail_flag = 0; + + if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m)) + //Soul Change overrides this restriction during pvp/gvg [Skotlex] + fail_flag = 0; + + if(fail_flag) + break; + } + + if(src != target && battle_config.skill_add_range && + !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) + { + if (sd) { + clif_skill_fail(sd,ud->skillid,0,0); + if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] + skill_check_condition(sd,ud->skillid, ud->skilllv,1); + } + break; + } + + if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */ + break; + + if (ud->walktimer != -1 && ud->skillid != TK_RUN) + unit_stop_walking(src,1); + + if (ud->skillid == SA_MAGICROD) + ud->canact_tick = tick; + else + ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); + + if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE) + unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); + + if(battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n", + src->type, src->id, ud->skillid, ud->skilllv, target->id); + if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE) + skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0); + else + skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0); + + sc = status_get_sc(src); + if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL) + status_change_end(src,SC_MAGICPOWER,-1); + + if (ud->skilltimer == -1) { + if(md) md->skillidx = -1; + else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skilllv = ud->skilltarget = 0; + } + return 1; + } while(0); + //Skill failed. + ud->skillid = ud->skilllv = ud->skilltarget = 0; + ud->canact_tick = tick; + if(sd) sd->skillitem = sd->skillitemlv = -1; + if(md) md->skillidx = -1; + return 0; +} + +/*========================================== + * スキル使用(詠唱完了、場所指定) + *------------------------------------------ + */ +int skill_castend_pos( int tid, unsigned int tick, int id,int data ) +{ + struct block_list* src = map_id2bl(id); + int maxcount; + struct map_session_data *sd = NULL; + struct unit_data *ud = unit_bl2ud(src); + struct mob_data *md = NULL; + + nullpo_retr(0, ud); + + BL_CAST( BL_PC , src, sd); + BL_CAST( BL_MOB, src, md); + + if( src->prev == NULL ) { + ud->skilltimer = -1; + return 0; + } + + if( ud->skilltimer != tid ) /* タイマIDの確認 */ + { + ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); + ud->skilltimer = -1; + return 0; + } + + if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST)) + status_freecast_switch(sd); + + ud->skilltimer=-1; + do { + if(status_isdead(src)) break; + + if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) && + skill_get_unit_flag(ud->skillid)&UF_NOREITERATION && + skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) + ) + break; + + if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset && + skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET && + skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) + ) + break; + + if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit && + (maxcount = skill_get_maxcount(ud->skillid)) > 0 + ) { + int i; + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) { + if(ud->skillunit[i]->skill_id == ud->skillid) + maxcount--; + } + if(!maxcount) + break; + } + + if(tid != -1) + { //Avoid double checks on instant cast skills. [Skotlex] + if (!status_check_skilluse(src, NULL, ud->skillid, 1)) + break; + if(battle_config.skill_add_range && + !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { + if (sd && battle_config.skill_out_range_consume) //Consume items anyway. + skill_check_condition(sd,ud->skillid, ud->skilllv,1); + break; + } + } + + if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */ + break; + + if(md) { + md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion); + if(md->skillidx >= 0) { + md->skilldelay[md->skillidx]=tick; + if (md->db->skill[md->skillidx].emotion >= 0) + clif_emotion(src, md->db->skill[md->skillidx].emotion); + } + } + + if(battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", + src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly); + unit_stop_walking(src,1); + ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); + unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); + skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0); + + if (ud->skilltimer == -1) { + if (md) md->skillidx = -1; + else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skilllv = ud->skillx = ud->skilly = 0; + } + return 1; + } while(0); + + ud->canact_tick = tick; + ud->skillid = ud->skilllv = 0; + if(sd) { + clif_skill_fail(sd,ud->skillid,0,0); + sd->skillitem = sd->skillitemlv = -1; + } + if(md) md->skillidx = -1; + 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; + int i; + + //if(skilllv <= 0) return 0; + if(skillid > 0 && skilllv <= 0) return 0; // celest + + nullpo_retr(0, src); + + if(status_isdead(src)) + return 0; + + if(src->type==BL_PC) + sd=(struct map_session_data *)src; + + sc = status_get_sc(src); //Needed for Magic Power checks. + if (sc && !sc->count) + sc = NULL; //Unneeded. + + if(skillid != WZ_METEOR && + skillid != MO_BODYRELOCATION && + skillid != CR_CULTIVATION) + clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + + switch(skillid) + { + case PR_BENEDICTIO: /* ?ケ??~福 */ + skill_area_temp[1] = src->id; + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_PC, + src, skillid, skilllv, tick, flag|BCT_ALL|1, + skill_castend_nodamage_id); + map_foreachinarea(skill_area_sub, + src->m, x-i, y-i, x+i, y+i, BL_CHAR, + src, skillid, skilllv, tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + break; + + case BS_HAMMERFALL: + i = skill_get_splash(skillid, skilllv); + map_foreachinarea (skill_area_sub, + src->m, x-i, y-i, x+i, y+i, 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 */ + i = skill_get_splash(skillid, skilllv); + map_foreachinarea( status_change_timer_sub, + src->m, x-i, y-i, x+i,y+i,BL_CHAR, + src,status_get_sc(src),SC_SIGHT,tick); + if(battle_config.traps_setting&1) + map_foreachinarea( skill_reveal_trap, + src->m, x-i, y-i, x+i,y+i,BL_SKILL); + 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 */ + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + case AC_SHOWER: //Ground-placed skill implementation. + case GS_DESPERADO: + skill_unitsetting(src,skillid,skilllv,x,y,0); + flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). + break; + + case RG_GRAFFITI: /* Graffiti [Valaris] */ + skill_clear_unitgroup(src); + skill_unitsetting(src,skillid,skilllv,x,y,0); + flag|=1; + break; + + case RG_CLEANER: // [Valaris] + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,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? */ + case NJ_SUITON: + skill_unitsetting(src,skillid,skilllv,x,y,0); + flag|=1; + break; + + case WZ_METEOR: //?テオスト?ム + { + int flag=0, area = skill_get_splash(skillid, skilllv); + short tmpx, tmpy, x1 = 0, y1 = 0; + if (sc && 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++) { + tmpx = x; + tmpy = y; + if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1)) + 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,skilllv,mapindex_id2name(sd->status.save_point.map), + (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"", + (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"", + (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):""); + } + break; + + case MO_BODYRELOCATION: + if (unit_movepos(src, x, y, 1, 1)) { + clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick); +// clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client... + if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000); + } + break; + case AM_SPHEREMINE: + case AM_CANNIBALIZE: + if(sd) { + int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1]; + struct mob_data *md; + + // Correct info, don't change any of this! [celest] + md = mob_once_spawn_sub(src, src->m, -1, -1, sd->status.name,class_,""); + if (md) { + md->master_id = src->id; + md->special_state.ai = skillid==AM_SPHEREMINE?2:3; + md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0); + mob_spawn (md); //Now it is ready for spawning. + } + } + 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; + potion_sp = 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; + //Apply skill bonuses + i = pc_checkskill(sd,CR_SLIMPITCHER)*10 + + pc_checkskill(sd,AM_POTIONPITCHER)*10 + + pc_checkskill(sd,AM_LEARNINGPOTION)*5; + + potion_hp = potion_hp * (100+i)/100; + potion_sp = potion_sp * (100+i)/100; + + if(potion_hp > 0 || potion_sp > 0) { + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill_castend_nodamage_id); + } + } else { + int i = skilllv%11 - 1; + struct item_data *item = itemdb_search(i); + i = skill_db[skillid].itemid[i]; + item = itemdb_search(i); + potion_flag = 1; + potion_hp = 0; + potion_sp = 0; + run_script(item->script,0,src->id,0); + potion_flag = 0; + i = skill_get_max(CR_SLIMPITCHER)*10; + + potion_hp = potion_hp * (100+i)/100; + potion_sp = potion_sp * (100+i)/100; + + if(potion_hp > 0 || potion_sp > 0) { + i = skill_get_splash(skillid, skilllv); + map_foreachinarea(skill_area_sub, + src->m,x-i,y-i,x+i,y+i,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); + i = skill_get_splash(skillid, skilllv); + map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL); + } else { + if (sd) 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); + sc_start4(src,SkillStatusChangeTable[skillid],100, + skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv)); + flag|=1; + } + 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; + + //Until they're at right position - gs_unit- [Vicious] + case GS_GROUNDDRIFT: /* グラウンドドリフト*/ + case NJ_KAENSIN: /* 火炎陣*/ + case NJ_BAKUENRYU: /* 爆炎龍*/ + case NJ_HYOUSYOURAKU: + skill_unitsetting(src,skillid,skilllv,x,y,0); + flag|=1; + break; + + case NJ_RAIGEKISAI: + map_foreachinrange(skill_attack_area, src, + skill_get_splash(skillid, skilllv), BL_CHAR, + BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + break; + } + + if (sc && sc->data[SC_MAGICPOWER].timer != -1) + status_change_end(&sd->bl,SC_MAGICPOWER,-1); + + if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex] + battle_consume_ammo(sd, skillid, skilllv); + + 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. +#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; } + + if( sd->bl.prev == NULL || pc_isdead(sd) ) + return 0; + + if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) { + skill_failed(sd); + return 0; + } + //スキルが使えない?態異?中 + if(sd->sc.count && ( + 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->menuskill_id) /* 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_stop_attack(sd); + pc_stop_walking(sd,0); + + if(battle_config.skill_log && battle_config.skill_log&BL_PC) + ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); + + 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 if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here. + 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, lv, wx, wy; + 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) { + for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { + if(sd->ud.skillunit[i]->skill_id == skill_num) + maxcount--; + } + if(!maxcount) { + clif_skill_fail(sd,skill_num,0,0); + skill_failed(sd); + return 0; + } + } + + //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level. + lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num); + wx = sd->menuskill_lv>>16; + wy = sd->menuskill_lv&0xffff; + + if(lv <= 0) return 0; + for(i=0;i<lv;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, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv... + { + skill_failed(sd); + return 0; + } + + if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) { + clif_skill_fail(sd,0,0,0); + skill_failed(sd); + return 0; + } + if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) { + skill_failed(sd); + return 0; + } + //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex] + group->val2=(x<<16)|y; + group->val3 = mapindex; + } + break; + } + + sd->menuskill_id = sd->menuskill_lv = 0; + return 0; +#undef skill_failed +} + +/*========================================== + * 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 map_session_data *sd; + struct status_data *status; + struct status_change *sc; + int active_flag=1; + + nullpo_retr(0, src); + + limit = skill_get_time(skillid,skilllv); + range = skill_get_unit_range(skillid,skilllv); + 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); + + BL_CAST(BL_PC, src, sd); + status = status_get_status_data(src); + sc= status_get_sc(src); // for traps, firewall and fogwall - celest + if (sc && !sc->count) + sc = NULL; + + 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 && 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; + 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 + && (src->type&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 (map_flag_gvg(src->m)) + limit *= 4; // longer trap times in WOE [celest] + if (battle_config.vs_traps_bctall && map_flag_vs(src->m) + && (src->type&battle_config.vs_traps_bctall)) + target = BCT_ALL; + 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_group(src,1); + } + 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->agi/10; // Flee increase + val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase + if(sd){ + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + val2 += pc_checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_HUMMING: + val1 = 2*skilllv+status->dex/10; // Hit increase + if(sd) + val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON); + break; + case BA_POEMBRAGI: + val1 = 3*skilllv+status->dex/10; // Casting time reduction + val2 = 3*skilllv+status->int_/10; // After-cast delay reduction + if(sd){ + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + val2 += pc_checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_DONTFORGETME: + val1 = 3*skilllv+status->dex/10; // ASPD decrease + val2 = 2*skilllv+status->agi/10; // Movement speed decrease + if(sd){ + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + val2 += pc_checkskill(sd,DC_DANCINGLESSON); + } + break; + case BA_APPLEIDUN: + val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase + val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery + if(sd){ + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_SERVICEFORYOU: + val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase + val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction + if(sd){ + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + val2 += pc_checkskill(sd,DC_DANCINGLESSON); + } + break; + case BA_ASSASSINCROSS: + val1 = 10+skilllv+(status->agi/10); // ASPD increase + if(sd) + val1 += pc_checkskill(sd,BA_MUSICALLESSON); + break; + case DC_FORTUNEKISS: + val1 = 10+skilllv+(status->luk/10); // Critical increase + if(sd) + val1 += pc_checkskill(sd,DC_DANCINGLESSON); + val1*=10; //Because every 10 crit is an actual cri point. + 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_RICHMANKIM: + val1 = 25 + 11*skilllv; //Exp increase bonus. + break; + case BD_SIEGFRIED: + val1 = 55 + skilllv*5; //Elemental Resistance + val2 = skilllv*10; //Status ailment resistance + break; + case PF_FOGWALL: /* フォグウォ?ル */ + if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2; + break; + case RG_GRAFFITI: /* Graffiti */ + count=1; // Leave this at 1 [Valaris] + break; + case WE_CALLPARTNER: + if (sd) val1 = sd->status.partner_id; + break; + case WE_CALLPARENT: + if (sd) { + val1 = sd->status.father; + val2 = sd->status.mother; + } + break; + case WE_CALLBABY: + if (sd) val1 = sd->status.child; + break; + } + + nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count), + skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval)); + group->val1=val1; + group->val2=val2; + group->val3=val3; + group->target_flag=target; + group->bl_flag= skill_get_unit_bl_target(skillid); + group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex] + group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex] + group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo. + + if(skillid==HT_TALKIEBOX || + skillid==RG_GRAFFITI){ + group->valstr=(char *) aMallocA(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); + group->valstr[MESSAGE_SIZE-1] = '\0'; + } + + //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. + if (!path_search_long(NULL,src->m,ux,uy,x,y)) + 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; + int type,skillid; + + 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 (skill_get_type(sg->skill_id) == BF_MAGIC && + 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; + + sc = status_get_sc(bl); + + if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE) + return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex] + + type = SkillStatusChangeTable[sg->skill_id]; + skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. + 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 && sc->data[type].timer == -1) + sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit); + 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->ud.to_x == src->bl.x && sd->ud.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(NULL, sg); + } + } + } else if(battle_config.mob_warpportal && bl->type != BL_PET) + unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3); + break; + + case UNT_QUAGMIRE: + if(sc && sc->data[type].timer==-1) + sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + + case UNT_VOLCANO: + case UNT_DELUGE: + case UNT_VIOLENTGALE: + case UNT_SUITON: + if(sc && sc->data[type].timer==-1) + sc_start(bl,type,100,sg->skill_lv,skill_get_time2(sg->skill_id,sg->skill_lv)); + break; + + case UNT_RICHMANKIM: + case UNT_ETERNALCHAOS: + case UNT_DRUMBATTLEFIELD: + case UNT_RINGNIBELUNGEN: + case UNT_ROKISWEIL: + case UNT_INTOABYSS: + case UNT_SIEGFRIED: + case UNT_HERMODE: + //Needed to check when a dancer/bard leaves their ensemble area. + if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER)) + return sg->skill_id; + if (sc && sc->data[type].timer==-1) + sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + 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: + if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER)) + return 0; + if (!sc) + break; + if (sc->data[type].timer==-1) + sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + else if (sc->data[type].val4 == 1) { + //Readjust timers since the effect will not last long. + sc->data[type].val4 = 0; + delete_timer(sc->data[type].timer, status_change_timer); + sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); + } + break; + case UNT_FOGWALL: + if (sc && sc->data[type].timer==-1) + { + sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + 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 && sc->data[type].timer==-1) + sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit); + 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; + } + + return skillid; +} + +/*========================================== + * 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; + struct status_data *tstatus, *sstatus; + struct status_change *tsc, *sc; + struct skill_unit_group_tickset *ts; + int matk_min, matk_max; //For Magic power... + int type, skillid; + 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)); + BL_CAST(BL_PC, ss, sd); + tsc = status_get_sc(bl); + tstatus = status_get_status_data(bl); + if (sg->state.magic_power) //For magic power. + { + sc = status_get_sc(ss); + sstatus = status_get_status_data(ss); + } else { + sc = NULL; + sstatus = NULL; + } + type = SkillStatusChangeTable[sg->skill_id]; + skillid = sg->skill_id; + + if (sg->interval == -1) { + switch (sg->unit_id) { + case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. + case UNT_SPIDERWEB: + case UNT_FIREPILLAR_ACTIVE: + return 0; + default: + if (battle_config.error_log) + ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); + 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 ((skillid==CR_GRANDCROSS || skillid==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->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1) + { //Store previous values. + matk_min = sstatus->matk_min; + matk_max = sstatus->matk_max; + //Note to NOT return from the function until this is unset! + sstatus->matk_min = sc->data[SC_MAGICPOWER].val3; + sstatus->matk_min = sc->data[SC_MAGICPOWER].val4; + } + + switch (sg->unit_id) { + case UNT_FIREWALL: + { + int count=0; + if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) { + //This is the best Aegis approximation we can do without + //changing the minimum skill unit interval. [Skotlex] + while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl)) + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1); + } else { + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + src->val2--; + } + if (src->val2<=0) + skill_delunit(src); + break; + } + case UNT_SANCTUARY: + if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON) + { //Only damage enemies with offensive Sanctuary. [Skotlex] + if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 && + 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 (tstatus->hp >= tstatus->max_hp) + 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); + status_heal(bl, heal, 0, 0); + if (diff >= 500) + sg->val1--; + } + if (sg->val1 <= 0) + skill_delunitgroup(NULL,sg); + break; + case UNT_MAGNUS: + if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) + break; + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_ATTACK_SKILLS: + switch (sg->skill_id) + { + case SG_SUN_WARM: //SG skills [Komurka] + case SG_MOON_WARM: + case SG_STAR_WARM: + if(bl->type==BL_PC) + //Only damage SP [Skotlex] + status_zap(bl, 0, 60); + else if(status_charge(bl, 0, 2)) + //Otherwise, Knockback attack. + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + default: + skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + } + break; + case UNT_DESPERADO: + if (!(rand()%10)) //Has a low chance of connecting. [Skotlex] + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_FIREPILLAR_WAITING: + skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); + skill_delunit(src); + break; + + case UNT_FIREPILLAR_ACTIVE: + map_foreachinrange(skill_attack_area,bl, + skill_get_splash(sg->skill_id, sg->skill_lv), 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_changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] + } + break; + + case UNT_SPIDERWEB: + case UNT_ANKLESNARE: + if(sg->val2==0 && tsc && tsc->data[type].timer==-1){ + int sec = skill_get_time2(sg->skill_id,sg->skill_lv); + if (sc_start(bl,type,100,sg->skill_lv,sec)) + { + struct TimerData* td = get_timer(tsc->data[type].timer); + if (td) sec = DIFF_TICK(td->tick, tick); + map_moveblock(bl, src->bl.x, src->bl.y, tick); + clif_fixpos(bl); + sg->val2=bl->id; + } else + sec = 3000; //Couldn't trap it? + //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->interval = -1; + src->range = 0; + } + break; + + case UNT_VENOMDUST: + if(tsc && tsc->data[type].timer==-1 ) + status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8); + 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_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + sg->state.into_abyss = 1; //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_foreachinrange(skill_trap_splash,&src->bl, + skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, + &src->bl,tick); + sg->unit_id = UNT_USED_TRAPS; + clif_changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + sg->state.into_abyss = 1; //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_changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit = DIFF_TICK(tick, sg->tick) + 5000; + sg->val2 = -1; //踏んだ + sg->state.into_abyss = 1; //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); + status_heal(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); + status_heal(bl,heal,0,0); + } + break; + case 1: // End all negative status + status_change_clear_buffs(bl,2); + break; + case 2: // Level 10 Blessing + sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 3: // Level 10 Increase AGI + sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 4: // Enchant weapon with Holy element + sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 5: // Enchant armor with Holy element + sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 6: // MaxHP +100% + sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 7: // MaxSP +100% + sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 8: // All stats +20 + sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 9: // DEF +25% + sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 10: // ATK +100% + sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 11: // HIT/Flee +50 + sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv)); + sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 12: // Immunity to all status + sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); + 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 + skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case 1: // Curse + sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 2: // Blind + sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 3: // Poison + sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 4: // Level 10 Provoke + sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 5: // DEF -100% + sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 6: // ATK -100% + sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 7: // Flee -100% + sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case 8: // Speed/ASPD -25% + sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + } + } + break; + + case UNT_GRAVITATION: + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + } + + if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1) + { //Unset magic power. + sstatus->matk_min = matk_min; + sstatus->matk_max = matk_max; + } + + if (bl->type == BL_MOB && ss != bl) + mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16)); + + return skillid; +} +/*========================================== + * 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; + int type; + + nullpo_retr(0, src); + nullpo_retr(0, bl); + nullpo_retr(0, sg=src->group); + sc = status_get_sc(bl); + if (sc && !sc->count) + sc = NULL; + + 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 && 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->state.into_abyss = 1; //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 && 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; + int type; + + sc = status_get_sc(bl); + if (sc && !sc->count) + sc = NULL; + + type = SkillStatusChangeTable[skill_id]; + + switch (skill_id) + { + case WZ_QUAGMIRE: + if (bl->type==BL_MOB) + break; + if (sc && sc->data[type].timer != -1) + status_change_end(bl, type, -1); + break; + + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + if(sc && 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: + case NJ_SUITON: + if (sc && 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 && 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].val4 = 1; //Store the fact that this is a "reduced" duration effect. + 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 && 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 && 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_CALLFAMILY: /* なたに?いたい */ + { + struct map_session_data *sd = NULL; + if(sg->val1) { + sd = map_charid2sd(sg->val1); + sg->val1 = 0; + if (sd && !map[sd->bl.m].flag.nowarp) + pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3); + } + if(sg->val2) { + sd = map_charid2sd(sg->val2); + sg->val2 = 0; + if (sd && !map[sd->bl.m].flag.nowarp) + 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(NULL,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_foreachinrange(skill_moonlit_sub,src, + skill_get_splash(CG_MOONLIT, skilllv), + BL_CHAR,src,partner,blowcount); + if(partner) + map_foreachinrange(skill_moonlit_sub,partner, + skill_get_splash(CG_MOONLIT, skilllv), + BL_CHAR,src,partner,blowcount); + + sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000); + sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time); + + if (partner) { + sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000); + sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time); + } + +} +/*========================================== + * 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. + + 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_STUN].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 = (unit_getdir(&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) || !unit_can_move(&tsd->bl)) + return 0; + if (sd->status.sex != tsd->status.sex && + (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && + (skilllv = pc_checkskill(tsd, skillid)) > 0 && + (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && + 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] + *------------------------------------------ + */ +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) + status_charge(&tsd->bl, 0, 10); + } + 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 = skill_id; + tsd->skilllv_dance = *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; + sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); + clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); + tsd->skillid_dance = skill_id; + tsd->skilllv_dance = *skill_lv; + } + return c; + } + } + //Else: new search for partners. + c = 0; + memset (p_sd, 0, sizeof(p_sd)); + i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, + 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) +{ + struct npc_data *nd; + nd=(struct npc_data*)bl; + + if (nd->bl.subtype == WARP) + return 1; + return 0; +} + +/*========================================== + * Determines if a given skill should be made to consume ammo + * when used by the player. [Skotlex] + *------------------------------------------ + */ +int skill_isammotype(TBL_PC *sd, int skill) +{ + return ( + (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && + skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET && + skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE) + ); +} + +/*========================================== + * Checks that you have the requirements for casting a skill. + * Flag: + * &1: finished casting the skill (invoke hp/sp/item consumption) + * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) + *------------------------------------------ + */ +int skill_check_condition(struct map_session_data *sd,int skill, int lv, int type) +{ + struct status_data *status; + struct status_change *sc; + int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp; + int index[10],itemid[10],amount[10]; + int force_gem_flag = 0; + int delitem_flag = 1, checkitem_flag = 1; + + nullpo_retr(0, sd); + + if (lv <= 0) return 0; + + if( battle_config.gm_skilluncond && + pc_isGM(sd)>= battle_config.gm_skilluncond && + sd->skillitem != skill) + { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->skillitem = sd->skillitemlv = -1; + return 1; + } + + status = &sd->battle_status; + sc = &sd->sc; + if (!sc->count) + sc = NULL; + + if(pc_is90overweight(sd)) { + clif_skill_fail(sd,skill,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->menuskill_id == AM_PHARMACY && + (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON || + skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3 + )) { + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + + if(sd->skillitem == skill) { /* 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(skill == WZ_EARTHSPIKE && sc && + sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].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; + } + // for the guild skills [celest] + if (skill >= GD_SKILLBASE) + j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE; + else + j = skill; + if (j < 0 || j >= MAX_SKILL_DB) + return 0; + //Code speedup, rather than using skill_get_* over and over again. + if (lv < 1 || lv > MAX_SKILL_LEVEL) + return 0; + hp = skill_db[j].hp[lv-1]; /* ?チ費HP */ + sp = skill_db[j].sp[lv-1]; /* ?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 = skill_db[j].hp_rate[lv-1]; + sp_rate = skill_db[j].sp_rate[lv-1]; + zeny = skill_db[j].zeny[lv-1]; + weapon = skill_db[j].weapon; + ammo = skill_db[j].ammo; + ammo_qty = skill_db[j].ammo_qty[lv-1]; + state = skill_db[j].state; + spiritball = skill_db[j].spiritball[lv-1]; + mhp = skill_db[j].mhp[lv-1]; /* ?チ費HP */ + for(i = 0; i < 10; i++) { + itemid[i] = skill_db[j].itemid[i]; + amount[i] = skill_db[j].amount[i]; + } + if(mhp > 0) + hp += (status->max_hp * mhp)/100; + if(hp_rate > 0) + hp += (status->hp * hp_rate)/100; + else + hp += (status->max_hp * (-hp_rate))/100; + if(sp_rate > 0) + sp += (status->sp * sp_rate)/100; + else + sp += (status->max_sp * (-sp_rate))/100; + + if (!ammo && skill && skill_isammotype(sd, skill)) + { //Assume this skill is using the weapon, therefore it requires arrows. + ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times. + ammo_qty = skill_get_num(skill, lv); + if (ammo_qty < 0) ammo_qty *= -1; + } + + 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(sc && sc->data[SC_SPIRIT].timer!=-1 && 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(sc && sc->data[SC_SPIRIT].timer!=-1 && 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->ud.skilltimer == -1) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + case CR_DEFENDER: + case ST_CHASEWALK: + case PA_GOSPEL: + case CR_SHRINK: + case TK_RUN: + if(sc && sc->data[SkillStatusChangeTable[skill]].timer!=-1) + return 1; //Allow turning off. + break; + + case AL_WARP: + if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex] + delitem_flag = 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 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? + case GS_FLING: + if (sd->spiritball > 0 && sd->spiritball < spiritball) { + spiritball = sd->spiritball; + sd->spiritball_old = sd->spiritball; + } + else sd->spiritball_old = spiritball; + break; + case MO_BODYRELOCATION: + if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1) + spiritball = 0; + break; + case MO_CHAINCOMBO: //連打?カ + if(!sc) + return 0; + if(sc->data[SC_BLADESTOP].timer!=-1) + break; + if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK) + break; + return 0; + case MO_COMBOFINISH: //猛龍? + if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO) + return 0; + break; + case CH_TIGERFIST: //伏虎? + if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH) + return 0; + break; + case CH_CHAINCRUSH: //連柱崩? + if(!sc || sc->data[SC_COMBO].timer == -1) + return 0; + if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST) + return 0; + break; + case MO_EXTREMITYFIST: +// if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this... +// return 0; + if(sc && sc->data[SC_BLADESTOP].timer!=-1) + spiritball--; + else if (sc && sc->data[SC_COMBO].timer != -1) { + switch(sc->data[SC_COMBO].val1) { + case MO_COMBOFINISH: + spiritball = 4; + break; + case CH_TIGERFIST: + spiritball = 3; + break; + case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. + spiritball = sd->spiritball?sd->spiritball:1; + break; + default: + return 0; + } + } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting. + { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] + clif_skill_fail(sd,skill,0,0); + return 0; + } + 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(!sc || sc->data[SC_COMBO].timer == -1) + return 0; //Combo needs to be ready + if (pc_famerank(sd->char_id,MAPID_TAEKWON)) + { //Unlimited Combo + if (skill == sd->skillid_old) { + status_change_end(&sd->bl, SC_COMBO, -1); + sd->skillid_old = sd->skilllv_old = 0; + return 0; //Can't repeat previous combo skill. + } + break; + } else + if(sc->data[SC_COMBO].val1 == skill) + break; //Combo ready. + return 0; + case BD_ADAPTATION: /* アドリブ */ + { + struct skill_unit_group *group=NULL; + int time; + if(!sc || sc->data[SC_DANCING].timer==-1) + { + clif_skill_fail(sd,skill,0,0); + return 0; + } + group=(struct skill_unit_group*)sc->data[SC_DANCING].val2; + time = 1000*(sc->data[SC_DANCING].val3>>16); + if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv))) + { + clif_skill_fail(sd,skill,0,0); + return 0; + } + } + break; + case PR_BENEDICTIO: /* ?ケ??~福 */ + { + if (!battle_config.player_skill_partner_check || + (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) + ) + 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 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.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { + 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 WZ_FIREPILLAR: // celest + if (lv <= 5) // no gems required at level 1-5 + itemid[0] = 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_SMA].timer == -1) + return 0; + break; + + case HT_POWER: + if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill) + return 0; + break; + case HW_GANBANTEIN: + force_gem_flag = 1; + break; + case AM_BERSERKPITCHER: + 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: + if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl, + skill_get_splash(skill, lv), BL_NPC) < 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_splash(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; + } + break; + //SHOULD BE OPTIMALIZED [Komurka] + //Optimized #1. optimize comfort later. [Vicious] + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1)) + 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())) || (sc && sc->data[SC_MIRACLE].timer!=-1)) + 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())) || (sc && sc->data[SC_MIRACLE].timer!=-1)) + 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())) || (sc && sc->data[SC_MIRACLE].timer!=-1)) + break; + clif_skill_fail(sd,skill,0,0); + return 0; + case SG_FUSION: + if (!sc || sc->data[SC_FUSION].timer!=-1) + return 1; + if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR) + break; + return 0; + case GD_BATTLEORDER: + case GD_REGENERATION: + case GD_RESTORE: + case GD_EMERGENCYCALL: + if (!sd->status.guild_id || !sd->state.gmaster_flag) + return 0; + if (lv <= 0) + return 0; + + if (skill == GD_EMERGENCYCALL) { + if (!map_flag_gvg(sd->bl.m)) + { //if not allowed to warp to the map (castles are always allowed) + clif_skill_fail(sd,skill,0,0); + return 0; + } + } else if (!agit_flag) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + + //Until they're at right position - gs_skillcheck- [Vicious] + case GS_GLITTERING: + if(sd->spiritball >= 10) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + zeny = 1; + break; + + case NJ_ISSEN: + if (sc && sc->data[SC_NEN].timer!=-1) + return 0; + break; + } + + if(!(type&2)){ + if( hp>0 && 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 && 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(ammo) { //Skill requires stuff equipped in the arrow slot. + if((i=sd->equip_index[10]) < 0 || + !sd->inventory_data[i] || + sd->status.inventory[i].amount < ammo_qty + ) { + clif_arrow_fail(sd,0); + return 0; + } + if (!(ammo&1<<sd->inventory_data[i]->look)) + { //Ammo type check. Send the "wrong weapon type" message + //which is the closest we have to wrong ammo type. [Skotlex] + clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] + //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(!(sc && sc->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((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_EXPLOSIONSPIRITS: + if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_CARTBOOST: + if(!pc_iscarton(sd) || !sc || 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: + //Check only on begin casting. [Skotlex] + if(!type && !unit_can_move(&sd->bl)) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_WATER: + if ( + (!sc || (sc->data[SC_DELUGE].timer == -1 && sc->data[SC_SUITON].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) + && sc && 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) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD) + index[i] = -1; //Gemstones are checked, but not substracted from inventory. + + } + } + + if(!(type&1)) + return 1; + + sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end. + + 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 + } +// Ammo is now reduced in battle_calc_weapon_attack. [Skotlex] +// if (ammo && battle_config.arrow_decrement) +// pc_delitem(sd,sd->equip_index[10],ammo_qty,0); + } + + if(type&2) + return 1; + + if(sp || hp) + status_zap(&sd->bl, hp, sp); + 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 castnodex = skill_get_castnodex(skill_id, skill_lv); + int time = skill_get_cast(skill_id, skill_lv); + struct map_session_data *sd; + + nullpo_retr(0, bl); + BL_CAST(BL_PC, bl, sd); + + // calculate base cast time (reduced by dex) + if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89] + 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 + } + + // calculate cast time reduced by card bonuses + if (sd && sd->castrate != 100) + time = time * sd->castrate / 100; + + // config cast time multiplier + if (battle_config.cast_rate != 100) + time = time * battle_config.cast_rate / 100; + + // calculate cast time reduced by skill bonuses + if (!(castnodex&2)) + time = skill_castfix_sc(bl, time); + + // return final cast time + return (time > 0) ? time : 0; +} + +/*========================================== + * Does cast-time reductions based on sc data. + *------------------------------------------ + */ +int skill_castfix_sc(struct block_list *bl, int time) +{ + struct status_change *sc = status_get_sc(bl); + + if (time <= 0) return 0; + + if (sc && sc->count) { + if (sc->data[SC_SUFFRAGIUM].timer != -1) { + time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100; + status_change_end(bl, SC_SUFFRAGIUM, -1); + } + if (sc->data[SC_POEMBRAGI].timer != -1) + time -= time * sc->data[SC_POEMBRAGI].val2 / 100; + } + 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 delaynodex = skill_get_delaynodex(skill_id, skill_lv); + int time = skill_get_delay(skill_id, skill_lv); + + nullpo_retr(0, bl); + + if (bl->type == BL_MOB) + return 0; //Mobs have no delay other than the skill-specific delay in their skill db. [Skotlex] + + // instant cast attack skills depend on aspd as delay [celest] + if (time == 0) { + if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) + time = status_get_adelay(bl); //Use attack delay as default delay. + else + time = battle_config.default_skill_delay; + } else if (time < 0) + time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added. + + if (battle_config.delay_dependon_dex && !(delaynodex&1)) + { // if skill casttime is allowed to be reduced by dex + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } + + if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100) + time = time * ((TBL_PC*)bl)->delayrate / 100; + + if (battle_config.delay_rate != 100) + time = time * battle_config.delay_rate / 100; + + if (!(delaynodex&2)) + { /* ブラギの? */ + struct status_change *sc; + sc= status_get_sc(bl); + if (sc && sc->count) { + 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 < battle_config.min_skill_delay_limit)? + battle_config.min_skill_delay_limit:time; +} + +/*========================================= + * 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; + struct map_session_data *target_sd; + + nullpo_retv(sd); + target_sd = map_id2sd(sd->menuskill_lv); + if (!target_sd) //Failed.... + return; + if(idx==0xFFFF) // No item selected ('Cancel' clicked) + return; + if(idx < 0 || idx >= MAX_INVENTORY) + return; //Invalid index?? + + item = &target_sd->status.inventory[idx]; + if(item->nameid <= 0 || item->attribute == 0) + return; //Again invalid item.... + + if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){ + clif_item_repaireffect(sd,item->nameid,1); + return; + } + + 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->menuskill_id,0,0); + return; + } + item->attribute=0; + clif_equiplist(target_sd); + pc_delitem(sd,pc_search_inventory(sd,material),1,0); + clif_item_repaireffect(sd,item->nameid,0); + if(sd!=target_sd) + clif_item_repaireffect(target_sd,item->nameid,0); +} + +/*========================================== + * 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->menuskill_lv || + 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->menuskill_id,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 = sd->menuskill_lv; + lv=pc_checkskill(sd,skillid); + + if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] + + 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) + maxlv = lv; + + sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, + skill_get_time(SA_AUTOSPELL,skilllv)); + 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) +{ + struct map_session_data *sd; + sd=(struct map_session_data*)bl; + + if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) + return 1; + return 0; +} + +static int skill_gangster_in(struct block_list *bl,va_list ap) +{ + struct map_session_data *sd; + 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; + 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; + nullpo_retr(0, sd); + + if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0) + return 0; + range = skill_get_splash(RG_GANGSTER, range); + + if(type==1) {/* ?タった時の?? */ + if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 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_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC); + sd->state.gangsterparadise = 1; + } + return 0; + } + else if(type==0) {/* 立ち?繧ェったときの?? */ + if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2) + map_foreachinrange(skill_gangster_out,&sd->bl, 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) +{ + struct map_session_data *sd; + sd=(struct map_session_data*)bl; + + if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) + return 1; + 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; + 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; + nullpo_retr(0, sd); + + if((range = pc_checkskill(sd,TK_HPTIME)) > 0) + range = skill_get_splash(TK_HPTIME, range); + else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0) + range = skill_get_splash(TK_SPTIME, range); + else + return 0; + + + if(type==1) { //When you sit down + if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1) + { + map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC); + sd->state.rest = 1; + status_calc_pc(sd,0); + } + return 0; + } + else if(type==0) { //When you stand up + if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2) + map_foreachinrange(skill_rest_out,&sd->bl, 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->sc.option&OPTION_INVISIBLE) + 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 skill_lv, int flag) +{ + int i,x,y,range = skill_get_unit_range(skill_num,skill_lv); + 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_group(struct block_list *bl, int flag) +{ + struct unit_data *ud = unit_bl2ud(bl); + struct skill_unit_group *group[MAX_SKILLUNITGROUP]; + int i, count=0; + + nullpo_retr(0, bl); + if (!ud) return 0; + + //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] + for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) + { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + if (flag&1) + group[count++]= ud->skillunit[i]; + break; + default: + if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) + group[count++]= ud->skillunit[i]; + break; + } + + } + for (i=0;i<count;i++) + skill_delunitgroup(bl, group[i]); + return count; +} + +/*========================================== + * Returns the first element field found [Skotlex] + *------------------------------------------ + */ +struct skill_unit_group *skill_locate_element_field(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + int i; + nullpo_retr(0, bl); + if (!ud) return NULL; + + for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + return ud->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; + + skillid = va_arg(ap,int); + alive = va_arg(ap,int *); + src = va_arg(ap,struct block_list *); + unit = (struct skill_unit *)bl; + if (unit == NULL || unit->group == NULL) + return 0; + + if (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 1; + } + + if (skill_get_type(unit->group->skill_id) != BF_MAGIC) + return 0; //Only blocks out magical skills.```````` + + if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) { + skill_delunit(unit); + } else + if (unit->group->skill_id == SA_LANDPROTECTOR) { + (*alive) = 0; + } else + if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) { + //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] + (*alive) = 0; + } else + return 0; + return 1; +} + +/*========================================== + * 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; + +// Apparently, it REMOVES traps. +// if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP) +// return 0; //Do not remove traps. + + if (unit->group->skill_id == SA_LANDPROTECTOR) + skill_delunit(unit); + else skill_delunitgroup(NULL, unit->group); + + return 1; +} + +/*========================================== + * 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; + struct skill_unit *unit; + struct skill_unit_group *sg; + struct block_list *ss; + + src = va_arg(ap,struct block_list *); + unit = (struct skill_unit *)src; + tick = va_arg(ap,int); + + nullpo_retr(0, sg = unit->group); + nullpo_retr(0, ss = map_id2bl(sg->src_id)); + + 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: + skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case UNT_FREEZINGTRAP: + skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); + 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; + + nullpo_retr(0, bl); + nullpo_retr(0, sc= status_get_sc(bl)); + + if (!sc->count) return 0; + + 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; +} + +int skill_check_cloaking(struct block_list *bl, struct status_change *sc) +{ + 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; + + 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 (sc->data[SC_CLOAKING].timer != -1) { + if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking. + status_change_end(bl, SC_CLOAKING, -1); + else if(sc->data[SC_CLOAKING].val4&2) + { //Remove wall bonus + sc->data[SC_CLOAKING].val4&=~2; + status_calc_bl(bl,SCB_SPEED); + } + } + } + else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2)) + { //Add wall speed bonus + sc->data[SC_CLOAKING].val4|=2; + status_calc_bl(bl,SCB_SPEED); + } + + 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; + struct skill_unit_group* group; + struct map_session_data* dsd = NULL; + + nullpo_retv(src); + nullpo_retv(sc = status_get_sc(src)); + + if(!sc->count || 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(NULL, 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,group->skill_lv,CELL_SETPNEUMA); + break; + case MG_SAFETYWALL: + skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL); + break; + case SA_LANDPROTECTOR: + skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR); + break; + case HP_BASILICA: + skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA); + break; + case WZ_ICEWALL: + skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,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,group->skill_lv,CELL_CLRPNEUMA); + break; + case MG_SAFETYWALL: + skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL); + break; + case SA_LANDPROTECTOR: + skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR); + break; + case HP_BASILICA: + skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA); + break; + case WZ_ICEWALL: + skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,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(NULL, 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 limit, int interval) +{ + struct unit_data *ud = unit_bl2ud(src); + struct skill_unit_group *group=NULL; + int i; + + if(skilllv <= 0) return 0; + + nullpo_retr(NULL, src); + nullpo_retr(NULL, ud); + + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++); + + if(i == MAX_SKILLUNITGROUP) { + int j=0; + unsigned maxdiff=0,x,tick=gettick(); + for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) + if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){ + maxdiff=x; + j=i; + } + skill_delunitgroup(src, ud->skillunit[j]); + //Since elements must have shifted, we use the last slot. + i = MAX_SKILLUNITGROUP-1; + } + if (!ud->skillunit[i]) + ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group); + group=ud->skillunit[i]; + + 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->alive_count=0; + group->val1=group->val2=group->val3=0; + group->skill_id=skillid; + group->skill_lv=skilllv; + group->unit_id=unit_id; + group->map=src->m; + group->limit=limit; + group->interval=interval; + group->tick=gettick(); + if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] + group->tick += 1500; + else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex] + group->tick += interval; + 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; + } + sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000); + //?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 && + (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) + ) { + 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 block_list *src, struct skill_unit_group *group) +{ + struct unit_data *ud; + int i,j; + + nullpo_retr(0, group); + + if (!src) src=map_id2bl(group->src_id); + ud = unit_bl2ud(src); + if(!src || !ud) { + ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); + return 0; + } + if (skill_get_unit_flag(group->skill_id)&UF_DANCE) + { + struct status_change* sc = status_get_sc(src); + if (sc && 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 = status_get_sc(src); + if(sc && 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); + } + } + if (group->skill_id == SG_SUN_WARM || + group->skill_id == SG_MOON_WARM || + group->skill_id == SG_STAR_WARM) { + struct status_change *sc = status_get_sc(src); + if(sc && sc->data[SC_WARM].timer != -1) { + sc->data[SC_WARM].val4 = 0; + status_change_end(src,SC_WARM,-1); + } + } + + if (src->type==BL_PC && group->state.ammo_consume) + battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); + + 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){ + aFree(group->valstr); + group->valstr=NULL; + } + + map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */ + group->unit=NULL; + group->group_id=0; + group->unit_count=0; + + //Locate and clear this unit from the array. + for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++); + for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++); + j--; + if (i<MAX_SKILLUNITGROUP) { + ud->skillunit[i] = ud->skillunit[j]; + ud->skillunit[j] = NULL; + ers_free(skill_unit_ers, group); + } else + ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); + return 1; +} + +/*========================================== + * スキルユニットグル?プ全?? + *------------------------------------------ + */ +int skill_clear_unitgroup(struct block_list *src) +{ + struct unit_data *ud = unit_bl2ud(src); + + nullpo_retr(0, ud); + + while (ud->skillunit[0]) + skill_delunitgroup(src, ud->skillunit[0]); + return 1; +} + +/*========================================== + * 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 unit_data *ud; + struct skill_unit_group_tickset *set; + + nullpo_retr(0, bl); + if (group->interval==-1) + return NULL; + + ud = unit_bl2ud(bl); + if (!ud) return NULL; + + set = ud->skillunittick; + + 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 (skill_get_type(group->skill_id)==BF_MAGIC + && 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; + 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); + + /* onplace_timerイベント呼び?oし */ + if (unit->range>=0 && group->interval!=-1) { + if (battle_config.skill_wall_check) + map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, + group->bl_flag,bl,tick); + else + map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, + group->bl_flag,bl,tick); + if (!unit->alive) + 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_changetraplook(bl, UNT_USED_TRAPS); + 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->state.into_abyss) + { //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; + + if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around. + 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; + struct status_data *status; + + nullpo_retr(0, sd); + status = status_get_status_data(&sd->bl); + + 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 + status->dex*10 + status->luk*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*status->dex + 20*status->luk); + 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 + + status->int_*5 + status->dex*10+status->luk*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 + status->int_*10 + status->dex*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 + status->dex*10 + status->luk*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); +//TODO update PICKLOG + + 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,tmp_item.amount,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); +//TODO update PICKLOG + + if(equip){ + clif_produceeffect(sd,1,nameid); + clif_misceffect(&sd->bl,2); + } else { + switch (skill_id) { + case ASC_CDP: //50% Damage yourself, and display same effect as failed potion. + status_percent_damage(NULL, &sd->bl, -50, 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; +} + +/*========================================== + * + *------------------------------------------ + */ +int skill_blockpc_end(int tid,unsigned int tick,int id,int data) +{ + struct map_session_data *sd = map_id2sd(id); + if (data <= 0 || data >= MAX_SKILL) + return 0; + if (sd) sd->blockskill[data] = 0; + + return 1; +} +int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) +{ + nullpo_retr (-1, sd); + + if (skillid >= GD_SKILLBASE) + skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE; + if (skillid < 1 || skillid > MAX_SKILL) + return -1; + + sd->blockskill[skillid] = 1; + return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid); +} + + +/*---------------------------------------------------------------------------- + * ?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,15); + if(j < 15 || split[14]==NULL) + continue; + + i=atoi(split[0]); + if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { + ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n"); + continue; + } + if (i >= GD_SKILLBASE) + i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; + 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_split_atoi(split[6],skill_db[i].splash); + skill_db[i].max=atoi(split[7]); + skill_split_atoi(split[8],skill_db[i].num); + + if(strcmpi(split[9],"yes") == 0) + skill_db[i].castcancel=1; + else + skill_db[i].castcancel=0; + skill_db[i].cast_def_rate=atoi(split[10]); + skill_db[i].inf2=atoi(split[11]); + skill_db[i].maxcount=atoi(split[12]); + if(strcmpi(split[13],"weapon") == 0) + skill_db[i].skill_type=BF_WEAPON; + else if(strcmpi(split[13],"magic") == 0) + skill_db[i].skill_type=BF_MAGIC; + else if(strcmpi(split[13],"misc") == 0) + skill_db[i].skill_type=BF_MISC; + else + skill_db[i].skill_type=0; + skill_split_atoi(split[14],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,32); + if(j < 32 || split[31]==NULL) + continue; + + i=atoi(split[0]); + if (i >= GD_SKILLBASE) + i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; + 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++; + } + + p = split[8]; + for(j=0;j<32;j++){ + l = atoi(p); + if (l) + skill_db[i].ammo |= 1<<l; + p=strchr(p,':'); + if(!p) + break; + p++; + } + skill_split_atoi(split[9],skill_db[i].ammo_qty); + + if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING; + else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING; + else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN; + else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING; + else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON; + else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART; + else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD; + else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT; + else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST; + else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE; + else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER; + else skill_db[i].state=ST_NONE; + + skill_split_atoi(split[11],skill_db[i].spiritball); + for (j = 0; j < 10; j++) { + skill_db[i].itemid[j]=atoi(split[12+ 2*j]); + skill_db[i].amount[j]=atoi(split[13+ 2*j]); + } + } + 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; + } + + l=0; + while(fgets(line,1020,fp)){ + char *split[50]; + l++; + memset(split,0,sizeof(split)); // [Valaris] thanks to fov + if(line[0]=='/' && line[1]=='/') + continue; + j = skill_split_str(line,split,6); + if(split[0]==NULL || j<2) + continue; //Blank line. + if(split[5]==NULL || j<6) { + ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l); + continue; + } + i=atoi(split[0]); + if (i >= GD_SKILLBASE) + i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; + 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].walkdelay); + skill_split_atoi(split[4],skill_db[i].upkeep_time); + skill_split_atoi(split[5],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 >= GD_SKILLBASE) + i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; + 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_split_atoi(split[4],skill_db[i].unit_range); + 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,3); + if(split[0]==0) //fixed by Lupus + continue; + i=atoi(split[0]); + if (i >= GD_SKILLBASE) + i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; + if(i<=0 || i>MAX_SKILL_DB) + continue; + + skill_split_atoi(split[1],skill_db[i].castnodex); + if (!split[2]) + continue; + skill_split_atoi(split[2],skill_db[i].delaynodex); + } + fclose(fp); + 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 >= GD_SKILLBASE) + i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; + 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; +} + +/*=============================================== + * 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) +{ + skill_readdb(); + + skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group)); + skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill)); + + 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_blockpc_end, "skill_blockpc_end"); + + add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); + + return 0; +} + +int do_final_skill(void) { + ers_destroy(skill_unit_ers); + ers_destroy(skill_timer_ers); + return 0; +} |