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author | zephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-03-27 15:43:51 +0000 |
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committer | zephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-03-27 15:43:51 +0000 |
commit | 74f44d476d46ecab74974e0c2cec504c1127a96f (patch) | |
tree | c705a2c64a03fae3046ae6bc4228ee2d656b3718 /src | |
parent | c1c6856cb258de8c3f1246a585d4f72310a24b24 (diff) | |
download | hercules-74f44d476d46ecab74974e0c2cec504c1127a96f.tar.gz hercules-74f44d476d46ecab74974e0c2cec504c1127a96f.tar.bz2 hercules-74f44d476d46ecab74974e0c2cec504c1127a96f.tar.xz hercules-74f44d476d46ecab74974e0c2cec504c1127a96f.zip |
- Added Flavius Battleground scripts.
- Fixed the last commit about Assumptio, it's only player to monsters, but it can be used on mercenaries.
- Added new JapanRO pets.
- Fixed Valorous Assaulter's Katzbalger missing str bonus.
- Medal of Mage (battleground reward) can also be used by Soul linkers.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13631 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/skill.c | 441 |
1 files changed, 220 insertions, 221 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 250d5780b..453d92a30 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -303,7 +303,7 @@ int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl) { struct status_change* sc; sc = status_get_sc(bl); - + // Never copy NPC/Wedding Skills if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) return 0; @@ -320,21 +320,21 @@ int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl) //Added so plagarize can't copy agi/bless if you're undead since it damages you if ((skillid == AL_INCAGI || skillid == AL_BLESSING)) return 0; - + return 1; } // [MouseJstr] - skill ok to cast? and when? int skillnotok (int skillid, struct map_session_data *sd) -{ +{ int i,m; nullpo_retr (1, sd); m = sd->bl.m; i = skill_get_index(skillid); - + if (i == 0) return 1; // invalid skill id - + if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) return 0; // GMs can do any damn thing they want @@ -374,7 +374,7 @@ int skillnotok (int skillid, struct map_session_data *sd) clif_skill_teleportmessage(sd,1); return 1; } - break; + break; case MC_VENDING: case MC_IDENTIFY: return 0; // always allowed @@ -406,7 +406,7 @@ int skillnotok_hom(int skillid, struct homun_data *hd) if (i == 0) return 1; // invalid skill id - + if (hd->blockskill[i] > 0) return 1; @@ -428,7 +428,7 @@ int skillnotok_mercenary(int skillid, struct mercenary_data *md) } struct s_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; @@ -452,7 +452,7 @@ struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, str } /*========================================== - * + * *------------------------------------------*/ int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { @@ -482,7 +482,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int 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; + return 0; switch(skillid) { @@ -514,7 +514,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sc_start(src,SC_COMBO, 15, TK_DOWNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered - else if(sc->data[SC_READYTURN] && + else if(sc->data[SC_READYTURN] && sc_start(src,SC_COMBO, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered @@ -524,7 +524,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { rate += rate*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)); } @@ -696,7 +696,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int case NPC_PETRIFYATTACK: sc_start4(bl,status_skill2sc(skillid),50+10*skilllv, - skilllv,0,0,skill_get_time(skillid,skilllv), + skilllv,0,0,skill_get_time(skillid,skilllv), skill_get_time2(skillid,skilllv)); break; case NPC_CURSEATTACK: @@ -714,7 +714,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int case NPC_BLEEDING: sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; - case NPC_MENTALBREAKER: + case NPC_MENTALBREAKER: { //Based on observations by Tharis, Mental Breaker should do SP damage //equal to Matk*skLevel. rate = sstatus->matk_min; @@ -807,7 +807,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int status_change_end(bl, SC_KAAHI, -1); status_change_end(bl, SC_ONEHAND, -1); status_change_end(bl, SC_ASPDPOTION2, -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. @@ -980,7 +980,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int //Polymorph if(sd && sd->classchange && attack_type&BF_WEAPON && dstmd && !(tstatus->mode&MD_BOSS) && - (rand()%10000 < sd->classchange)) + (rand()%10000 < sd->classchange)) { struct mob_db *mob; int class_; @@ -989,7 +989,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int do { class_ = rand() % MAX_MOB_DB; } while (!mobdb_checkid(class_)); - + rate = rand() % 1000000; mob = mob_db(class_); } while ( @@ -1061,10 +1061,10 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s } /* 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 + * 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 + * 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. */ @@ -1074,7 +1074,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; struct status_change *tsc; - + nullpo_retr(0, src); nullpo_retr(0, bl); @@ -1092,7 +1092,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * case 0: //Normal Attack if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1) tsc->data[SC_KAAHI]->val4 = add_timer( - tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), + tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal. break; case MO_EXTREMITYFIST: @@ -1135,7 +1135,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * if (attack_type&BF_LONG) rate+=dstsd->addeff2[i].arrow_rate; if (!rate) continue; - + if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || @@ -1144,10 +1144,10 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } type = dstsd->addeff2[i].id; time = skill_get_time2(status_sc2skill(type),7); - + if (dstsd->addeff2[i].flag&ATF_TARGET) status_change_start(src,type,rate,7,0,0,0,time,0); - + if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) status_change_start(bl,type,rate,7,0,0,0,time,0); } @@ -1155,7 +1155,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * // Trigger counter-spells to retaliate against damage causing skills. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id && - !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) + !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; @@ -1175,7 +1175,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * rate = dstsd->autospell2[i].rate; if (attack_type&BF_LONG) rate>>=1; - + if (skillnotok(skillid, dstsd)) continue; if (rand()%1000 > rate) @@ -1184,7 +1184,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * tbl = bl; else tbl = src; - + switch (skill_get_casttype(skillid)) { case CAST_GROUND: skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); @@ -1210,7 +1210,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } } //Auto-script when attacked - if( dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) ) + if( dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) ) { int i; for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ ) @@ -1234,7 +1234,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * - 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) +int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; @@ -1336,7 +1336,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int for (i = 0; i < ARRAYLENGTH(pos); i++) { if (where&pos[i] && sc->data[sc_def[i]]) - where&=~pos[i]; + where&=~pos[i]; } if (!where) return 0; @@ -1366,7 +1366,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in return 0; //No knocking back in WoE if (count == 0) return 0; //Actual knockback distance is 0. - + switch (target->type) { case BL_MOB: @@ -1408,7 +1408,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in ny = ret&0xffff; if (!su) - unit_stop_walking(target,0); + unit_stop_walking(target,0); dx = nx - target->x; dy = ny - target->y; @@ -1425,7 +1425,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target); - if(!(flag&0x1)) + if(!(flag&0x1)) clif_blown(target); if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC)) @@ -1473,7 +1473,7 @@ static int skill_magic_reflect(struct block_list* src, struct block_list* bl, in * flag can hold a bunch of information: * flag&0xFFF is passed to the underlying battle_calc_attack for processing * (usually holds number of targets, or just 1 for simple splash attacks) - * flag&0x1000 is used to tag that this is a splash-attack (so the damage + * flag&0x1000 is used to tag that this is a splash-attack (so the damage * packet shouldn't display a skill animation) * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the * client (causes player characters to not scream skill name) @@ -1574,7 +1574,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } } } - + if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill_get_sp(skillid,skilllv); dmg.damage = dmg.damage2 = 0; @@ -1588,7 +1588,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } damage = dmg.damage + dmg.damage2; - + if( (skillid == AL_INCAGI || skillid == AL_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] ) damage = 1; @@ -1599,7 +1599,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Skill hit type type=(skillid==0)?5:skill_get_hit(skillid); - if(damage < dmg.div_ + if(damage < dmg.div_ //Only skills that knockback even when they miss. [Skotlex] && skillid != CH_PALMSTRIKE) dmg.blewcount = 0; @@ -1727,7 +1727,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); break; } - + map_freeblock_lock(); if(damage > 0 && dmg.flag&BF_SKILL && tsd @@ -1760,8 +1760,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds clif_skillinfoblock(tsd); } } - if( skillid != WZ_SIGHTRASHER && - skillid != WZ_SIGHTBLASTER && + if( skillid != WZ_SIGHTRASHER && + skillid != WZ_SIGHTBLASTER && skillid != AC_SHOWER && skillid != MA_SHOWER && skillid != SM_MAGNUM && skillid != MS_MAGNUM && bl->type == BL_SKILL && damage > 0 ) @@ -1784,7 +1784,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if (damage > 0) { if (!status_isdead(bl)) skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); - //Counter status effects [Skotlex] + //Counter status effects [Skotlex] skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick); } } @@ -1802,7 +1802,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } skill_blown(dsrc,bl,dmg.blewcount,direction,0); } - + //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); @@ -1835,7 +1835,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } if (!(flag&2) && - ( + ( skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT ) && (sc = status_get_sc(src)) && @@ -2013,7 +2013,7 @@ int skill_guildaura_sub (struct block_list *bl, va_list ap) { struct map_session_data *sd; int gid, id, strvit, agidex; - + sd = (struct map_session_data *)bl; id = va_arg(ap,int); @@ -2193,7 +2193,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr data) if(!target && skl->skill_id == RG_INTIMIDATE) target = src; //Required since it has to warp. if(target == NULL) - break; + break; if(target->prev == NULL) break; if(src->m != target->m) @@ -2276,10 +2276,10 @@ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, nullpo_retr(1, src); ud = unit_bl2ud(src); nullpo_retr(1, ud); - + ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); 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; @@ -2304,7 +2304,7 @@ int skill_cleartimerskill (struct block_list *src) 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); @@ -2341,14 +2341,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if (skillid > 0 && skilllv <= 0) return 0; nullpo_retr(1, src); - nullpo_retr(1, bl); + nullpo_retr(1, bl); if (src->m != bl->m) return 1; if (bl->prev == NULL) return 1; - + sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); @@ -2364,7 +2364,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int return 1; } - sc = status_get_sc(src); + sc = status_get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded @@ -2493,7 +2493,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skill_area_temp[1] = 0; map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), splash_target(src), - BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; case KN_CHARGEATK: @@ -2638,14 +2638,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int //Splash attack skills. case AS_GRIMTOOTH: - case MC_CARTREVOLUTION: + case MC_CARTREVOLUTION: case NPC_SPLASHATTACK: flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit case AS_SPLASHER: case SM_MAGNUM: case MS_MAGNUM: case HT_BLITZBEAT: - case AC_SHOWER: + case AC_SHOWER: case MA_SHOWER: case MG_NAPALMBEAT: case MG_FIREBALL: @@ -2707,7 +2707,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int //Coded apart for it needs the flag passed to the damage calculation. if (skill_area_temp[1] != bl->id) skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION); - else + else skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); break; @@ -2773,12 +2773,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int src,skillid,skilllv,tick,flag|BCT_ENEMY|1, skill_castend_nodamage_id); } - break; + 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,-1,1,4,0); //Display an absorbed damage attack. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); - break; + break; case PR_TURNUNDEAD: case ALL_RESURRECTION: @@ -2843,7 +2843,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if( map_getcell(src->m,x,y,CELL_CHKWATER) ) count++; // natural water cell else - if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL + if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL ) { count++; // skill-induced water cell @@ -2908,7 +2908,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if (skilllv == 5) skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag); status_percent_damage(src, src, 0, 100, false); - } + } if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000)); break; @@ -2969,7 +2969,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int return 1; } - map_freeblock_unlock(); + map_freeblock_unlock(); if( sd && !(flag&1) ) { @@ -2983,7 +2983,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int } /*========================================== - * + * *------------------------------------------*/ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { @@ -2994,10 +2994,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in struct status_data *sstatus, *tstatus; struct status_change *tsc; struct status_change_entry *tsce; - + int i; enum sc_type type; - + if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_retr(1, src); @@ -3024,7 +3024,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in 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 HLIF_HEAL: //[orn] @@ -3071,7 +3071,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in { int heal = skill_calc_heal(src, bl, skilllv); int heal_get_jobexp; - + if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) heal=0; @@ -3144,7 +3144,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in skilllv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; - + case ALL_RESURRECTION: if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) { //No reviving in WoE grounds! @@ -3153,7 +3153,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } if (!status_isdead(bl)) break; - { + { int per = 0, sper = 0; if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) break; @@ -3164,12 +3164,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case 3: per=50; break; case 4: per=80; break; } - if(dstsd && dstsd->special_state.restart_full_recover) + if(dstsd && dstsd->special_state.restart_full_recover) per = sper = 100; if (status_revive(bl, per, sper)) { clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation. - if(sd && dstsd && battle_config.resurrection_exp > 0) + if(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; @@ -3190,7 +3190,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case AL_DECAGI: case MER_DECAGI: - clif_skill_nodamage (src, bl, skillid, skilllv, + 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; @@ -3225,7 +3225,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in ); abra_skilllv = min(skilllv, skill_get_max(abra_skillid)); clif_skill_nodamage (src, bl, skillid, skilllv, 1); - + if( sd ) {// player-casted sd->state.abra_flag = 1; @@ -3239,11 +3239,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in int inf = skill_get_inf(abra_skillid); int target_id = 0; if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + 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); + unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); } else { //Assume offensive skills if (ud->target) target_id = ud->target; @@ -3256,7 +3256,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in 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); + unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); } else unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv); } @@ -3344,7 +3344,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case CR_PROVIDENCE: if(sd && dstsd){ //Check they are not another crusader [Skotlex] - if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { + if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; @@ -3353,7 +3353,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; - + case CG_MARIONETTE: { struct status_change* sc = status_get_sc(src); @@ -3464,7 +3464,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv)); - + break; case PR_KYRIE: @@ -3497,7 +3497,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case LK_BERSERK: case MS_BERSERK: case KN_AUTOCOUNTER: - case KN_TWOHANDQUICKEN: + case KN_TWOHANDQUICKEN: case KN_ONEHAND: case MER_QUICKEN: case CR_SPEARQUICKEN: @@ -3540,12 +3540,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case HP_ASSUMPTIO: - if (sd && !dstsd) { + if( sd && dstmd ) clif_skill_fail(sd,skillid,0,0); - } else { + else clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - } break; case MG_SIGHT: case MER_SIGHT: @@ -3728,7 +3727,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in sd->devotion[i] = bl->id; } - else + else mer->devotion_flag = 1; // Mercenary Devoting Owner clif_skill_nodamage(src, bl, skillid, skilllv, @@ -3764,7 +3763,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0); skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback } - break; + break; case MO_ABSORBSPIRITS: i = 0; @@ -3873,7 +3872,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } } break; - + case WZ_SIGHTRASHER: //Passive side of the attack. status_change_end(src,SC_SIGHT,-1); @@ -4003,7 +4002,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation. break; case TK_RUN: - if (tsce) + if (tsce) clif_skill_nodamage(src,bl,skillid,skilllv, status_change_end(bl, type, -1)); else { @@ -4099,7 +4098,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; if (dstmd) mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); - + if (tsc->data[SC_STONE]) { status_change_end(bl,SC_STONE,-1); if (sd) clif_skill_fail(sd,skillid,0,0); @@ -4224,7 +4223,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src, bl, skillid, skilllv, 1); clif_skill_estimation(sd, bl); - if( skillid == MER_ESTIMATION ) + if( skillid == MER_ESTIMATION ) sd = NULL; break; @@ -4295,7 +4294,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_fail(sd,skillid,0,0); } break; - + case TF_PICKSTONE: if(sd) { int eflag; @@ -4352,7 +4351,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } //Note that Full Strip autospell doesn't use a duration if (!clif_skill_nodamage(src,bl,skillid,skilllv, - skill_strip_equip(bl, location, i, skilllv, + skill_strip_equip(bl, location, i, skilllv, sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv))) && sd) clif_skill_fail(sd,skillid,0,0); //Nothing stripped. @@ -4524,7 +4523,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (!tsc->data[i]) continue; switch (i) { - case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: + case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: @@ -4578,7 +4577,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in 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_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) { clif_slide(src,x,y); @@ -4622,7 +4621,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } } 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); @@ -4632,7 +4631,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in hp>>=1; //Recover half damaged HP at level 5 [Skotlex] else hp = 0; - + if (sp) //Recover some of the SP used sp = sp*(25*(skilllv-1))/100; @@ -4708,7 +4707,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), + sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid, skilllv))); break; case NPC_CHANGEUNDEAD: @@ -4716,7 +4715,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in //TO-DO This is ugly, fix it if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), + sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid, skilllv))); break; @@ -4733,7 +4732,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in 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->attackabletime = ud->canact_tick = ud->canmove_tick = tick + skill_time; } @@ -4778,7 +4777,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in mob_randomwalk(md,tick); } break; - + case NPC_SPEEDUP: { // or does it increase casting rate? just a guess xD @@ -4851,7 +4850,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,100,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, @@ -4863,7 +4862,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv))); break; - + case NPC_SIEGEMODE: // not sure what it does clif_skill_nodamage(src,bl,skillid,skilllv,1); @@ -5019,7 +5018,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in map_freeblock_unlock(); return 1; } - + if (tsce) { //HelloKitty2 (?) explained that this silently fails when target is //already inflicted. [Skotlex] @@ -5030,7 +5029,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in //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; @@ -5214,8 +5213,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv)); break; default: - break; - } + break; + } } while ((--count) > 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); } @@ -5275,12 +5274,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } 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) { @@ -5358,7 +5357,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in else clif_feel_info(sd, skilllv-1, 1); } - break; + break; case SG_HATE: if (sd) { @@ -5438,7 +5437,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in { static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; int rnd = rand()%100; - i = (skilllv-1)%5; + i = (skilllv-1)%5; if(rnd<per[i][0]) //Self bl = src; else if(rnd<per[i][1]) //Master @@ -5507,7 +5506,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16)); } - + if( sd && !(flag&1) ) { if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill. @@ -5631,7 +5630,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) { - inf |= + inf |= (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); //Remove neutral targets (but allow enemy if skill is designed to be so) @@ -5676,20 +5675,20 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) ) break; - + if (ud->state.running && ud->skillid == TK_JUMPKICK) flag = 1; if (ud->walktimer != -1 && ud->skillid != TK_RUN) unit_stop_walking(src,1); - + ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); if ( battle_config.display_status_timers && sd ) clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv)); - + if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE) unit_set_walkdelay(src, tick, battle_config.default_walk_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); @@ -5744,7 +5743,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) else if(dx < 0) dx--; if (dy > 0) dy++; else if(dy < 0) dy--; - + if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) { //Display movement + animation. clif_slide(src,src->x,src->y); @@ -5765,7 +5764,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) } /*========================================== - * + * *------------------------------------------*/ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data) { @@ -5784,7 +5783,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data) ud->skilltimer = INVALID_TIMER; return 0; } - + if( ud->skilltimer != tid ) { ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); @@ -5806,7 +5805,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data) if( !(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) - ) + ) { if (sd) clif_skill_fail(sd,ud->skillid,0,0); break; @@ -5845,7 +5844,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data) break; } } - + if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) break; @@ -5933,7 +5932,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case PR_BENEDICTIO: skill_area_temp[1] = src->id; i = skill_get_splash(skillid, skilllv); - map_foreachinarea(skill_area_sub, + 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); @@ -5962,7 +5961,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk break; case MG_SAFETYWALL: - case MG_FIREWALL: + case MG_FIREWALL: case MG_THUNDERSTORM: case AL_PNEUMA: case WZ_ICEWALL: @@ -6163,7 +6162,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk 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, @@ -6185,7 +6184,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk 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, @@ -6207,7 +6206,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk return 1; } break; - + case HW_GRAVITATION: if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv)); @@ -6304,7 +6303,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk } /*========================================== - * + * *------------------------------------------*/ int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map) { @@ -6312,7 +6311,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char //Simplify skill_failed code. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } - if(skill_num != sd->menuskill_id) + if(skill_num != sd->menuskill_id) return 0; if( sd->bl.prev == NULL || pc_isdead(sd) ) { @@ -6348,7 +6347,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char skill_failed(sd); return 0; } - + switch(skill_num) { case AL_TELEPORT: @@ -6389,12 +6388,12 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char 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_val>>16; wy = sd->menuskill_val&0xffff; - + if( lv <= 0 ) return 0; if( lv > 4 ) lv = 4; // crash prevention @@ -6413,7 +6412,7 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char skill_failed(sd); return 0; } - + if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) { skill_failed(sd); return 0; @@ -6465,12 +6464,12 @@ int skill_dance_overlap(struct skill_unit* unit, int flag) if (!flag && !(unit->val2&UF_ENSEMBLE)) return 0; //Nothing to remove, this unit is not overlapped. - if (unit->val1 != unit->group->skill_id) + if (unit->val1 != unit->group->skill_id) { //Reset state unit->val1 = unit->group->skill_id; unit->val2 &= ~UF_ENSEMBLE; } - + return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); } @@ -6636,7 +6635,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli ) && 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... + if (limit < 0) //This can happen... limit = skill_get_time(skillid,skilllv); } skill_clear_group(src,1); @@ -6887,7 +6886,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli skill_delunitgroup(src, group); return NULL; } - + if (skillid == NJ_TATAMIGAESHI) //Store number of tiles. group->val1 = group->alive_count; @@ -6896,7 +6895,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli } /*========================================== - * + * *------------------------------------------*/ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) { @@ -6909,7 +6908,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un nullpo_retr(0, src); nullpo_retr(0, bl); - + if(bl->prev==NULL || !src->alive || status_isdead(bl)) return 0; @@ -6918,12 +6917,12 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) return 0; //AoE skills are ineffective. [Skotlex] - + sc = status_get_sc(bl); - + if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE) return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex] - + type = status_skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. @@ -7019,7 +7018,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); } break; - + case UNT_FOGWALL: if (!sce) { @@ -7040,7 +7039,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un // if(src->limit + sg->tick > tick + 700) // src->limit = DIFF_TICK(tick+700,sg->tick); // break; - + case UNT_MOONLIT: //Knockback out of area if affected char isn't in Moonlit effect if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) @@ -7054,7 +7053,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un } /*========================================== - * + * *------------------------------------------*/ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) { @@ -7081,7 +7080,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); tstatus = status_get_status_data(bl); - if (sg->state.magic_power) //For magic power. + if (sg->state.magic_power) //For magic power. { sc = status_get_sc(ss); sstatus = status_get_status_data(ss); @@ -7110,7 +7109,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if (diff < 0) return 0; ts->tick = tick+sg->interval; - + if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); } @@ -7205,7 +7204,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_ATTACK_SKILLS: - switch (sg->skill_id) + switch (sg->skill_id) { case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: @@ -7243,7 +7242,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns tsc->sg_counter=0; //Attack absorbed. break; default: - skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } break; @@ -7267,7 +7266,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int sec = skill_get_time2(sg->skill_id,sg->skill_lv); if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8)) { - const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; + const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; if (td) sec = DIFF_TICK(td->tick, tick); map_moveblock(bl, src->bl.x, src->bl.y, tick); clif_fixpos(bl); @@ -7338,7 +7337,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100; clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); - break; + break; } case UNT_TATAMIGAESHI: @@ -7446,7 +7445,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } } break; - + case UNT_BASILICA: { int i = battle_check_target(&src->bl, bl, BCT_ENEMY); @@ -7532,7 +7531,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) status_change_end(bl,type,-1); break; - + case UNT_SPIDERWEB: { struct block_list *target = map_id2bl(sg->val2); @@ -7560,7 +7559,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; - + type = status_skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; @@ -7577,7 +7576,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int case BD_RICHMANKIM: case BD_ETERNALCHAOS: case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: + case BD_RINGNIBELUNGEN: case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: @@ -7586,7 +7585,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int //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 + //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); } @@ -7601,14 +7600,14 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int if (sce) 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_FORTUNEKISS: case DC_SERVICEFORYOU: if (sce) { @@ -7658,7 +7657,7 @@ static int skill_unit_effect (struct block_list* bl, va_list ap) return 0; nullpo_retr(0, group); - + dissonance = skill_dance_switch(unit, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] @@ -7742,7 +7741,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) 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; @@ -7751,7 +7750,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1) return 0; - + switch(skillid) { case PR_BENEDICTIO: @@ -7836,7 +7835,7 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* } /*========================================== - * + * *------------------------------------------*/ static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { @@ -7859,7 +7858,7 @@ static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list } /*========================================== - * Determines if a given skill should be made to consume ammo + * Determines if a given skill should be made to consume ammo * when used by the player. [Skotlex] *------------------------------------------*/ int skill_isammotype (struct map_session_data *sd, int skill) @@ -7898,7 +7897,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->skillitem = sd->skillitemlv = 0; //Need to do arrow state check. - sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; + sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do Spiritball check. sd->spiritball_old = sd->spiritball; return 1; @@ -7908,7 +7907,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in sc = &sd->sc; if (!sc->count) sc = NULL; - + if(pc_is90overweight(sd)) { clif_skill_fail(sd,skill,9,0); sd->skillitem = sd->skillitemlv = 0; @@ -7932,7 +7931,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in if (sd->menuskill_id == AM_PHARMACY && (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON || - skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3 + skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3 )) { sd->skillitem = sd->skillitemlv = 0; return 0; @@ -8159,7 +8158,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in return 0; } break; - + case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: @@ -8187,7 +8186,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in 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. + return 0; //Can't repeat previous combo skill. } break; } @@ -8258,7 +8257,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in if(type) break; //Only do the combo check when the target is selected (type == 0) if(!(sc && sc->data[SC_SMA])) return 0; - break; + break; case HT_POWER: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)) @@ -8310,7 +8309,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) { clif_skill_fail(sd,skill,0,0); return 0; - } + } } } break; @@ -8362,7 +8361,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] if(sp>0 && !type) - { + { if (status->sp < (unsigned int)sp) clif_skill_fail(sd,skill,1,0); else @@ -8388,7 +8387,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in return 0; } break; - + case NJ_ISSEN: if (status->hp < 2) { clif_skill_fail(sd,skill,0,0); @@ -8400,7 +8399,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in return 0; } break; - + case NJ_ZENYNAGE: if(sd->status.zeny < zeny) { clif_skill_fail(sd,skill,5,0); @@ -8442,7 +8441,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in clif_skill_fail(sd,skill,5,0); return 0; } - + if(weapon && !pc_check_weapontype(sd,weapon)) { clif_skill_fail(sd,skill,6,0); return 0; @@ -8538,7 +8537,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in case ST_MOVE_ENABLE: if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill) sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] - + if (!unit_can_move(&sd->bl)) { clif_skill_fail(sd,skill,0,0); return 0; @@ -8636,7 +8635,7 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) nullpo_retr(0, bl); sd = BL_CAST(BL_PC, bl); sc = status_get_sc(bl); - + // calculate base cast time (reduced by dex) if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) { @@ -8717,7 +8716,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) return 0; //Will use picked skill's delay. if (bl->type&battle_config.no_skill_delay) - return battle_config.min_skill_delay_limit; + return battle_config.min_skill_delay_limit; if (time < 0) time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. @@ -8738,7 +8737,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) break; default: if (battle_config.delay_dependon_dex && !(delaynodex&1)) - { // if skill delay is allowed to be reduced by dex + { // if skill delay 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; @@ -8746,7 +8745,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) time = 0; } if (battle_config.delay_dependon_agi && !(delaynodex&1)) - { // if skill delay is allowed to be reduced by agi + { // if skill delay is allowed to be reduced by agi int scale = battle_config.castrate_dex_scale - status_get_agi(bl); if (scale > 0) time = time * scale / battle_config.castrate_dex_scale; @@ -8790,7 +8789,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) } /*========================================= - * + * *-----------------------------------------*/ void skill_brandishspear_first (struct square *tc, int dir, int x, int y) { @@ -9313,7 +9312,7 @@ int skill_clear_group (struct block_list *bl, int flag) skill_delunitgroup(bl, group[i]); return count; } - + /*========================================== * Returns the first element field found [Skotlex] *------------------------------------------*/ @@ -9466,7 +9465,7 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap) } /*========================================== - * + * *------------------------------------------*/ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) { @@ -9499,7 +9498,7 @@ static int skill_trap_splash (struct block_list *bl, va_list ap) 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)); @@ -9509,7 +9508,7 @@ static int skill_trap_splash (struct block_list *bl, va_list ap) switch(sg->unit_id){ case UNT_SHOCKWAVE: case UNT_SANDMAN: - case UNT_FLASHER: + case UNT_FLASHER: skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); break; case UNT_GROUNDDRIFT_WIND: @@ -9555,7 +9554,7 @@ int skill_enchant_elemental_end (struct block_list *bl, int type) for (i = 0; i < ARRAYLENGTH(scs); i++) if (type != scs[i] && sc->data[scs[i]]) status_change_end(bl, scs[i], -1); - + return 0; } @@ -9573,7 +9572,7 @@ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce if( i == 8 ) wall = false; } - + if( sce ) { if( !wall ) @@ -9616,10 +9615,10 @@ void skill_stop_dancing (struct block_list *src) if(!sc->count || !(sce=sc->data[SC_DANCING])) return; - + group = skill_id2group(sce->val2); sce->val2 = 0; - + if (sce->val4) { if (sce->val4 != BCT_SELF) @@ -9787,7 +9786,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, nullpo_retr(NULL, src); nullpo_retr(NULL, ud); - + // find a free spot to store the new unit group ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); if(i == MAX_SKILLUNITGROUP) @@ -9846,10 +9845,10 @@ int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group) nullpo_retr(0, group); if (!src) src=map_id2bl(group->src_id); - ud = unit_bl2ud(src); + 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; + return 0; } if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { @@ -9946,7 +9945,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis nullpo_retr(0, bl); if (group->interval==-1) return NULL; - + ud = unit_bl2ud(bl); if (!ud) return NULL; @@ -10189,9 +10188,9 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) bool dissonance; int skill_id; int i; - + nullpo_retr(0, group); - + if( !unit->alive || target->prev == NULL ) return 0; @@ -10270,7 +10269,7 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) //inside the onout/onplace functions. Currently it is safe because we know song/dance //cells do not get deleted within them. [Skotlex] if( dissonance ) skill_dance_switch(unit, 1); - + if( flag&4 ) skill_unit_onleft(skill_id,target,tick); @@ -10297,7 +10296,7 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { //Onout, clear data memset(skill_unit_temp, 0, sizeof(skill_unit_temp)); } - + map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); if( flag&2 && flag&1 ) @@ -10475,10 +10474,10 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in 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; @@ -10632,7 +10631,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in 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)); @@ -10703,7 +10702,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in skill_id != AM_TWILIGHT1 && skill_id != AM_TWILIGHT2 && skill_id != AM_TWILIGHT3) - continue; + continue; //Add fame as needed. switch(++sd->potion_success_counter) { case 3: @@ -10756,7 +10755,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in return 1; } } - //Failure + //Failure // if(log_config.produce) // log_produce(sd,nameid,slot1,slot2,slot3,0); //TODO update PICKLOG @@ -10842,7 +10841,7 @@ int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data) if (data <= 0 || data >= MAX_SKILL) return 0; if (sd) sd->blockskill[data] = 0; - + return 1; } @@ -10869,14 +10868,14 @@ int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn if (data <= 0 || data >= MAX_SKILL) return 0; if (hd) hd->blockskill[data] = 0; - + return 1; } int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn] { nullpo_retr (-1, hd); - + skillid = skill_get_index(skillid); if (skillid == 0) return -1; @@ -10902,7 +10901,7 @@ int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn] int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick) { nullpo_retr (-1, md); - + if( (skillid = skill_get_index(skillid)) == 0 ) return -1; if( tick < 1 ) @@ -10960,10 +10959,10 @@ int skill_split_atoi (char *str, int *val) 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; @@ -11160,8 +11159,8 @@ void skill_init_unit_layout (void) 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}; + 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)); } @@ -11191,8 +11190,8 @@ void skill_init_unit_layout (void) 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}; + 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)); } @@ -11221,7 +11220,7 @@ void skill_init_unit_layout (void) * skill_castnodex_db.txt * skill_nocast_db.txt * skill_unit_db.txt - * produce_db.txt + * produce_db.txt * create_arrow_db.txt * abra_db.txt *------------------------------------------*/ @@ -11290,7 +11289,7 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) 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); - + //FIXME: document this p = split[7]; for( j = 0; j < 32; j++ ) @@ -11308,7 +11307,7 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) break; p++; } - + //FIXME: document this p = split[8]; for( j = 0; j < 32; j++ ) @@ -11342,7 +11341,7 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) 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]); @@ -11358,7 +11357,7 @@ static bool skill_parse_row_castdb(char* split[], int columns, int current) i = skill_get_index(i); if( !i ) // invalid skill id return false; - + 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); @@ -11374,7 +11373,7 @@ static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) i = skill_get_index(i); if( !i ) // invalid skill id return false; - + skill_split_atoi(split[1],skill_db[i].castnodex); if( split[2] ) // optional column skill_split_atoi(split[2],skill_db[i].delaynodex); @@ -11400,7 +11399,7 @@ static bool skill_parse_row_unitdb(char* split[], int columns, int current) i = skill_get_index(i); if( !i ) // invalid skill id return false; - + 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); @@ -11446,7 +11445,7 @@ static bool skill_parse_row_producedb(char* split[], int columns, int current) skill_produce_db[current].itemlv = atoi(split[1]); skill_produce_db[current].req_skill = atoi(split[2]); skill_produce_db[current].req_skill_lv = atoi(split[3]); - + for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { skill_produce_db[current].mat_id[y] = atoi(split[x]); @@ -11465,7 +11464,7 @@ static bool skill_parse_row_createarrowdb(char* split[], int columns, int curren return false; skill_arrow_db[current].nameid = i; - + for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { skill_arrow_db[current].cre_id[y] = atoi(split[x]); @@ -11504,7 +11503,7 @@ static void skill_readdb(void) memset(skill_produce_db,0,sizeof(skill_produce_db)); memset(skill_arrow_db,0,sizeof(skill_arrow_db)); memset(skill_abra_db,0,sizeof(skill_abra_db)); - + // load skill databases safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name)); safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc)); @@ -11532,18 +11531,18 @@ int do_init_skill (void) { skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0); skill_readdb(); - + group_db = idb_alloc(DB_OPT_BASE); skillunit_db = idb_alloc(DB_OPT_BASE); skill_unit_ers = ers_new(sizeof(struct skill_unit_group)); skill_timer_ers = ers_new(sizeof(struct skill_timerskill)); - + 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_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL); return 0; 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