diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 9690 |
1 files changed, 0 insertions, 9690 deletions
diff --git a/src/map/skill.c b/src/map/skill.c deleted file mode 100644 index c53a7a9d6..000000000 --- a/src/map/skill.c +++ /dev/null @@ -1,9690 +0,0 @@ -// $Id: skill.c,v 1.8 2004/02/27 5:34:51 PM Celestia $ -/* スキル?係 */ - -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <time.h> - -#include "timer.h" -#include "nullpo.h" -#include "malloc.h" - -#include "skill.h" -#include "map.h" -#include "clif.h" -#include "pc.h" -#include "status.h" -#include "pet.h" -#include "mob.h" -#include "battle.h" -#include "party.h" -#include "itemdb.h" -#include "script.h" -#include "intif.h" -#include "log.h" -#include "chrif.h" -#include "guild.h" -#include "showmsg.h" -#include "grfio.h" - -#ifdef MEMWATCH -#include "memwatch.h" -#endif - -#define SKILLUNITTIMER_INVERVAL 100 -#define STATE_BLIND 0x10 -#define swap(x,y) { int t; t = x; x = y; y = t; } - -const struct skill_name_db skill_names[] = { - { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } , - { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } , - { AC_DOUBLE, "DOUBLE", "Double_Strafe" } , - { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } , - { AC_OWL, "OWL", "Owl's_Eye" } , - { AC_SHOWER, "SHOWER", "Arrow_Shower" } , - { AC_VULTURE, "VULTURE", "Vulture's_Eye" } , - { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } , - { AL_ANGELUS, "ANGELUS", "Angelus" } , - { AL_BLESSING, "BLESSING", "Blessing" } , - { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } , - { AL_CURE, "CURE", "Cure" } , - { AL_DECAGI, "DECAGI", "Decrease_AGI" } , - { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } , - { AL_DP, "DP", "Divine_Protection" } , - { AL_HEAL, "HEAL", "Heal" } , - { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } , - { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } , - { AL_INCAGI, "INCAGI", "Increase_AGI" } , - { AL_PNEUMA, "PNEUMA", "Pneuma" } , - { AL_RUWACH, "RUWACH", "Ruwach" } , - { AL_TELEPORT, "TELEPORT", "Teleport" } , - { AL_WARP, "WARP", "Warp_Portal" } , - { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } , - { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } , - { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } , - { AM_BIOETHICS, "BIOETHICS", "Bioethics" } , - { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } , - { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } , - { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } , - { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } , - { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } , - { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } , - { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } , - { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } , - { AM_CULTIVATION, "CULTIVATION", "Cultivation" } , - { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } , - { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } , - { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } , - { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } , - { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } , - { AM_PHARMACY, "PHARMACY", "Pharmacy" } , - { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } , - { AM_REST, "REST", "Sabbath" } , - { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } , - { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } , - { ASC_BREAKER, "BREAKER", "Breaker" } , - { ASC_CDP, "CDP", "Create_Deadly_Poison" } , - { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } , - { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } , - { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } , - { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } , - { AS_CLOAKING, "CLOAKING", "Cloaking" } , - { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } , - { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } , - { AS_KATAR, "KATAR", "Katar_Mastery" } , - { AS_LEFT, "LEFT", "Lefthand_Mastery" } , - { AS_POISONREACT, "POISONREACT", "Poison_React" } , - { AS_RIGHT, "RIGHT", "Righthand_Mastery" } , - { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } , - { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } , - { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } , - { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } , - { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } , - { BA_DISSONANCE, "DISSONANCE", "Dissonance" } , - { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } , - { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } , - { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } , - { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } , - { BA_WHISTLE, "WHISTLE", "Whistle" } , - { BD_ADAPTATION, "ADAPTATION", "Adaption" } , - { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } , - { BD_ENCORE, "ENCORE", "Encore" } , - { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } , - { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } , - { BD_LULLABY, "LULLABY", "Lullaby" } , - { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } , - { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } , - { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } , - { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } , - { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } , - { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } , - { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } , - { BS_AXE, "AXE", "Smith_Axe" } , - { BS_DAGGER, "DAGGER", "Smith_Dagger" } , - { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } , - { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } , - { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } , - { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } , - { BS_IRON, "IRON", "Iron_Tempering" } , - { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } , - { BS_MACE, "MACE", "Smith_Mace" } , - { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } , - { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } , - { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } , - { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } , - { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } , - { BS_SPEAR, "SPEAR", "Smith_Spear" } , - { BS_STEEL, "STEEL", "Steel_Tempering" } , - { BS_SWORD, "SWORD", "Smith_Sword" } , - { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } , - { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } , - { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } , - { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } , - { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } , - { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } , - { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } , - { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } , - { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } , - { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } , - { CR_ALCHEMY, "ALCHEMY", "Alchemy" } , - { CR_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } , - { CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } , - { CR_AUTOGUARD, "AUTOGUARD", "Guard" } , - { CR_DEFENDER, "DEFENDER", "Defender" } , - { CR_DEVOTION, "DEVOTION", "Sacrifice" } , - { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } , - { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } , - { CR_PROVIDENCE, "PROVIDENCE", "Providence" } , - { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } , - { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } , - { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } , - { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } , - { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } , - { CR_TRUST, "TRUST", "Faith" } , - { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } , - { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } , - { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } , - { DC_HUMMING, "HUMMING", "Humming" } , - { DC_SCREAM, "SCREAM", "Scream" } , - { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } , - { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } , - { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } , - { GD_BATTLEORDER, "BATTLEORDER", "Battle_Orders" } , - { GD_REGENERATION, "REGENERATION", "Regeneration" } , - { GD_RESTORE, "RESTORE", "Restore" } , - { GD_EMERGENCYCALL, "EMERGENCYCALL", "Emergency_Call" } , - { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } , - { HP_BASILICA, "BASILICA", "Basilica" } , - { HP_MEDITATIO, "MEDITATIO", "Meditation" } , - { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } , - { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } , - { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } , - { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } , - { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } , - { HT_DETECTING, "DETECTING", "Detect" } , - { HT_FALCON, "FALCON", "Falconry_Mastery" } , - { HT_FLASHER, "FLASHER", "Flasher" } , - { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } , - { HT_LANDMINE, "LANDMINE", "Land_Mine" } , - { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } , - { HT_SANDMAN, "SANDMAN", "Sandman" } , - { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } , - { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } , - { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } , - { HT_STEELCROW, "STEELCROW", "Steel_Crow" } , - { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } , - { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } , - { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } , - { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } , - { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } , - { ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } , - { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } , - { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } , - { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } , - { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } , - { KN_PIERCE, "PIERCE", "Pierce" } , - { KN_RIDING, "RIDING", "Peco_Peco_Ride" } , - { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } , - { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } , - { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } , - { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } , - { LK_AURABLADE, "AURABLADE", "Aura_Blade" } , - { LK_BERSERK, "BERSERK", "Berserk" } , - { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } , - { LK_FURY, "FURY", "LK_FURY" } , - { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } , - { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } , - { LK_PARRYING, "PARRYING", "Parrying" } , - { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } , - { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } , - { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } , - { MC_CHANGECART, "CHANGECART", "Change_Cart" } , - { MC_DISCOUNT, "DISCOUNT", "Discount" } , - { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } , - { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } , - { MC_LOUD, "LOUD", "Lord_Exclamation" } , - { MC_MAMMONITE, "MAMMONITE", "Mammonite" } , - { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } , - { MC_PUSHCART, "PUSHCART", "Pushcart" } , - { MC_VENDING, "VENDING", "Vending" } , - { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } , - { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } , - { MG_FIREBALL, "FIREBALL", "Fire_Ball" } , - { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } , - { MG_FIREWALL, "FIREWALL", "Fire_Wall" } , - { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } , - { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } , - { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } , - { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } , - { MG_SIGHT, "SIGHT", "Sight" } , - { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } , - { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } , - { MG_STONECURSE, "STONECURSE", "Stone_Curse" } , - { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } , - { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } , - { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } , - { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } , - { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } , - { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } , - { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } , - { MO_DODGE, "DODGE", "Dodge" } , - { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } , - { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } , - { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } , - { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } , - { MO_IRONHAND, "IRONHAND", "Iron_Hand" } , - { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } , - { MO_STEELBODY, "STEELBODY", "Steel_Body" } , - { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } , - { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } , - { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } , - { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } , - { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } , - { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } , - { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } , - { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } , - { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } , - { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } , - { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } , - { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } , - { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } , - { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } , - { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } , - { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } , - { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } , - { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } , - { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } , - { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } , - { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } , - { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } , - { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } , - { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } , - { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } , - { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } , - { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } , - { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } , - { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } , - { NPC_LICK, "LICK", "NPC_LICK" } , - { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } , - { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } , - { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } , - { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } , - { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } , - { NPC_POISON, "POISON", "NPC_POISON" } , - { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } , - { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } , - { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } , - { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } , - { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } , - { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } , - { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } , - { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } , - { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } , - { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } , - { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } , - { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } , - { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } , - { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } , - { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } , - { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } , - { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } , - { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } , - { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } , - { NV_BASIC, "BASIC", "Basic_Skill" } , - { NV_FIRSTAID, "FIRSTAID", "First Aid" } , - { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } , - { PA_GOSPEL, "GOSPEL", "Gospel" } , - { PA_PRESSURE, "PRESSURE", "Pressure" } , - { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } , - { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } , - { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } , - { PF_MEMORIZE, "MEMORIZE", "Memorize" } , - { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } , - { PF_SOULBURN, "SOULBURN", "Soul_Burn" } , - { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } , - { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } , - { PR_ASPERSIO, "ASPERSIO", "Aspersio" } , - { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } , - { PR_GLORIA, "GLORIA", "Gloria" } , - { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } , - { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } , - { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } , - { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } , - { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } , - { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } , - { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } , - { PR_SANCTUARY, "SANCTUARY", "Santuary" } , - { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } , - { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } , - { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } , - { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } , - { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } , - { RG_CLEANER, "CLEANER", "Remover" } , - { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } , - { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } , - { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } , - { RG_GRAFFITI, "GRAFFITI", "Graffiti" } , - { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } , - { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } , - { RG_RAID, "RAID", "Raid" } , - { RG_SNATCHER, "SNATCHER", "Snatcher" } , - { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } , - { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } , - { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } , - { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } , - { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } , - { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } , - { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } , - { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } , - { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } , - { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } , - { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } , - { SA_COMA, "COMA", "Coma" } , - { SA_DEATH, "DEATH", "Death" } , - { SA_DELUGE, "DELUGE", "Deluge" } , - { SA_DISPELL, "DISPELL", "Dispel" } , - { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } , - { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } , - { SA_FORTUNE, "FORTUNE", "Fortune" } , - { SA_FREECAST, "FREECAST", "Cast_Freedom" } , - { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } , - { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } , - { SA_GRAVITY, "GRAVITY", "Gravity" } , - { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } , - { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } , - { SA_LEVELUP, "LEVELUP", "Level_Up" } , - { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } , - { SA_MAGICROD, "MAGICROD", "Magic_Rod" } , - { SA_MONOCELL, "MONOCELL", "Monocell" } , - { SA_QUESTION, "QUESTION", "Question?" } , - { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } , - { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } , - { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } , - { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } , - { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } , - { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } , - { SA_VOLCANO, "VOLCANO", "Volcano" } , - { SG_DEVIL, "DEVIL", "Devil" } , - { SG_FEEL, "FEEL", "Feel" } , - { SG_FRIEND, "FRIEND", "Friend" } , - { SG_FUSION, "FUSION", "Fusion" } , - { SG_HATE, "HATE", "Hate" } , - { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } , - { SG_MOON_ANGER, "ANGER", "Moon Anger" } , - { SG_MOON_BLESS, "BLESS", "Moon Bless" } , - { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } , - { SG_MOON_WARM, "WARM", "Moon Warm" } , - { SG_STAR_ANGER, "ANGER", "Star Anger" } , - { SG_STAR_BLESS, "BLESS", "Star Bless" } , - { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } , - { SG_STAR_WARM, "WARM", "Star Warm" } , - { SG_SUN_ANGER, "ANGER", "Sun Anger" } , - { SG_SUN_BLESS, "BLESS", "Sun Bless" } , - { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } , - { SG_SUN_WARM, "WARM", "Sun Warm" } , - { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } , - { SL_ASSASIN, "ASSASIN", "Assasin" } , - { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } , - { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } , - { SL_CRUSADER, "CRUSADER", "Crusader" } , - { SL_HUNTER, "HUNTER", "Hunter" } , - { SL_KAAHI, "KAAHI", "Kaahi" } , - { SL_KAINA, "KAINA", "Kaina" } , - { SL_KAITE, "KAITE", "Kaite" } , - { SL_KAIZEL, "KAIZEL", "Kaizel" } , - { SL_KAUPE, "KAUPE", "Kaupe" } , - { SL_KNIGHT, "KNIGHT", "Knight" } , - { SL_MONK, "MONK", "Monk" } , - { SL_PRIEST, "PRIEST", "Priest" } , - { SL_ROGUE, "ROGUE", "Rogue" } , - { SL_SAGE, "SAGE", "Sage" } , - { SL_SKA, "SKA", "SKA" } , - { SL_SKE, "SKE", "SKE" } , - { SL_SMA, "SMA", "SMA" } , - { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } , - { SL_STAR, "STAR", "Star" } , - { SL_STIN, "STIN", "Stin" } , - { SL_STUN, "STUN", "Stun" } , - { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } , - { SL_SWOO, "SWOO", "Swoo" } , - { SL_WIZARD, "WIZARD", "Wizard" } , - { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } , - { SM_BASH, "BASH", "Bash" } , - { SM_ENDURE, "ENDURE", "Endure" } , - { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } , - { SM_MAGNUM, "MAGNUM", "Magnum_Break" } , - { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } , - { SM_PROVOKE, "PROVOKE", "Provoke" } , - { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } , - { SM_SWORD, "SWORD", "Sword_Mastery" } , - { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } , - { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } , - { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } , - { SN_SIGHT, "SIGHT", "True_Sight" } , - { SN_WINDWALK, "WINDWALK", "Wind_Walk" } , - { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } , - { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } , - { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } , - { ST_PRESERVE, "PRESERVE", "Preserve" } , - { ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } , - { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } , - { TF_DETOXIFY, "DETOXIFY", "Detoxify" } , - { TF_DOUBLE, "DOUBLE", "Double_Attack" } , - { TF_HIDING, "HIDING", "Hiding" } , - { TF_MISS, "MISS", "Improve_Dodge" } , - { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } , - { TF_POISON, "POISON", "Envenom" } , - { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } , - { TF_STEAL, "STEAL", "Steal" } , - { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } , - { TK_COUNTER, "COUNTER", "Counter" } , - { TK_DODGE, "DODGE", "Dodge" } , - { TK_DOWNKICK, "DOWNKICK", "Down Kick" } , - { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } , - { TK_HPTIME, "HPTIME", "HP Time" } , - { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } , - { TK_POWER, "POWER", "Power" } , - { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } , - { TK_READYDOWN, "READYDOWN", "Ready Down" } , - { TK_READYSTORM, "READYSTORM", "Ready Storm" } , - { TK_READYTURN, "READYTURN", "Ready Turn" } , - { TK_RUN, "RUN", "TK_RUN" } , - { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } , - { TK_SPTIME, "SPTIME", "SP Time" } , - { TK_STORMKICK, "STORMKICK", "Storm Kick" } , - { TK_TURNKICK, "TURNKICK", "Turn Kick" } , - { WE_BABY, "BABY", "I Love Mama and Fafa" } , - { WE_CALLBABY, "CALLBABY", "Come With Me, Baby" } , - { WE_CALLPARENT, "CALLPARENT", "I Miss My Parents" } , - { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } , - { WE_FEMALE, "FEMALE", "I Only Look Up to You" } , - { WE_MALE, "MALE", "I Will Protect You" } , - { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } , - { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } , - { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } , - { WS_MELTDOWN, "MELTDOWN", "Meltdown" } , - { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } , - { WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } , - { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } , - { WZ_ESTIMATION, "ESTIMATION", "Sense" } , - { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } , - { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } , - { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } , - { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } , - { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } , - { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } , - { WZ_METEOR, "METEOR", "Meteor_Storm" } , - { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } , - { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } , - { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } , - { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } , - { WZ_WATERBALL, "WATERBALL", "Water_Ball" } , - { 0, 0, 0 } -}; - -static const int dirx[8]={0,-1,-1,-1,0,1,1,1}; -static const int diry[8]={1,1,0,-1,-1,-1,0,1}; - -static int rdamage; - -/* スキルデ?タベ?ス */ -struct skill_db skill_db[MAX_SKILL_DB]; - -/* アイテム作成デ?タベ?ス */ -struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; - -/* 矢作成スキルデ?タベ?ス */ -struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; - -/* アブラカダブラ?動スキルデ?タベ?ス */ -struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; - -// macros to check for out of bounds errors [celest] -// i: Skill ID, l: Skill Level, var: Value to return after checking -// for values that don't require level just put a one (putting 0 will trigger return 0; instead -// for values that might need to use a different function just skill_chk would suffice. -#define skill_chk(i, l) \ - if (i >= 10000 && i < 10015) {i -= 9500;} \ - if (i < 1 || i > MAX_SKILL_DB) {return 0;} \ - if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;} -#define skill_get(var, i, l) \ - { skill_chk(i, l); return var; } - -// Skill DB -int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); } -int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); } -int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); } -int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); } -int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); } -int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); } -int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); } -int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); } -int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); } -int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); } -int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); } -int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); } -int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } -int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } -int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); } -int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); } -int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); } -int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); } -int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); } -int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); } -int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); } -int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); } -int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } -int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); } -int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); } -int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } -int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); } -int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); } -int skill_get_unit_target( int id ){ skill_get (skill_db[id].unit_target, id, 1); } -int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); } - -int skill_tree_get_max(int id, int b_class){ - struct pc_base_job s_class = pc_calc_base_job(b_class); - int i, skillid; - for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++) - if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max; - return skill_get_max (id); -} - -/* プロトタイプ */ -//struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag); -int skill_check_condition( struct map_session_data *sd,int type); -int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); -int skill_frostjoke_scream(struct block_list *bl,va_list ap); -int status_change_timer_sub(struct block_list *bl, va_list ap ); -int skill_attack_area(struct block_list *bl,va_list ap); -int skill_clear_element_field(struct block_list *bl); -int skill_landprotector(struct block_list *bl, va_list ap ); -int skill_trap_splash(struct block_list *bl, va_list ap ); -int skill_count_target(struct block_list *bl, va_list ap ); -struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); -int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); -int skill_unit_effect(struct block_list *bl,va_list ap); - -int enchant_eff[5] = { 10, 14, 17, 19, 20 }; -int deluge_eff[5] = { 5, 9, 12, 14, 15 }; - -// [MouseJstr] - skill ok to cast? and when? -int skillnotok(int skillid, struct map_session_data *sd) -{ - nullpo_retr (1, sd); - //if (sd == 0) - //return 0; - //return 1; - // I think it was meant to be "no skills allowed when not a valid sd" - - if (!(skillid >= 10000 && skillid < 10015)) - if ((skillid > MAX_SKILL) || (skillid < 0)) - return 1; - - { - int i = skillid; - if (i >= 10000 && i < 10015) - i -= 9500; - if (sd->blockskill[i] > 0) - return 1; - } - - if (pc_isGM(sd) >= 20) - return 0; // gm's can do anything damn thing they want - - // Check skill restrictions [Celest] - if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1) - return 1; - if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2) - return 1; - if(map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 4) - return 1; - if (agit_flag && skill_get_nocast (skillid) & 8) - return 1; - if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16) - return 1; - - switch (skillid) { - case AL_WARP: - case AL_TELEPORT: - case MC_VENDING: - case MC_IDENTIFY: - return 0; // always allowed - default: - return (map[sd->bl.m].flag.noskill); - } -} - - -static int distance(int x0,int y0,int x1,int y1) -{ - int dx,dy; - - dx = abs(x0 - x1); - dy = abs(y0 - y1); - return dx > dy ? dx : dy; -} - -/* スキルユニットの配置情報を返す */ -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]; - - printf("Unknown unit layout for skill %d, %d\n",skillid,skilllv); - return &skill_unit_layout[0]; -} - -// 0x89,0x8a,0x8b 表示無し -// 0x9a 炎?性の詠唱みたいなエフェクト -// 0x9b 水?性の詠唱みたいなエフェクト -// 0x9c 風?性の詠唱みたいなエフェクト -// 0x9d 白い小さなエフェクト -// 0xb1 Alchemist Demonstration -// 0xb2 = Pink Warp Portal -// 0xb3 = Gospel For Paladin -// 0xb4 = Basilica -// 0xb5 = Empty -// 0xb6 = Fog Wall for Professor -// 0xb7 = Spider Web for Professor -// 0xb8 = Empty -// 0xb9 = - -/*========================================== - * スキル追加?果 - *------------------------------------------ - */ -int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) -{ - /* MOB追加?果スキル用 */ - const int sc[]={ - SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN, - SC_STONE, SC_CURSE, SC_SLEEP - }; - const int sc2[]={ - MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK, - NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK, - NPC_SILENCEATTACK,0,NPC_BLINDATTACK - }; - - struct map_session_data *sd=NULL; - struct map_session_data *dstsd=NULL; - struct mob_data *md=NULL; - struct mob_data *dstmd=NULL; - struct pet_data *pd=NULL; - - int skill,skill2; - int rate; - - int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk; - int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2; - - nullpo_retr(0, src); - nullpo_retr(0, bl); - - if(skillid < 0) - { // remove the debug print when this case is finished - printf("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid, - src, bl,skillid,skilllv,attack_type,tick); - return 0; - } - if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest - - if (src->type == BL_PC){ - nullpo_retr(0, sd = (struct map_session_data *)src); - } else if (src->type == BL_MOB){ - nullpo_retr(0, md = (struct mob_data *)src); //未使用? - } else if (src->type == BL_PET){ - nullpo_retr(0, pd = (struct pet_data *)src); // [Valaris] - } - - if(bl->type == BL_PC) { - nullpo_retr(0, dstsd=(struct map_session_data *)bl); - } else if(bl->type == BL_MOB) { - nullpo_retr(0, dstmd=(struct mob_data *)bl); //未使用? - } - - //?象の耐性 - sc_def_mdef = status_get_sc_def_mdef(bl); - sc_def_vit = status_get_sc_def_vit(bl); - sc_def_int = status_get_sc_def_int(bl); - sc_def_luk = status_get_sc_def_luk(bl); - - //自分の耐性 - sc_def_mdef2 = status_get_sc_def_mdef(src); - sc_def_vit2 = status_get_sc_def_vit(src); - sc_def_int2 = status_get_sc_def_int(src); - sc_def_luk2 = status_get_sc_def_luk(src); - - switch(skillid){ - case 0: /* 通常攻? */ - /* 自動鷹 */ - if(sd) { - struct status_change *sc_data = status_get_sc_data(bl); - if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && - rand()%1000 <= sd->paramc[5]*10/3+1 ) { - int lv=(sd->status.job_level+9)/10; - skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000); - } - // スナッチャ? - if(sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && - (skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) { - if(pc_steal_item(sd,bl)) - clif_skill_nodamage(src,bl,TF_STEAL,skill2,1); - else if (battle_config.display_snatcher_skill_fail) - clif_skill_fail(sd,skillid,0,0); - } - // enchant poison has a chance of poisoning enemy - if (sd->sc_data[SC_ENCPOISON].timer != -1 && sc_data && sc_data[SC_POISON].timer == -1 && - rand() % 100 < sd->sc_data[SC_ENCPOISON].val1 * sc_def_vit / 100) { - status_change_start(bl,SC_POISON,sd->sc_data[SC_ENCPOISON].val1, - 0,0,0,skill_get_time2(AS_ENCHANTPOISON,sd->sc_data[SC_ENCPOISON].val1),0); - } - // エンチャントデットリ?ポイズン(猛毒?果) - if (sd->sc_data[SC_EDP].timer != -1 && sc_data && sc_data[SC_DPOISON].timer == -1 && - rand() % 100 < sd->sc_data[SC_EDP].val2 * sc_def_vit / 100) - status_change_start(bl,SC_DPOISON,sd->sc_data[SC_EDP].val1, - 0,0,0,skill_get_time2(ASC_EDP,sd->sc_data[SC_EDP].val1),0); - } - break; - - case SM_BASH: /* バッシュ(急所攻?) */ - if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){ - if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0); - } - break; - - case TF_POISON: /* インベナム */ - case AS_SPLASHER: /* ベナムスプラッシャ? */ - if(rand()%100< (2*skilllv+10)*sc_def_vit/100 ) - status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - else{ - if(sd && skillid==TF_POISON) - clif_skill_fail(sd,skillid,0,0); - } - break; - - case AS_SONICBLOW: /* ソニックブロ? */ - if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case AS_GRIMTOOTH: - if (bl->type == BL_MOB) { - struct status_change *sc_data = status_get_sc_data(bl); - if (sc_data && sc_data[SC_SLOWDOWN].timer == -1) - status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0); - } - break; - - case HT_FREEZINGTRAP: /* フリ?ジングトラップ */ - rate=skilllv*3+35; - if(rand()%100 < rate*sc_def_mdef/100) - status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case MG_FROSTDIVER: /* フロストダイバ? */ - case WZ_FROSTNOVA: /* フロストノヴァ */ - { - struct status_change *sc_data = status_get_sc_data(bl); - rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15; - if (rate <= 5) - rate = 5; - if(sc_data && sc_data[SC_FREEZE].timer == -1 && rand()%100 < rate) - status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0); - else if (sd && skillid == MG_FROSTDIVER) - clif_skill_fail(sd,skillid,0,0); - } - break; - - case WZ_STORMGUST: /* スト?ムガスト */ - { - struct status_change *sc_data = status_get_sc_data(bl); - if(sc_data) { - sc_data[SC_FREEZE].val3++; - if(sc_data[SC_FREEZE].val3 >= 3) - status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - } - } - break; - - case HT_LANDMINE: /* ランドマイン */ - if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */ - if(map[bl->m].flag.pvp && dstsd){ - dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100; - status_calc_pc(dstsd,0); - } - break; - case HT_SANDMAN: /* サンドマン */ - if( rand()%100 < (5*skilllv+30)*sc_def_int/100 ) - status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case TF_SPRINKLESAND: /* 砂まき */ - if( rand()%100 < 20*sc_def_int/100 ) - status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case TF_THROWSTONE: /* 石投げ */ - if( rand()%100 < 7*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case CR_HOLYCROSS: /* ホ?リ?クロス */ - if( rand()%100 < 3*skilllv*sc_def_int/100 ) - status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case CR_GRANDCROSS: /* グランドクロス */ - case NPC_DARKGRANDCROSS: /*闇グランドクロス*/ - { - int race = status_get_race(bl); - if( (battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //?制付?だが完全耐性には無? - status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - } - break; - - case AM_ACIDTERROR: - if( rand()%100 < (skilllv*3)*sc_def_vit/100 ) - status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */ - if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case RG_RAID: /* サプライズアタック */ - if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) - status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case BA_FROSTJOKE: - if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100) - status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case DC_SCREAM: - if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case BD_LULLABY: /* 子守唄 */ - if( rand()%100 < 15*sc_def_int/100 ) - status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - /* MOBの追加?果付きスキル */ - - case NPC_PETRIFYATTACK: - if(rand()%100 < sc_def_mdef) - status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case NPC_POISON: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - if(rand()%100 < sc_def_vit && src->type!=BL_PET) - status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - if(src->type==BL_PET) - status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0); - break; - case NPC_CURSEATTACK: - if(rand()%100 < sc_def_luk) - status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case NPC_SLEEPATTACK: - case NPC_BLINDATTACK: - if(rand()%100 < sc_def_int) - status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case NPC_MENTALBREAKER: - if(dstsd) { - int sp = dstsd->status.max_sp*(10+skilllv)/100; - if(sp < 1) sp = 1; - pc_heal(dstsd,0,-sp); - } - break; - -// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion) -// - case WZ_METEOR: - if(rand()%100 < sc_def_vit) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case WZ_VERMILION: - if(rand()%100 < sc_def_int) - status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - -// -- moonsoul (stun ability of new champion skill tigerfist) -// - case CH_TIGERFIST: - if (rand()%100 < (10 + skilllv*10)*sc_def_vit/100) { - int sec = skill_get_time2 (skillid,skilllv) - status_get_agi(bl)/10; - if (dstsd) { - dstsd->canmove_tick += sec; - dstsd->canact_tick += sec; - } else if (dstmd) - dstmd->canmove_tick += sec; - } - break; - - case LK_SPIRALPIERCE: - if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case ST_REJECTSWORD: /* フリ?ジングトラップ */ - if( rand()%100 < (skilllv*15) ) - status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case PF_FOGWALL: /* ホ?リ?クロス */ - if (src != bl) { - struct status_change *sc_data = status_get_sc_data(bl); - if (sc_data && sc_data[SC_DELUGE].timer == -1) - status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - } - break; - case LK_HEADCRUSH: /* ヘッドクラッシュ */ - {//?件が良く分からないので適?に - int race=status_get_race(bl); - if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - } - break; - case LK_JOINTBEAT: /* ジョイントビ?ト */ - //?件が良く分からないので適?に - if( rand()%100 < (5*skilllv+5)*sc_def_vit/100 ) - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case PF_SPIDERWEB: /* スパイダ?ウェッブ */ - { - int sec = skill_get_time2(skillid,skilllv); - if(map[src->m].flag.pvp) //PvPでは拘束時間半減? - sec = sec/2; - battle_stopwalking(bl,1); - status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0); - } - break; - case ASC_METEORASSAULT: /* メテオアサルト */ - if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?態異常は詳細が分からないので適?に - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) - status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ - //阿修羅を使うと5分間自然回復しないようになる - status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ); - break; - case HW_NAPALMVULCAN: /* ナパ?ムバルカン */ - // skilllv*5%の確率で呪い - if (rand()%10000 < 5*skilllv*sc_def_luk) - status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0); - break; - } - - if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */ - int i, type; - int sc_def_card=100; - - for(i=SC_STONE;i<=SC_BLIND;i++){ - type=i-SC_STONE; - //?象に?態異常 - switch (i) { - case SC_STONE: - case SC_FREEZE: - sc_def_card=sc_def_mdef; - break; - case SC_STAN: - case SC_POISON: - case SC_SILENCE: - sc_def_card=sc_def_vit; - break; - case SC_SLEEP: - case SC_CONFUSION: - case SC_BLIND: - sc_def_card=sc_def_int; - break; - case SC_CURSE: - sc_def_card=sc_def_luk; - } - - if (sd) { - if(!sd->state.arrow_atk) { - if(rand()%10000 < (sd->addeff[type])*sc_def_card/100 ){ - if(battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[type]); - status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[type],7),0); - } - } - else { - if(rand()%10000 < (sd->addeff[type]+sd->arrow_addeff[type])*sc_def_card/100 ){ - if(battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",sd->bl.id,i,sd->addeff[type]); - status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[type],7),0); - } - } - } - //自分に?態異常 - switch (i) { - case SC_STONE: - case SC_FREEZE: - sc_def_card=sc_def_mdef2; - break; - case SC_STAN: - case SC_POISON: - case SC_SILENCE: - sc_def_card=sc_def_vit2; - break; - case SC_SLEEP: - case SC_CONFUSION: - case SC_BLIND: - sc_def_card=sc_def_int2; - break; - case SC_CURSE: - sc_def_card=sc_def_luk2; - } - - if (sd) { - if(!sd->state.arrow_atk) { - if(rand()%10000 < (sd->addeff2[type])*sc_def_card/100 ){ - if(battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[type]); - status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[type],7),0); - } - } - else { - if(rand()%10000 < (sd->addeff2[type]+sd->arrow_addeff2[type])*sc_def_card/100 ){ - if(battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,sd->addeff2[type]); - status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[type],7),0); - } - } - } - if (dstsd && rand()%10000 < dstsd->addeff3[type]*sc_def_card/100){ - if (dstsd->addeff3_type[type] != 1 && ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2))) - continue; - if(battle_config.battle_log) - printf("PC %d skill_addeff: cardによる異常?動 %d %d\n",src->id,i,dstsd->addeff3[type]); - status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[type],7),0); - } - } - } - return 0; -} - -/*========================================================================= - スキル攻?吹き飛ばし?理 --------------------------------------------------------------------------*/ -int skill_blown( struct block_list *src, struct block_list *target,int count) -{ - int dx=0,dy=0,nx,ny; - int x=target->x,y=target->y; - int dir,ret,prev_state=MS_IDLE; - int moveblock; - struct map_session_data *sd=NULL; - struct mob_data *md=NULL; - struct pet_data *pd=NULL; - struct skill_unit *su=NULL; - - nullpo_retr(0, src); - nullpo_retr(0, target); - - if(target->type==BL_PC){ - sd=(struct map_session_data *)target; - }else if(target->type==BL_MOB){ - md=(struct mob_data *)target; - }else if(target->type==BL_PET){ - pd=(struct pet_data *)target; - }else if(target->type==BL_SKILL){ - su=(struct skill_unit *)target; - }else return 0; - - if (count&0xf00000) - dir = (count>>20)&0xf; - else if (count&0x10000 || (target->x==src->x && target->y==src->y)) - dir = status_get_dir(target); - else - dir = map_calc_dir(target,src->x,src->y); - if (dir>=0 && dir<8){ - dx = -dirx[dir]; - dy = -diry[dir]; - } - - ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff); - nx=ret>>16; - ny=ret&0xffff; - moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE); - - if(count&0x20000) { - battle_stopwalking(target,1); - if(sd){ - sd->to_x=nx; - sd->to_y=ny; - sd->walktimer = 1; - clif_walkok(sd); - clif_movechar(sd); - } - else if(md) { - md->to_x=nx; - md->to_y=ny; - prev_state = md->state.state; - md->state.state = MS_WALK; - clif_fixmobpos(md); - } - else if(pd) { - pd->to_x=nx; - pd->to_y=ny; - prev_state = pd->state.state; - pd->state.state = MS_WALK; - clif_fixpetpos(pd); - } - } - else - battle_stopwalking(target,2); - - dx = nx - x; - dy = ny - y; - - if(sd) /* ?面外に出たので消去 */ - map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd); - else if(md) - map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md); - else if(pd) - map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd); - - if(su){ - skill_unit_move_unit_group(su->group,target->m,dx,dy); - }else{ - int tick = gettick(); - skill_unit_move(target,tick,0); - if(moveblock) map_delblock(target); - target->x=nx; - target->y=ny; - if(moveblock) map_addblock(target); - skill_unit_move(target,tick,1); - } - - if(sd) { /* ?面?に入ってきたので表示 */ - map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd); - if(count&0x20000) - sd->walktimer = -1; - } - else if(md) { - map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md); - if(count&0x20000) - md->state.state = prev_state; - } - else if(pd) { - map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd); - if(count&0x20000) - pd->state.state = prev_state; - } - - return 0; -} - - -/* - * ========================================================================= - * スキル攻??果?理まとめ - * flagの?明。16進? - * 00XRTTff - * ff = magicで計算に渡される) - * TT = パケットのtype部分(0でデフォルト) - * X = パケットのスキルLv - * R = 予約(skill_area_subで使用する) - *------------------------------------------------------------------------- - */ - -int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc, - struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) -{ - struct Damage dmg; - struct status_change *sc_data; - int type,lv,damage; - static int tmpdmg = 0; - - if(skillid > 0 && skilllv <= 0) return 0; - - rdamage = 0; - nullpo_retr(0, src); - nullpo_retr(0, dsrc); - nullpo_retr(0, bl); - - sc_data = status_get_sc_data(bl); - -//何もしない判定ここから - if(dsrc->m != bl->m) //?象が同じマップにいなければ何もしない - return 0; - if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※ - return 0; - if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない - return 0; - if(src != dsrc && dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない - return 0; - if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?象がPCですでに死んでいたら何もしない - return 0; - if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *)bl)) - return 0; // [MouseJstr] - if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング?態で - if(skill_get_pl(skillid) != 2) //スキルの?性が地?性でなければ何もしない - return 0; - } - if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない - return 0; - if(skillid == WZ_STORMGUST) { //使用スキルがスト?ムガストで - if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結?態なら何もしない - return 0; - } - if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない - return 0; - if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない - return 0; - if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない - return 0; - if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0) - return 0; - -//何もしない判定ここまで - - type=-1; - lv=(flag>>20)&0xf; - dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメ?ジ計算 - -//マジックロッド?理ここから - if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻?でマジックロッド?態でsrc=dsrcなら - dmg.damage = dmg.damage2 = 0; //ダメ?ジ0 - if(bl->type == BL_PC) { //?象がPCの場合 - struct map_session_data *sd = (struct map_session_data *)bl; - if (sd) { - int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸? - sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸?率計算 - if(skillid == WZ_WATERBALL && skilllv > 1) //ウォ?タ?ボ?ルLv1以上 - sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算? - if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値 - else if(sp < 1) sp = 1; //1以下の場合は1 - if(sd->status.sp + sp > sd->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合 - sp = sd->status.max_sp - sd->status.sp; //SPをMSP-現在SPにする - sd->status.sp = sd->status.max_sp; //現在のSPにMSPを代入 - } - else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算 - sd->status.sp += sp; - clif_heal(sd->fd,SP_SP,sp); //SP回復エフェクトの表示 - sd->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); // - } - } - clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示 - } -//マジックロッド?理ここまで - - if(src->type==BL_PET) { // [Valaris] - dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), status_get_element(bl) ); - dmg.damage2=0; - } - - damage = dmg.damage + dmg.damage2; - - if(lv==15) - lv=-1; - - if( flag&0xff00 ) - type=(flag&0xff00)>>8; - - if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※ - dmg.blewcount = 0; - - if(skillid == CR_GRANDCROSS||skillid == NPC_DARKGRANDCROSS) {//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の場合の?理ここから - if(src->type == BL_PC) { - struct map_session_data *sd = (struct map_session_data *)src; - nullpo_retr(0, sd); -//連打掌(MO_CHAINCOMBO)ここから - if(skillid == MO_CHAINCOMBO) { - int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); //基本ディレイの計算 - if(damage < status_get_hp(bl)) { //ダメ?ジが?象のHPより小さい場合 - if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&?球保持時は+300ms - delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - - status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ?態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay(src,delay); //コンボディレイパケットの送信 - } -//連打掌(MO_CHAINCOMBO)ここまで -//猛龍拳(MO_COMBOFINISH)ここから - else if(skillid == MO_COMBOFINISH) { - int delay = 700 - 4 * status_get_agi(src) - 2 * status_get_dex(src); - if(damage < status_get_hp(bl)) { - //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms - //伏虎拳(CH_TIGERFIST)取得時も+300ms - if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) || - (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) || - (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)) - delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - - status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ?態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay(src,delay); //コンボディレイパケットの送信 - } -//猛龍拳(MO_COMBOFINISH)ここまで -//伏虎拳(CH_TIGERFIST)ここから - else if(skillid == CH_TIGERFIST) { - int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); - if(damage < status_get_hp(bl)) { - if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩?(CH_CHAINCRUSH)取得時は+300ms - delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - - status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ?態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay(src,delay); //コンボディレイパケットの送信 - } -//伏虎拳(CH_TIGERFIST)ここまで -//連柱崩?(CH_CHAINCRUSH)ここから - else if(skillid == CH_CHAINCRUSH) { - int delay = 1000 - 4 * status_get_agi(src) - 2 * status_get_dex(src); - if(damage < status_get_hp(bl)) { - //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&?球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)?態時は+300ms - if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) - delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 - - status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ?態に - } - sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay(src,delay); //コンボディレイパケットの送信 - } -//連柱崩?(CH_CHAINCRUSH)ここまで - } -//使用者がPCの場合の?理ここまで -//武器スキル?ここから - //AppleGirl Was Here - if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah - if(bl->type == BL_PC) { //Blah Blah - struct map_session_data *tsd = (struct map_session_data *)bl; - if(tsd->magic_damage_return > 0) { //More Blah - rdamage += damage * tsd->magic_damage_return / 100; - if(rdamage < 1) rdamage = 1; - } - } - } - //Stop Here - if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメ?ジあり&使用者と?象者が違う&src=dsrc - if(dmg.flag&BF_SHORT) { //近距離攻?時?※ - if(bl->type == BL_PC) { //?象がPCの時 - struct map_session_data *tsd = (struct map_session_data *)bl; - nullpo_retr(0, tsd); - if(tsd->short_weapon_damage_return > 0) { //近距離攻?跳ね返し?※ - rdamage += damage * tsd->short_weapon_damage_return / 100; - if(rdamage < 1) rdamage = 1; - } - } - if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシ?ルド時 - rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算 - if(rdamage < 1) rdamage = 1; - } - } - else if(dmg.flag&BF_LONG) { //遠距離攻?時?※ - if(bl->type == BL_PC) { //?象がPCの時 - struct map_session_data *tsd = (struct map_session_data *)bl; - nullpo_retr(0, tsd); - if(tsd->long_weapon_damage_return > 0) { //遠距離攻?跳ね返し?※ - rdamage += damage * tsd->long_weapon_damage_return / 100; - if(rdamage < 1) rdamage = 1; - } - } - } - if(rdamage > 0) - clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); - } -//武器スキル?ここまで - - switch(skillid){ - case AS_SPLASHER: - clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); - break; - case ASC_BREAKER: // [celest] - if (attack_type&BF_MAGIC) { // only display damage for the 2nd attack - if (damage + tmpdmg != 0) // if both attacks missed, do not display a 2nd 'miss' - clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage+tmpdmg, dmg.div_, skillid, skilllv, type); - tmpdmg = 0; // clear the temporary damage - } else { - if (damage == 0) // if weapon attack missed, display the 'miss' - clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type); - tmpdmg = damage; // store the temporary weapon damage - } - break; - case NPC_SELFDESTRUCTION: - case NPC_SELFDESTRUCTION2: - break; - case SN_SHARPSHOOTING: - clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,0,0,0); - break; - default: - clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type ); - } - /* 吹き飛ばし処理とそのパケット */ - if (dmg.blewcount > 0 && bl->type!=BL_SKILL && !map[src->m].flag.gvg) { - skill_blown(dsrc,bl,dmg.blewcount); - if(bl->type == BL_MOB) - clif_fixmobpos((struct mob_data *)bl); - else if(bl->type == BL_PET) - clif_fixpetpos((struct pet_data *)bl); - else - clif_fixpos(bl); - } - - map_freeblock_lock(); - /* ?際にダメ?ジ?理を行う */ - if (skillid || flag) { - if (attack_type&BF_WEAPON) - battle_delay_damage(tick+dmg.amotion,src,bl,damage,0); - else - battle_damage(src,bl,damage,0); - } - if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) { - int s_lv = status_get_lv(src),t_lv = status_get_lv(bl); - int rate = 50 + skilllv * 5; - rate = rate + (s_lv - t_lv); - if(rand()%100 < rate) - skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); - } - if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer == -1){ - struct map_session_data *tsd = (struct map_session_data *)bl; - nullpo_retr(0, tsd); - if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].lv - && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) - && !(skillid > NPC_SELFDESTRUCTION2 && skillid < NPC_UNDEADATTACK)){ - //?に?んでいるスキルがあれば該?スキルを消す - if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag==13){ - tsd->status.skill[tsd->cloneskill_id].id=0; - tsd->status.skill[tsd->cloneskill_id].flag=0; - } - tsd->cloneskill_id=skillid; - tsd->status.skill[skillid].id=skillid; - tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))? - skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM); - tsd->status.skill[skillid].flag=13;//cloneskill flag - clif_skillinfoblock(tsd); - } - } - /* ダメ?ジがあるなら追加?果判定 */ - if(bl->prev != NULL){ - if(!status_isdead(bl)) { - if(damage > 0) - skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); - if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */ - { - struct mob_data *md=(struct mob_data *)bl; - nullpo_retr(0, md); - if(battle_config.mob_changetarget_byskill == 1) - { - int target; - target=md->target_id; - if(src->type == BL_PC) - md->target_id=src->id; - mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); - md->target_id=target; - } - else - mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); - } - } - } - - if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) { - struct map_session_data *sd = (struct map_session_data *)src; - int hp = 0,sp = 0; - nullpo_retr(0, sd); - if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) { - hp += (dmg.damage * sd->hp_drain_per)/100; - if(sd->hp_drain_rate > 0 && hp < 1) hp = 1; - else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1; - } - if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) { - hp += (dmg.damage2 * sd->hp_drain_per_)/100; - if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1; - else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1; - } - if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) { - sp += (dmg.damage * sd->sp_drain_per)/100; - if(sd->sp_drain_rate > 0 && sp < 1) sp = 1; - else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1; - } - if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) { - sp += (dmg.damage2 * sd->sp_drain_per_)/100; - if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1; - else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1; - } - if(hp || sp) - pc_heal(sd,hp,sp); - if (sd->sp_drain_type && bl->type == BL_PC) - battle_heal(NULL,bl,0,-sp,0); - } - - if ((skillid || flag) && rdamage>0) { - if (attack_type&BF_WEAPON) - battle_delay_damage(tick+dmg.amotion,bl,src,rdamage,0); - else - battle_damage(bl,src,rdamage,0); - } - - if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) { - if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id) - battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1); - status_change_end(bl,SC_AUTOCOUNTER,-1); - } - - map_freeblock_unlock(); - - return (dmg.damage+dmg.damage2); /* ?ダメを返す */ -} - -/*========================================== - * スキル範?攻?用(map_foreachinareaから呼ばれる) - * flagについて:16進?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。0に固定 - *------------------------------------------ - */ -static int skill_area_temp[8]; /* 一時??。必要なら使う。 */ -typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int); -int skill_area_sub( struct block_list *bl,va_list ap ) -{ - struct block_list *src; - int skill_id,skill_lv,flag; - unsigned int tick; - SkillFunc func; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL) - return 0; - - src=va_arg(ap,struct block_list *); //ここではsrcの値を?照していないのでNULLチェックはしない - skill_id=va_arg(ap,int); - skill_lv=va_arg(ap,int); - tick=va_arg(ap,unsigned int); - flag=va_arg(ap,int); - func=va_arg(ap,SkillFunc); - - if(battle_check_target(src,bl,flag) > 0) - func(src,bl,skill_id,skill_lv,tick,flag); - return 0; -} - -static int skill_check_unit_range_sub( struct block_list *bl,va_list ap ) -{ - struct skill_unit *unit; - int *c; - int skillid,unit_id; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, unit = (struct skill_unit *)bl); - nullpo_retr(0, c = va_arg(ap,int *)); - - if(bl->prev == NULL || bl->type != BL_SKILL) - return 0; - - if(!unit->alive) - return 0; - - skillid = va_arg(ap,int); - unit_id = unit->group->unit_id; - - if (skillid==MG_SAFETYWALL || skillid==AL_PNEUMA) { - if(unit_id != 0x7e && unit_id != 0x85) - return 0; - } else if (skillid==AL_WARP) { - if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92) - return 0; - } else if ((skillid>=HT_SKIDTRAP && skillid<=HT_CLAYMORETRAP) || skillid==HT_TALKIEBOX) { - if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92) - return 0; - } else if (skillid==WZ_FIREPILLAR) { - if (unit_id!=0x87) - return 0; - } else if (skillid==HP_BASILICA) { - if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92 && unit_id!=0x83) - return 0; - } else - return 0; - - (*c)++; - - return 0; -} - -int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv) -{ - int c = 0; - int range = skill_get_unit_range(skillid); - int layout_type = skill_get_unit_layout_type(skillid,skilllv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { - printf("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid); - return 0; - } - - // とりあえず正方形のユニットレイアウトのみ対応 - range += layout_type; - map_foreachinarea(skill_check_unit_range_sub,m, - x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid); - - return c; -} - -static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap ) -{ - int *c; - int skillid; - - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, c = va_arg(ap,int *)); - - if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB)) - return 0; - - if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) - return 0; - - skillid = va_arg(ap,int); - if (skillid==HP_BASILICA && bl->type==BL_PC) - return 0; - - (*c)++; - - return 0; -} - -int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv) -{ - int c = 0, range, type; - - switch (skillid) { // to be expanded later - case WZ_ICEWALL: - range = 2; - break; - default: - { - int layout_type = skill_get_unit_layout_type(skillid,skilllv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { - printf("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid); - return 0; - } - // とりあえず正方形のユニットレイアウトのみ対応 - range = skill_get_unit_range(skillid) + layout_type; - } - break; - } - - // if the caster is a monster/NPC, only check for players - // otherwise just check everything - if (bl->type == BL_PC) - type = 0; - else type = BL_PC; - - map_foreachinarea(skill_check_unit_range2_sub, m, - x - range, y - range, x + range, y + range, - type, &c, skillid); - - return c; -} - -int skill_guildaura_sub (struct block_list *bl,va_list ap) -{ - struct map_session_data *sd; - struct guild *g; - int gid, id; - int flag = 0; - - nullpo_retr(0, sd=(struct map_session_data *)bl); - - nullpo_retr(0, ap); - id = va_arg(ap,int); - gid = va_arg(ap,int); - if (sd->status.guild_id != gid) - return 0; - - g = va_arg(ap,struct guild *); - if (guild_checkskill(g, GD_LEADERSHIP)>0) flag |= 1<<0; - if (guild_checkskill(g, GD_GLORYWOUNDS)>0) flag |= 1<<1; - if (guild_checkskill(g, GD_SOULCOLD)>0) flag |= 1<<2; - if (guild_checkskill(g, GD_HAWKEYES)>0) flag |= 1<<3; - if (guild_checkskill(g, GD_CHARISMA)>0) flag |= 1<<4; - - if (flag > 0) { - if (sd->sc_count && sd->sc_data[SC_GUILDAURA].timer != -1) { - if (sd->sc_data[SC_GUILDAURA].val4 != flag) { - sd->sc_data[SC_GUILDAURA].val4 = flag; - status_calc_pc (sd, 0); - } - return 0; - } - status_change_start(&sd->bl, SC_GUILDAURA,1,id,0,flag,0,0 ); - } - - return 0; -} - -/*========================================================================= - * 範?スキル使用?理小分けここから - */ -/* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */ -int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag) -{ - if(skill_area_temp[0] < 0xffff) - skill_area_temp[0]++; - return 0; -} - -int skill_count_water(struct block_list *src,int range) -{ - int i,x,y,cnt = 0,size = range*2+1; - struct skill_unit *unit; - - for (i=0;i<size*size;i++) { - x = src->x+(i%size-range); - y = src->y+(i/size-range); - if (map_getcell(src->m,x,y,CELL_CHKWATER)) { - cnt++; - continue; - } - unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL); - if (unit) { - cnt++; - skill_delunit(unit); - } - } - return cnt; -} - -/*========================================== - * - *------------------------------------------ - */ -static int skill_timerskill(int tid, unsigned int tick, int id,int data ) -{ - struct map_session_data *sd = NULL; - struct mob_data *md = NULL; - struct pet_data *pd = NULL; - struct block_list *src = map_id2bl(id),*target; - struct skill_timerskill *skl = NULL; - int range; - - nullpo_retr(0, src); - - if(src->prev == NULL) - return 0; - - if(src->type == BL_PC) { - nullpo_retr(0, sd = (struct map_session_data *)src); - skl = &sd->skilltimerskill[data]; - } - else if(src->type == BL_MOB) { - nullpo_retr(0, md = (struct mob_data *)src); - skl = &md->skilltimerskill[data]; - } - else if(src->type == BL_PET) { // [Valaris] - nullpo_retr(0, pd = (struct pet_data *)src); - skl = &pd->skilltimerskill[data]; - } - - else - return 0; - - nullpo_retr(0, skl); - - skl->timer = -1; - if (sd) { - sd->timerskill_count--; - } - - if(skl->target_id) { - struct block_list tbl; - target = map_id2bl(skl->target_id); - if(skl->skill_id == RG_INTIMIDATE) { - if(target == NULL) { - target = &tbl; //初期化してないのにアドレス突っ?んでいいのかな? - target->type = BL_NUL; - target->m = src->m; - target->prev = target->next = NULL; - } - } - if(target == NULL) - return 0; - if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE) - return 0; - if(src->m != target->m) - return 0; - if(sd && pc_isdead(sd)) - return 0; - if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE) - return 0; - - switch(skl->skill_id) { - case TF_BACKSLIDING: - clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1); - break; - case RG_INTIMIDATE: - if(sd && !map[src->m].flag.noteleport) { - int x,y,i,j; - pc_randomwarp(sd,3); - for(i=0;i<16;i++) { - j = rand()%8; - x = sd->bl.x + dirx[j]; - y = sd->bl.y + diry[j]; - if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS)) - break; - } - if(i >= 16) { - x = sd->bl.x; - y = sd->bl.y; - } - if(target->prev != NULL) { - if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) - pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3); - else if(target->type == BL_MOB) - mob_warp((struct mob_data *)target,-1,x,y,3); - } - } - else if(md && !map[src->m].flag.monster_noteleport) { - int x,y,i,j; - mob_warp(md,-1,-1,-1,3); - for(i=0;i<16;i++) { - j = rand()%8; - x = md->bl.x + dirx[j]; - y = md->bl.y + diry[j]; - if(map_getcell(md->bl.m,x,y,CELL_CHKPASS)) - break; - } - if(i >= 16) { - x = md->bl.x; - y = md->bl.y; - } - if(target->prev != NULL) { - if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) - pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3); - else if(target->type == BL_MOB) - mob_warp((struct mob_data *)target,-1,x,y,3); - } - } - break; - - case BA_FROSTJOKE: /* 寒いジョ?ク */ - case DC_SCREAM: /* スクリ?ム */ - range=battle_config.area_size; //視界全? - map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range, - src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick); - break; - - case WZ_WATERBALL: - if (skl->type>1) { - skl->timer = 0; // skill_addtimerskillで使用されないように - skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - skl->timer = -1; - } - skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies - // should put outside of the switch, but since this is the only - // mage targetted spell for now, - struct status_change *sc_data = status_get_sc_data(src); - if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //マジックパワ?の?果終了 - status_change_end(src,SC_MAGICPOWER,-1); - } - break; - default: - skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - break; - } - } - else { - if(src->m != skl->map) - return 0; - switch(skl->skill_id) { - case WZ_METEOR: - if(skl->type >= 0) { - skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0); - clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); - } - else - skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0); - break; - } - } - - return 0; -} - -/*========================================== - * - *------------------------------------------ - */ -int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag) -{ - int i; - - nullpo_retr(1, src); - - if(src->type == BL_PC) { - struct map_session_data *sd = (struct map_session_data *)src; - nullpo_retr(1, sd); - for(i=0;i<MAX_SKILLTIMERSKILL;i++) { - if(sd->skilltimerskill[i].timer == -1) { - sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); - sd->skilltimerskill[i].src_id = src->id; - sd->skilltimerskill[i].target_id = target; - sd->skilltimerskill[i].skill_id = skill_id; - sd->skilltimerskill[i].skill_lv = skill_lv; - sd->skilltimerskill[i].map = src->m; - sd->skilltimerskill[i].x = x; - sd->skilltimerskill[i].y = y; - sd->skilltimerskill[i].type = type; - sd->skilltimerskill[i].flag = flag; - sd->timerskill_count++; - - return 0; - } - } - return 1; - } - else if(src->type == BL_MOB) { - struct mob_data *md = (struct mob_data *)src; - nullpo_retr(1, md); - for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) { - if(md->skilltimerskill[i].timer == -1) { - md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); - md->skilltimerskill[i].src_id = src->id; - md->skilltimerskill[i].target_id = target; - md->skilltimerskill[i].skill_id = skill_id; - md->skilltimerskill[i].skill_lv = skill_lv; - md->skilltimerskill[i].map = src->m; - md->skilltimerskill[i].x = x; - md->skilltimerskill[i].y = y; - md->skilltimerskill[i].type = type; - md->skilltimerskill[i].flag = flag; - - return 0; - } - } - return 1; - } - else if(src->type == BL_PET) { // [Valaris] - struct pet_data *pd = (struct pet_data *)src; - nullpo_retr(1, pd); - for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) { - if(pd->skilltimerskill[i].timer == -1) { - pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); - pd->skilltimerskill[i].src_id = src->id; - pd->skilltimerskill[i].target_id = target; - pd->skilltimerskill[i].skill_id = skill_id; - pd->skilltimerskill[i].skill_lv = skill_lv; - pd->skilltimerskill[i].map = src->m; - pd->skilltimerskill[i].x = x; - pd->skilltimerskill[i].y = y; - pd->skilltimerskill[i].type = type; - pd->skilltimerskill[i].flag = flag; - - return 0; - } - } - return 1; - } - return 1; -} - -/*========================================== - * - *------------------------------------------ - */ -int skill_cleartimerskill(struct block_list *src) -{ - int i; - - nullpo_retr(0, src); - - if(src->type == BL_PC) { - struct map_session_data *sd = (struct map_session_data *)src; - nullpo_retr(0, sd); - - if (sd->timerskill_count <= 0) - return 0; - - for(i=0;i<MAX_SKILLTIMERSKILL;i++) { - if(sd->skilltimerskill[i].timer != -1) { - delete_timer(sd->skilltimerskill[i].timer, skill_timerskill); - sd->skilltimerskill[i].timer = -1; - sd->timerskill_count--; - } - } - } - else if(src->type == BL_MOB) { - struct mob_data *md = (struct mob_data *)src; - nullpo_retr(0, md); - for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) { - if(md->skilltimerskill[i].timer != -1) { - delete_timer(md->skilltimerskill[i].timer, skill_timerskill); - md->skilltimerskill[i].timer = -1; - } - } - } - - return 0; -} - -/* 範?スキル使用?理小分けここまで - * ------------------------------------------------------------------------- - */ - -/*========================================== - * スキル使用(詠唱完了、ID指定攻?系) - * (スパゲッティに向けて1?前進!(ダメポ)) - *------------------------------------------ - */ -int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag) -{ - struct map_session_data *sd = NULL, *tsd = NULL; - struct status_change *sc_data; - int i; - - if(skillid < 0) - { // remove the debug print when this case is finished - printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid, - src, bl,skillid,skilllv,tick,flag); - return 0; - } - if(skillid > 0 && skilllv <= 0) return 0; - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - sc_data = status_get_sc_data(src); - - if (src->type == BL_PC) - sd = (struct map_session_data *)src; - if (sd && pc_isdead(sd)) - return 1; - - if ((skillid == CR_GRANDCROSS || skillid == NPC_DARKGRANDCROSS) && src != bl) - bl = src; - if (bl->prev == NULL) - return 1; - if (bl->type == BL_PC) - tsd = (struct map_session_data *)bl; - if (tsd && pc_isdead(tsd)) - return 1; - map_freeblock_lock(); - - switch(skillid) - { - /* 武器攻?系スキル */ - case SM_BASH: /* バッシュ */ - case MC_MAMMONITE: /* メマ?ナイト */ - case AC_DOUBLE: /* ダブルストレイフィング */ - case AS_SONICBLOW: /* ソニックブロ? */ - case KN_PIERCE: /* ピア?ス */ - case KN_SPEARBOOMERANG: /* スピアブ?メラン */ - 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: /* 砂まき */ - case AC_CHARGEARROW: /* チャ?ジアロ? */ - case RG_RAID: /* サプライズアタック */ - case RG_INTIMIDATE: /* インティミデイト */ - case BA_MUSICALSTRIKE: /* ミュ?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?クロス */ - case CR_SHIELDCHARGE: - case CR_SHIELDBOOMERANG: - /* 以下MOB?用 */ - /* ??攻?、SP減少攻?、遠距離攻?、防御無視攻?、多段攻? */ - case NPC_PIERCINGATT: - case NPC_MENTALBREAKER: - case NPC_RANGEATTACK: - case NPC_CRITICALSLASH: - case NPC_COMBOATTACK: - /* 必中攻?、毒攻?、暗?攻?、沈?攻?、スタン攻? */ - case NPC_GUIDEDATTACK: - case NPC_POISON: - case NPC_BLINDATTACK: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - /* 石化攻?、呪い攻?、睡眠攻?、ランダムATK攻? */ - case NPC_PETRIFYATTACK: - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case NPC_RANDOMATTACK: - /* 水?性攻?、地?性攻?、火?性攻?、風?性攻? */ - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - /* 毒?性攻?、聖?性攻?、闇?性攻?、念?性攻?、SP減少攻? */ - 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: /* アロ?バルカン */ - case HW_MAGICCRASHER: /* マジッククラッシャ? */ - case ASC_METEORASSAULT: /* メテオアサルト */ - case ITM_TOMAHAWK: - case MO_COMBOFINISH: /* 猛龍拳 */ - case CH_CHAINCRUSH: /* 連柱崩? */ - case CH_PALMSTRIKE: /* 猛虎硬派山 */ - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG] - // separate weapon and magic attacks - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - break; - - case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */ - map_foreachinpath (skill_attack_area,src->m, // function, map - src->x,src->y, // source xy - bl->x,bl->y, // target xy - 2,0, // range, type - BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs - break; - - case PA_PRESSURE: /* プレッシャ? */ - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if (rand()%100 < 50) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); - else - status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0); - if (tsd) { - int sp = tsd->status.max_sp * 10 * skilllv / 100; - if (sp > tsd->status.sp) sp = tsd->status.sp; - tsd->status.sp -= sp; - clif_updatestatus(tsd,SP_SP); - } - break; - - case NPC_DARKBREATH: - clif_emotion(src,7); - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); - break; - - case MO_INVESTIGATE: /* ?勁 */ - { - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - status_change_end(src,SC_BLADESTOP,-1); - } - break; - - case SN_FALCONASSAULT: /* ファルコンアサルト */ - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); - break; - - case RG_BACKSTAP: /* バックスタブ */ - { - int dir = map_calc_dir(src,bl->x,bl->y), t_dir = status_get_dir(bl); - int dist = distance(src->x, src->y, bl->x, bl->y); - if ((dist > 0 && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { - if (sc_data && sc_data[SC_HIDING].timer != -1) - status_change_end(src, SC_HIDING, -1); // ハイディング解除 - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); - dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] - if (tsd) - tsd->dir = dir; - else if (bl->type == BL_MOB) { - struct mob_data *md = (struct mob_data *)bl; - if (md) md->dir = dir; - } - clif_changed_dir(bl); - } - else if (sd) - clif_skill_fail(sd,sd->skillid,0,0); - } - break; - - case AM_ACIDTERROR: /* アシッドテラ? */ - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); - if (tsd && battle_config.equipment_breaking && rand()%100 < skill_get_time(skillid,skilllv)) { - pc_breakarmor(tsd); - clif_emotion(bl, 23); - } - break; - - case MO_FINGEROFFENSIVE: /* 指? */ - { - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if (battle_config.finger_offensive_type && sd) { - for (i = 1; i < sd->spiritball_old; i++) - skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); - sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; - } - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - status_change_end(src,SC_BLADESTOP,-1); - } - break; - - case MO_CHAINCOMBO: /* 連打掌 */ - { - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - status_change_end(src,SC_BLADESTOP,-1); - } - break; - - case CH_TIGERFIST: /* 伏虎拳 */ - if (tsd && !(map[bl->m].flag.gvg || map[bl->m].flag.pvp)) { - map_freeblock_unlock(); - return 1; - } - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - break; - - case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ - { - if(sd) { - struct walkpath_data wpd; - int dx,dy; - - dx = bl->x - sd->bl.x; - dy = bl->y - sd->bl.y; - if(dx > 0) dx++; - else if(dx < 0) dx--; - if (dy > 0) dy++; - else if(dy < 0) dy--; - if(dx == 0 && dy == 0) dx++; - if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) { - dx = bl->x - sd->bl.x; - dy = bl->y - sd->bl.y; - if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) { - clif_skill_fail(sd,sd->skillid,0,0); - break; - } - } - sd->to_x = sd->bl.x + dx; - sd->to_y = sd->bl.y + dy; - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - clif_walkok(sd); - clif_movechar(sd); - if(dx < 0) dx = -dx; - if(dy < 0) dy = -dy; - sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy); - if(sd->canact_tick < sd->canmove_tick) - sd->canact_tick = sd->canmove_tick; - pc_movepos(sd,sd->to_x,sd->to_y); - status_change_end(&sd->bl,SC_COMBO,-1); - } - else - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - status_change_end(src, SC_EXPLOSIONSPIRITS, -1); - if (sc_data && sc_data[SC_BLADESTOP].timer != -1) - status_change_end(src,SC_BLADESTOP,-1); - } - break; - - /* 武器系範?攻?スキル */ - case AC_SHOWER: /* アロ?シャワ? */ - 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 AS_SPLASHER: /* [Valaris] */ - if(flag&1){ - /* 個別にダメ?ジを?える */ - if(bl->id!=skill_area_temp[1]){ - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, - 0x0500); - } - } else { - int ar = 1; - int x = bl->x, y = bl->y; - switch (skillid) { - case AC_SHOWER: - ar=2; - break; - case NPC_SPLASHATTACK: - ar=3; - break; - } - - skill_area_temp[1]=bl->id; - skill_area_temp[2]=x; - skill_area_temp[3]=y; - /* まずタ?ゲットに攻?を加える */ - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); - /* その後タ?ゲット以外の範??の敵全?に?理を行う */ - map_foreachinarea(skill_area_sub, - bl->m,x-ar,y-ar,x+ar,y+ar,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } - break; - - case SM_MAGNUM: /* マグナムブレイク [celest] */ - if(flag&1 && bl->id != skill_area_temp[1]){ - int dist = distance (bl->x, bl->y, skill_area_temp[2], skill_area_temp[3]); - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, - 0x0500|dist); - } else { - skill_area_temp[1]=src->id; - skill_area_temp[2]=src->x; - skill_area_temp[3]=src->y; - map_foreachinarea(skill_area_sub, - src->m,src->x-2,src->y-2,src->x+2,src->y+2,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - status_change_start (src,SC_FLAMELAUNCHER,0,0,0,0,10000,0); - clif_skill_nodamage (src,src,skillid,skilllv,1); - } - break; - - case KN_BOWLINGBASH: /* ボウリングバッシュ */ - if(flag&1){ - /* 個別にダメ?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; /* 他人から聞いた動きなので間違ってる可能性大&?率が?いっす>< */ - /* まずターゲットに攻撃を加える */ - if (!skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) - break; - c = skill_get_blewcount(skillid,skilllv); - if(map[bl->m].flag.gvg) c = 0; - for(i=0;i<c;i++){ - skill_blown(src,bl,1); - if(bl->type == BL_MOB) - clif_fixmobpos((struct mob_data *)bl); - else if(bl->type == BL_PET) - clif_fixpetpos((struct pet_data *)bl); - else - clif_fixpos(bl); - skill_area_temp[0]=0; - map_foreachinarea(skill_area_sub, - bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY , - skill_area_sub_count); - if(skill_area_temp[0]>1) break; - } - skill_area_temp[1]=bl->id; - /* その後タ?ゲット以外の範??の敵全?に?理を行う */ - map_foreachinarea(skill_area_sub, - bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } - break; - - case KN_SPEARSTAB: /* スピアスタブ */ - if(flag&1){ - /* 個別にダメージを与える */ - if (bl->id==skill_area_temp[1]) - break; - if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500)) - skill_blown(src,bl,skill_area_temp[2]); - } else { - int x=bl->x,y=bl->y,i,dir; - /* まずターゲットに攻撃を加える */ - 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)) - skill_blown(src,bl,skill_area_temp[2]); - for (i=0;i<4;i++) { - map_foreachinarea(skill_area_sub,bl->m,x,y,x,y,0, - src,skillid,skilllv,tick,flag|BCT_ENEMY|1, - skill_castend_damage_id); - x += dirx[dir]; - y += diry[dir]; - } - } - break; - - case ALL_RESURRECTION: /* リザレクション */ - case PR_TURNUNDEAD: /* タ?ンアンデッド */ - if(bl->type != BL_PC && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - else { - map_freeblock_unlock(); - return 1; - } - break; - - /* 魔法系スキル */ - case MG_SOULSTRIKE: /* ソウルストライク */ - case NPC_DARKSOULSTRIKE: /*闇ソウルストライク*/ - case MG_COLDBOLT: /* コールドボルト */ - case MG_FIREBOLT: /* ファイアーボルト */ - case MG_LIGHTNINGBOLT: /* ライトニングボルト */ - case WZ_EARTHSPIKE: /* アーススパイク */ - case AL_HEAL: /* ヒール */ - case AL_HOLYLIGHT: /* ホーリーライト */ - case WZ_JUPITEL: /* ユピテルサンダー */ - case NPC_DARKJUPITEL: /*闇ユピテル*/ - case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */ - case PR_ASPERSIO: /* アスペルシオ */ - case MG_FROSTDIVER: /* フロストダイバー */ - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - break; - - case WZ_WATERBALL: /* ウォ?タ?ボ?ル */ - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - if (skilllv>1) { - int cnt,range; - range = skilllv>5?2:skilllv/2; - if (sd) - cnt = skill_count_water(src,range)-1; - else - cnt = skill_get_num(skillid,skilllv)-1; - if (cnt>0) - skill_addtimerskill(src,tick+150,bl->id,0,0, - skillid,skilllv,cnt,flag); - } - break; - - case PR_BENEDICTIO: /* 聖?降福 */ - if(status_get_race(bl)==1 || status_get_race(bl)==6) - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - break; - - /* 魔法系範?攻?スキル */ - case MG_NAPALMBEAT: /* ナパ?ムビ?ト */ - case MG_FIREBALL: /* ファイヤ?ボ?ル */ - case WZ_SIGHTRASHER: /* サイトラッシャー */ - if (flag & 1) { - /* 個別にダメ?ジを?える */ - if (bl->id != skill_area_temp[1]){ - if(skillid == MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */ - skill_area_temp[0] = distance(bl->x, bl->y, skill_area_temp[2], skill_area_temp[3]); - } - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, - skill_area_temp[0]| 0x0500); - } - } else { - int ar; - skill_area_temp[0]=0; - skill_area_temp[1]=bl->id; - switch (skillid) { - case MG_NAPALMBEAT: - ar = 1; - /* ナパームビートは分散ダメージなので敵の数を数える */ - map_foreachinarea(skill_area_sub, - bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, - src,skillid,skilllv,tick,flag|BCT_ENEMY, - skill_area_sub_count); - break; - case MG_FIREBALL: - ar = 2; - skill_area_temp[2]=bl->x; - skill_area_temp[3]=bl->y; - /* ターゲットに攻撃を加える(スキルエフェクト表示) */ - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, - skill_area_temp[0]); - break; - case WZ_SIGHTRASHER: - default: - ar = 3; - bl = src; - status_change_end(src,SC_SIGHT,-1); - break; - } - if (skillid==WZ_SIGHTRASHER) { - /* スキルエフェクト表示 */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } else { - /* ターゲットに攻撃を加える(スキルエフェクト表示) */ - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, - skill_area_temp[0]); - } - /* ターゲット以外の範囲内の敵全体に処理を行う */ - map_foreachinarea(skill_area_sub, - bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } - break; - - case HW_NAPALMVULCAN: // Fixed By SteelViruZ - if(flag&1){ - if(bl->id!=skill_area_temp[1]){ - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, - skill_area_temp[0]); - } - }else{ - int ar=(skillid==HW_NAPALMVULCAN)?1:2; - skill_area_temp[1]=bl->id; - if(skillid==HW_NAPALMVULCAN){ - skill_area_temp[0]=0; - map_foreachinarea(skill_area_sub, - bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY , - skill_area_sub_count); - }else{ - skill_area_temp[0]=0; - skill_area_temp[2]=bl->x; - skill_area_temp[3]=bl->y; - } - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, - skill_area_temp[0] ); - map_foreachinarea(skill_area_sub, - bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } - break; - - case WZ_FROSTNOVA: /* フロストノヴァ */ - map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); - break; - - /* その他 */ - case HT_BLITZBEAT: /* ブリッツビ?ト */ - if(flag&1){ - /* 個別にダメ?ジを?える */ - if(bl->id!=skill_area_temp[1]) - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); - }else{ - skill_area_temp[0]=0; - skill_area_temp[1]=bl->id; - if(flag&0xf00000) - map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count); - /* まずタ?ゲットに攻?を加える */ - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); - /* その後タ?ゲット以外の範??の敵全?に?理を行う */ - map_foreachinarea(skill_area_sub, - bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } - break; - - case CR_GRANDCROSS: /* グランドクロス */ - case NPC_DARKGRANDCROSS: /*闇グランドクロス*/ - /* スキルユニット配置 */ - skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); - if(sd) - sd->canmove_tick = tick + 1000; - else if(src->type == BL_MOB) - mob_changestate((struct mob_data *)src,MS_DELAY,1000); - break; - - case TF_THROWSTONE: /* 石投げ */ - case NPC_SMOKING: /* スモ?キング */ - skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 ); - break; - - // Celest - case PF_SOULBURN: - { - int per = skilllv < 5 ? 20+ skilllv*10 : 60; - if (rand()%100 < per) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (skilllv == 5) - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 ); - if (tsd && (map[src->m].flag.pvp || map[src->m].flag.gvg)) { - tsd->status.sp = 0; - clif_updatestatus(tsd,SP_SP); - } - } else { - clif_skill_nodamage(src,src,skillid,skilllv,1); - if (skilllv == 5) - skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 ); - if (sd) { - sd->status.sp = 0; - clif_updatestatus(sd,SP_SP); - } - } - if (sd) - pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000)); - } - break; - - case NPC_SELFDESTRUCTION: /* 自爆 */ - case NPC_SELFDESTRUCTION2: /* 自爆2 */ - if(flag&1){ - /* 個別にダメ?ジを?える */ - if(src->type==BL_MOB){ - struct mob_data* mb = (struct mob_data*)src; - nullpo_retr(1, mb); - mb->hp=skill_area_temp[2]; - if(bl->id!=skill_area_temp[1]) - skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag ); - mb->hp=1; - } - }else{ - struct mob_data *md; - if((md=(struct mob_data *)src)){ - skill_area_temp[1]=bl->id; - skill_area_temp[2]=status_get_hp(src); - clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1); - map_foreachinarea(skill_area_sub, - bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - battle_damage(src,src,md->hp,0); - } - } - break; - - /* HP吸?/HP吸?魔法 */ - case NPC_BLOODDRAIN: - case NPC_ENERGYDRAIN: - { - int heal; - heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - if( heal > 0 ){ - struct block_list tbl; - tbl.id = 0; - tbl.m = src->m; - tbl.x = src->x; - tbl.y = src->y; - clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1); - battle_heal(NULL,src,heal,0,0); - } - } - break; - - // unknown skills [Celest] - case NPC_BIND: - case NPC_EXPLOSIONSPIRITS: - case NPC_INCAGI: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case 0: - if(sd) { - if(flag&3){ - if(bl->id!=skill_area_temp[1]) - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); - } - else{ - int ar=sd->splash_range; - skill_area_temp[1]=bl->id; - map_foreachinarea(skill_area_sub, - bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0, - src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, - skill_castend_damage_id); - } - } - break; - - default: - printf("Unknown skill used:%d\n",skillid); - map_freeblock_unlock(); - return 1; - } - if(sc_data) { - if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER) //マジックパワ?の?果終了 - status_change_end(src,SC_MAGICPOWER,-1); - } - map_freeblock_unlock(); - - return 0; -} - -/*========================================== - * スキル使用(詠唱完了、ID指定支援系) - *------------------------------------------ - */ -int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) -{ - struct map_session_data *sd = NULL; - struct map_session_data *dstsd = NULL; - struct mob_data *md = NULL; - struct mob_data *dstmd = NULL; - int i; - int sc_def_vit, sc_def_mdef; - int sc_dex, sc_luk; - - if(skillid < 0) - { // remove the debug print when this case is finished - printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid, - src, bl,skillid,skilllv,tick,flag); - return 0; - } - if(skillid > 0 && skilllv <= 0) return 0; // celest - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - if (src->type == BL_PC) { - nullpo_retr (1, sd = (struct map_session_data *)src); - } else if (src->type == BL_MOB) { - nullpo_retr (1, md = (struct mob_data *)src); - } - - sc_dex = status_get_mdef (bl); - sc_luk = status_get_luk (bl); - sc_def_vit = status_get_sc_def_vit (bl); - sc_def_mdef = status_get_sc_def_mdef (bl); - - if (bl->type == BL_PC){ - nullpo_retr (1, dstsd = (struct map_session_data *)bl); - } else if (bl->type == BL_MOB){ - nullpo_retr (1, dstmd = (struct mob_data *)bl); - } - - if(bl->prev == NULL) - return 1; - if(sd && pc_isdead(sd)) - return 1; - if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION) - return 1; - if(status_get_class(bl) == 1288) - return 1; - if (sd && skillnotok(skillid, sd)) // [MouseJstr] - return 0; - - map_freeblock_lock(); - switch(skillid) - { - case AL_HEAL: /* ヒ?ル */ - { - int heal = skill_calc_heal(src, skilllv); - int heal_get_jobexp; - int skill; - - if (skilllv > 10) - heal = 9999; //9999ヒール - if (dstsd && dstsd->special_state.no_magic_damage) - heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */ - if (sd) { - if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // メディテイティオ - heal += heal * skill * 2 / 100; - if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && - pc_calc_base_job2(sd->status.class_) == 23 && 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 - } - - 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; - pc_gainexp (sd, 0, heal_get_jobexp); - } - } - break; - - case ALL_RESURRECTION: /* リザレクション */ - if(dstsd) { - int per = 0; - if (map[bl->m].flag.pvp && dstsd->pvp_point < 0) - break; /* PVPで復活不可能?態 */ - - if (pc_isdead(dstsd)) { /* 死亡判定 */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - switch(skilllv){ - case 1: per=10; break; - case 2: per=30; break; - case 3: per=50; break; - case 4: per=80; break; - } - dstsd->status.hp = dstsd->status.max_hp * per / 100; - if (dstsd->status.hp <= 0) dstsd->status.hp = 1; - if (dstsd->special_state.restart_full_recover) { /* オシリスカ?ド */ - dstsd->status.hp = dstsd->status.max_hp; - dstsd->status.sp = dstsd->status.max_sp; - } - pc_setstand(dstsd); - if(battle_config.pc_invincible_time > 0) - pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time); - clif_updatestatus(dstsd, SP_HP); - clif_resurrection(bl, 1); - if(sd && sd != dstsd && battle_config.resurrection_exp > 0) { - int exp = 0,jexp = 0; - int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; - if(lv > 0) { - exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (exp < 1) exp = 1; - } - if(jlv > 0) { - jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (jexp < 1) jexp = 1; - } - if(exp > 0 || jexp > 0) - pc_gainexp (sd, exp, jexp); - } - } - } - break; - - case AL_DECAGI: /* 速度減少 */ - if (dstsd && dstsd->special_state.no_magic_damage) - break; - if (rand() % 100 < (50 + skilllv * 3 + (status_get_lv(src) + status_get_int(src) / 5) - sc_def_mdef)) { - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - status_change_start (bl, SkillStatusChangeTable[skillid], skilllv, 0, 0, 0, skill_get_time(skillid,skilllv), 0); - } - break; - - case AL_CRUCIS: - if (flag & 1) { - int race = status_get_race (bl), ele = status_get_elem_type (bl); - if (battle_check_target (src, bl, BCT_ENEMY) && (race == 6 || battle_check_undead (race, ele))) { - int slv = status_get_lv (src),tlv = status_get_lv (bl); - int rate = 25 + skilllv*2 + slv - tlv; - if (rand()%100 < rate) - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0); - } - } else { - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - map_foreachinarea(skill_area_sub, - src->m, src->x-15, src->y-15, src->x+15, src->y+15, 0, - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, - skill_castend_nodamage_id); - } - break; - - case PR_LEXDIVINA: /* レックスディビ?ナ */ - { - struct status_change *sc_data = status_get_sc_data(bl); - clif_skill_nodamage (src, bl, skillid, skilllv, 1); - if (dstsd && dstsd->special_state.no_magic_damage) - break; - if (sc_data && sc_data[SC_DIVINA].timer != -1) - status_change_end(bl,SC_DIVINA, -1); - else if (rand() % 100 < sc_def_vit) { - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); - } - } - break; - - case SA_ABRACADABRA: - { - int abra_skillid = 0, abra_skilllv; - //require 1 yellow gemstone even with mistress card or Into the Abyss - if ((i = pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!) - clif_skill_fail(sd,sd->skillid,0,0); - break; - } - pc_delitem(sd, i, 1, 0); - do { - abra_skillid = rand() % 331; - 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スキルはダメ - skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダメ - 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); - sd->skillitem = abra_skillid; - sd->skillitemlv = abra_skilllv; - clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra"); - } - break; - - case SA_COMA: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (dstsd) { - if (dstsd->special_state.no_magic_damage) - break; - dstsd->status.hp = 1; - dstsd->status.sp = 1; - clif_updatestatus(dstsd, SP_HP); - clif_updatestatus(dstsd, SP_SP); - } - if(dstmd) dstmd->hp = 1; - break; - case SA_FULLRECOVERY: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (dstsd) { - if (dstsd->special_state.no_magic_damage) - break; - pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp); - } - if (dstmd) dstmd->hp = status_get_max_hp(bl); - break; - case SA_SUMMONMONSTER: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,""); - break; - case SA_LEVELUP: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, pc_nextbaseexp(sd) * 10 / 100, 0); - break; - case SA_INSTANTDEATH: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (sd) pc_damage(NULL,sd,sd->status.max_hp); - break; - case SA_QUESTION: - case SA_GRAVITY: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - case SA_CLASSCHANGE: - { - //クラスチェンジ用ボスモンスタ?ID - int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115 - ,1157,1159,1190,1272,1312,1373,1492}; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstmd) mob_class_change(dstmd,changeclass); - } - break; - case SA_MONOCELL: - { - int poringclass[]={1002}; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstmd) mob_class_change(dstmd,poringclass); - } - break; - case SA_DEATH: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp); - if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1); - break; - case SA_REVERSEORCISH: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800); - break; - case SA_FORTUNE: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(sd) pc_getzeny(sd,status_get_lv(bl)*100); - break; - case SA_TAMINGMONSTER: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (dstmd) { - for (i = 0; i < MAX_PET_DB; i++) { - if (dstmd->class_ == pet_db[i].class_) { - pet_catch_process1 (sd, dstmd->class_); - break; - } - } - } - break; - - case AL_INCAGI: /* 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: /* 聖?降福 */ - case CR_PROVIDENCE: /* プロヴィデンス */ - if (dstsd && dstsd->special_state.no_magic_damage) - clif_skill_nodamage(src,bl,skillid,skilllv,1); - else { - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case CG_MARIONETTE: /* マリオネットコントロ?ル */ - if (sd && dstsd){ - struct status_change *sc_data = status_get_sc_data(src); - struct status_change *tsc_data = status_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; - int sc2 = SC_MARIONETTE2; - - if ((sd == dstsd) - || (!sd->status.party_id) - || (sd->status.party_id != dstsd->status.party_id)) { - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 1; - } - if(sc_data && tsc_data){ - if (sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) { - status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0); - status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0); - } - else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 && - sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) { - status_change_end(src, sc, -1); - status_change_end(bl, sc2, -1); - } - else { - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 1; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - } - break; - - case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - if (dstsd) { - if (dstsd->special_state.no_magic_damage) { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - break; - } - if(dstsd->status.weapon == 0 || - (sd && sd->status.party_id > 0 && sd->status.party_id != dstsd->status.party_id) || - dstsd->sc_data[SC_FLAMELAUNCHER].timer != -1 || - dstsd->sc_data[SC_FROSTWEAPON].timer != -1 || - dstsd->sc_data[SC_LIGHTNINGLOADER].timer != -1 || - dstsd->sc_data[SC_SEISMICWEAPON].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(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4 - if (sd) clif_skill_fail(sd,skillid,0,0); - clif_skill_nodamage(src,bl,skillid,skilllv,0); - if(dstsd && battle_config.equipment_breaking) { - if(sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon"); - pc_breakweapon(dstsd); - } - break; - } else { - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case PR_ASPERSIO: /* アスペルシオ */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (dstsd && dstsd->special_state.no_magic_damage) - break; - if (dstmd) - break; - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - - case PR_KYRIE: /* キリエエレイソン */ - clif_skill_nodamage(bl,bl,skillid,skilllv,1); - if (dstsd && dstsd->special_state.no_magic_damage) - break; - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - - case KN_AUTOCOUNTER: /* オ?トカウンタ? */ - case KN_TWOHANDQUICKEN: /* ツ?ハンドクイッケン */ - case CR_SPEARQUICKEN: /* スピアクイッケン */ - case CR_REFLECTSHIELD: - case AS_POISONREACT: /* ポイズンリアクト */ - case MC_LOUD: /* ラウドボイス */ - case MG_ENERGYCOAT: /* エナジ?コ?ト */ -// case SM_ENDURE: /* インデュア */ - case MG_SIGHT: /* サイト */ - case AL_RUWACH: /* ルアフ */ - case MO_EXPLOSIONSPIRITS: // 爆裂波動 - case MO_STEELBODY: // 金剛 - case LK_AURABLADE: /* オ?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 LK_BERSERK: /* バ?サ?ク */ - case HP_ASSUMPTIO: /* */ - case WS_CARTBOOST: /* カ?トブ?スト */ - case SN_SIGHT: /* トゥル?サイト */ - case WS_MELTDOWN: /* メルトダウン */ - case ST_REJECTSWORD: /* リジェクトソ?ド */ - case HW_MAGICPOWER: /* 魔法力?幅 */ - case PF_MEMORIZE: /* メモライズ */ - case PA_SACRIFICE: - case ASC_EDP: // [Celest] - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - - case SM_ENDURE: /* インデュア */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - if (sd) - pc_blockskill_start (sd, skillid, 10000); - break; - - case SM_AUTOBERSERK: // Celest - { - struct status_change *tsc_data = status_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (tsc_data && tsc_data[sc].timer != -1) - status_change_end(bl, sc, -1); - else - status_change_start(bl,sc,skilllv,0,0,0,0,0); - } - break; - - case AS_ENCHANTPOISON: // Prevent spamming [Valaris] - if (dstsd) { - if(dstsd->sc_data[SC_FLAMELAUNCHER].timer != -1 || - dstsd->sc_data[SC_FROSTWEAPON].timer != -1 || - dstsd->sc_data[SC_LIGHTNINGLOADER].timer != -1 || - dstsd->sc_data[SC_SEISMICWEAPON].timer != -1 || - dstsd->sc_data[SC_ENCPOISON].timer != -1) { - clif_skill_nodamage(src,bl,skillid,skilllv,0); - clif_skill_fail(sd,skillid,0,0); - break; - } - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - - case LK_TENSIONRELAX: /* テンションリラックス */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - pc_setsit(sd); - clif_sitting(sd); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - case LK_BERSERK: /* バ?サ?ク */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - //sd->status.hp = sd->status.max_hp * 3; - break; - - case MC_CHANGECART: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - case AC_CONCENTRATION: /* 集中力向上 */ - { - int range = 1; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - map_foreachinarea( status_change_timer_sub, - src->m, src->x-range, src->y-range, src->x+range,src->y+range,0, - src,SkillStatusChangeTable[skillid],tick); - } - break; - - case SM_PROVOKE: /* プロボック */ - { - struct status_change *sc_data = status_get_sc_data(bl); - - /* MVPmobと不死には?かない */ - if((dstmd && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //不死には?かない - map_freeblock_unlock(); - return 1; - } - - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - - if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 - skill_castcancel(bl,0); - if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) - && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) - skill_castcancel(bl,0); - - if(sc_data){ - if(sc_data[SC_FREEZE].timer!=-1) - status_change_end(bl,SC_FREEZE,-1); - if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) - status_change_end(bl,SC_STONE,-1); - if(sc_data[SC_SLEEP].timer!=-1) - status_change_end(bl,SC_SLEEP,-1); - } - - if(dstmd) { - int range = skill_get_range(skillid,skilllv); - dstmd->state.provoke_flag = src->id; - mob_target(dstmd,src,range); - } - } - break; - - case CR_DEVOTION: /* ディボ?ション */ - if(sd && dstsd){ - //?生や養子の場合の元の職業を算出する - int s_class = pc_calc_base_job2 (dstsd->status.class_); - - int lv = sd->status.base_level - dstsd->status.base_level; - if (lv < 0) lv = -lv; - if ((sd == dstsd) // 相手はPCじゃないとだめ - || (sd->bl.id == dstsd->bl.id) // 相手が自分はだめ - || (lv > battle_config.devotion_level_difference) // レベル差±10まで - || (!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ - || ((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、 - &&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ - || (s_class == 14 || s_class == 21)) { // クルセだめ - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 1; - } - for (i = 0; i < skilllv; i++) { - if (!sd->dev.val1[i]) { // 空きがあったら入れる - sd->dev.val1[i] = bl->id; - sd->dev.val2[i] = bl->id; - break; - } else if (i == skilllv - 1) { // 空きがなかった - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 1; - } - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - clif_devotion(sd,bl->id); - status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 ); - } - else clif_skill_fail(sd,skillid,0,0); - break; - - case MO_CALLSPIRITS: // ?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_BLADESTOP: // 白刃取り - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - - case MO_ABSORBSPIRITS: // ?奪 - i=0; - if (dstsd) { - if ((sd && sd == dstsd) || map[src->m].flag.pvp || map[src->m].flag.gvg) { - if (dstsd->spiritball > 0) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - i = dstsd->spiritball * 7; - pc_delspiritball(dstsd,dstsd->spiritball,0); - if(i > 0x7FFF) - i = 0x7FFF; - if(sd && sd->status.sp + i > sd->status.max_sp) - i = sd->status.max_sp - sd->status.sp; - } - } - } else if (dstmd) { //?象がモンスタ?の場合 - //20%の確率で?象のLv*2のSPを回復する。成功したときはタ?ゲット(σ?Д?)σ????!! - if(rand() % 100 < 20) { - i = 2 * mob_db[dstmd->class_].lv; - mob_target(dstmd,src,0); - } - } - if (i && sd){ - sd->status.sp += i; - clif_heal(sd->fd,SP_SP,i); - } else clif_skill_nodamage(src,bl,skillid,skilllv,0); - break; - - case AC_MAKINGARROW: /* 矢作成 */ - if(sd) { - clif_arrow_create_list(sd); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - - case AM_PHARMACY: /* ポ?ション作成 */ - if(sd) { - clif_skill_produce_mix_list(sd,32); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - case WS_CREATECOIN: /* クリエイトコイン */ - if(sd) { - clif_skill_produce_mix_list(sd,64); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - case WS_CREATENUGGET: /* 塊製造 */ - if(sd) { - clif_skill_produce_mix_list(sd,128); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - case ASC_CDP: // [DracoRPG] - // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100] - if(sd) { - clif_skill_produce_mix_list(sd,256); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - case BS_HAMMERFALL: /* ハンマ?フォ?ル */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_weapon_damage) - break; - if(rand() % 100 < (20 + 10 * skilllv) * sc_def_vit / 100 ) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case RG_RAID: /* サプライズアタック */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinarea(skill_area_sub, - bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - status_change_end(src, SC_HIDING, -1); // ハイディング解除 - break; - - case ASC_METEORASSAULT: /* メテオアサルト */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinarea(skill_area_sub, - bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - break; - - case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/ - { - int c,n=4,ar; - int dir = map_calc_dir(src,bl->x,bl->y); - struct square tc; - int x=bl->x,y=bl->y; - ar=skilllv/3; - skill_brandishspear_first(&tc,dir,x,y); - skill_brandishspear_dir(&tc,dir,4); - /* 範?C */ - if(skilllv == 10){ - for(c=1;c<4;c++){ - map_foreachinarea(skill_area_sub, - bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|n, - skill_castend_damage_id); - } - } - /* 範?BA */ - if(skilllv > 6){ - skill_brandishspear_dir(&tc,dir,-1); - n--; - }else{ - skill_brandishspear_dir(&tc,dir,-2); - n-=2; - } - - if(skilllv > 3){ - for(c=0;c<5;c++){ - map_foreachinarea(skill_area_sub, - bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|n, - skill_castend_damage_id); - if(skilllv > 6 && n==3 && c==4){ - skill_brandishspear_dir(&tc,dir,-1); - n--;c=-1; - } - } - } - /* 範?@ */ - for(c=0;c<10;c++){ - if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); - map_foreachinarea(skill_area_sub, - bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - } - } - break; - - /* パ?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: /* グロリア */ - case SN_WINDWALK: /* ウインドウォ?ク */ - if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - /* 個別の?理 */ - clif_skill_nodamage(bl,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_magic_damage) - break; - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); - } else if (sd) { - /* パ?ティ全?への?理 */ - party_foreachsamemap (skill_area_sub, - sd,1, - src,skillid,skilllv,tick, flag|BCT_PARTY|1, - skill_castend_nodamage_id); - } - break; - - case BS_ADRENALINE: /* アドレナリンラッシュ */ - case BS_WEAPONPERFECT: /* ウェポンパ?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?理 */ - clif_skill_nodamage(bl,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0); - } else if (sd) { - /* パ?ティ全?への?理 */ - party_foreachsamemap(skill_area_sub, - sd,1, - src,skillid,skilllv,tick, flag|BCT_PARTY|1, - skill_castend_nodamage_id); - } - break; - - /*(付加と解除が必要) */ - case BS_MAXIMIZE: /* マキシマイズパワ? */ - case NV_TRICKDEAD: /* 死んだふり */ - case CR_DEFENDER: /* ディフェンダ? */ - case CR_AUTOGUARD: /* オ?トガ?ド */ - { - struct status_change *tsc_data = status_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (tsc_data && tsc_data[sc].timer != -1) - status_change_end(bl, sc, -1); - else - status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); - } - break; - - case TF_HIDING: /* ハイディング */ - { - struct status_change *tsc_data = status_get_sc_data(bl); - int sc = SkillStatusChangeTable[skillid]; - clif_skill_nodamage(src,bl,skillid,-1,1); - if (tsc_data && tsc_data[sc].timer != -1) - status_change_end(bl, sc, -1); - else - status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); - } - break; - - case AS_CLOAKING: /* クロ?キング */ - { - struct status_change *tsc_data = status_get_sc_data(bl); - int sc=SkillStatusChangeTable[skillid]; - clif_skill_nodamage(src,bl,skillid,-1,1); - if(tsc_data && tsc_data[sc].timer!=-1 ) - /* 解除する */ - status_change_end(bl, sc, -1); - else - /* 付加する */ - status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); - //skill_check_cloaking(bl); - } - break; - - case ST_CHASEWALK: /* ハイディング */ - { - struct status_change *tsc_data = status_get_sc_data(bl); - int sc=SkillStatusChangeTable[skillid]; - clif_skill_nodamage(src,bl,skillid,-1,1); - if(tsc_data && tsc_data[sc].timer!=-1 ) - /* 解除する */ - status_change_end(bl, sc, -1); - else - /* 付加する */ - status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); - } - break; - - /* ?地スキル */ - case BD_LULLABY: /* 子守唄 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case BA_DISSONANCE: /* 不協和音 */ - case BA_POEMBRAGI: /* ブラギの詩 */ - case BA_WHISTLE: /* 口笛 */ - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ - case BA_APPLEIDUN: /* イドゥンの林檎 */ - case DC_UGLYDANCE: /* 自分勝手なダンス */ - case DC_HUMMING: /* ハミング */ - case DC_DONTFORGETME: /* 私を忘れないで… */ - case DC_FORTUNEKISS: /* 幸運のキス */ - case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */ -// case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); - break; - - case HP_BASILICA: /* バジリカ */ - { - struct skill_unit_group *sg; - battle_stopwalking(src,1); - skill_clear_unitgroup(src); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); - status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,(int)sg, - skill_get_time(skillid,skilllv),0); - } - break; - - case PA_GOSPEL: /* ゴスペル */ - skill_clear_unitgroup(src); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); - status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,BCT_SELF,skill_get_time(skillid,skilllv),0); - break; - - case BD_ADAPTATION: /* アドリブ */ - { - struct status_change *sc_data = status_get_sc_data(src); - if(sc_data && sc_data[SC_DANCING].timer!=-1){ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_stop_dancing(src,0); - } - } - 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+3000,bl->id,0,0,skillid,skilllv,0,flag); - 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)) { - int range = skill_get_range(skillid,skilllv); - if(range < 0) - range = status_get_range(src) - (range + 1); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - mob_target((struct mob_data *)bl,src,range); - } - else - clif_skill_fail(sd,skillid,0,0); - } - break; - - case MG_STONECURSE: /* スト?ンカ?ス */ - { - struct status_change *sc_data = status_get_sc_data(bl); - // Level 6-10 doesn't consume a red gem if it fails [celest] - int i, gem_flag = 1, fail_flag = 0; - if (dstmd && status_get_mode(bl)&0x20) { - clif_skill_fail(sd,sd->skillid,0,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_magic_damage ) - break; - if (sc_data && sc_data[SC_STONE].timer != -1) { - status_change_end(bl,SC_STONE,-1); - if (sd) { - fail_flag = 1; - clif_skill_fail(sd,skillid,0,0); - } - } - else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) - status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - else if(sd) { - if (skilllv > 5) gem_flag = 0; - clif_skill_fail(sd,skillid,0,0); - fail_flag = 1; - } - if (dstmd) - mob_target(dstmd,src,skill_get_range(skillid,skilllv)); - if (sd && gem_flag) { - if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) { - if (!fail_flag) clif_skill_fail(sd,sd->skillid,0,0); - break; - } - 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? */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_magic_damage ) - break; - status_change_end(bl, SC_SILENCE , -1 ); - status_change_end(bl, SC_BLIND , -1 ); - status_change_end(bl, SC_CONFUSION, -1 ); - if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果 - status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0); - } - break; - - case TF_DETOXIFY: /* 解毒 */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_end(bl, SC_POISON , -1 ); - status_change_end(bl, SC_DPOISON , -1 ); - break; - - case PR_STRECOVERY: /* リカバリ? */ - { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_magic_damage) - break; - status_change_end(bl, SC_FREEZE , -1 ); - status_change_end(bl, SC_STONE , -1 ); - status_change_end(bl, SC_SLEEP , -1 ); - status_change_end(bl, SC_STAN , -1 ); - if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//アンデッドなら暗闇?果 - if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10))) { - status_change_start(bl, SC_BLIND,1,0,0,0, - 1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,0); - } - } - if(dstmd){ - dstmd->attacked_id=0; - dstmd->target_id=0; - dstmd->state.targettype = NONE_ATTACKABLE; - dstmd->state.skillstate=MSS_IDLE; - dstmd->next_walktime=tick+rand()%3000+3000; - } - } - break; - - case WZ_ESTIMATION: /* モンスタ?情報 */ - if(sd) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - clif_skill_estimation((struct map_session_data *)src,bl); - } - break; - - case MC_IDENTIFY: /* アイテム鑑定 */ - if(sd) - clif_item_identify_list(sd); - break; - - case BS_REPAIRWEAPON: /* 武器修理 */ - if(sd) { -//動作しないのでとりあえずコメントアウト - /*if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!) - clif_skill_fail(sd,sd->skillid,0,0); - map_freeblock_unlock(); - return 1; - }*/ - clif_item_repair_list(sd); - } - break; - - case MC_VENDING: /* 露店開設 */ - if(sd) - clif_openvendingreq(sd,2+sd->skilllv); - break; - - case AL_TELEPORT: /* テレポ?ト */ - if(sd) { - if (map[sd->bl.m].flag.noteleport) { /* テレポ禁止 */ - clif_skill_teleportmessage(sd,0); - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(sd->skilllv == 1) - clif_skill_warppoint(sd,sd->skillid,"Random","","",""); - else { - clif_skill_warppoint(sd,sd->skillid,"Random", - sd->status.save_point.map,"",""); - } - } else if(dstmd) - mob_warp(dstmd,-1,-1,-1,3); - break; - - case AL_HOLYWATER: /* アクアベネディクタ */ - if(sd) { - int eflag; - struct item item_tmp; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = 523; - item_tmp.identify = 1; - if(battle_config.holywater_name_input) { - item_tmp.card[0] = 0xfe; - item_tmp.card[1] = 0; - *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */ - } - eflag = pc_additem(sd,&item_tmp,1); - if(eflag) { - clif_additem(sd,0,0,eflag); - map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); - } - } - break; - case TF_PICKSTONE: - if(sd) { - int eflag; - struct item item_tmp; - struct block_list tbl; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - memset(&item_tmp,0,sizeof(item_tmp)); - memset(&tbl,0,sizeof(tbl)); // [MouseJstr] - item_tmp.nameid = 7049; - item_tmp.identify = 1; - tbl.id = 0; - clif_takeitem(&sd->bl,&tbl); - eflag = pc_additem(sd,&item_tmp,1); - if(eflag) { - clif_additem(sd,0,0,eflag); - map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); - } - } - break; - - case RG_STRIPWEAPON: /* ストリップウェポン */ - case RG_STRIPSHIELD: /* ストリップシールド */ - case RG_STRIPARMOR: /* ストリップアーマー */ - case RG_STRIPHELM: /* ストリップヘルム */ - { - struct status_change *tsc_data; - int strip_time, strip_per, strip_fix; - int scid, cp_scid = 0, equip; - - tsc_data = status_get_sc_data(bl); - scid = SkillStatusChangeTable[skillid]; - switch (skillid) { - case RG_STRIPWEAPON: - equip = EQP_WEAPON; - cp_scid = SC_CP_WEAPON; - break; - case RG_STRIPSHIELD: - equip = EQP_SHIELD; - cp_scid = SC_CP_SHIELD; - break; - case RG_STRIPARMOR: - equip = EQP_ARMOR; - cp_scid = SC_CP_ARMOR; - break; - case RG_STRIPHELM: - equip = EQP_HELM; - cp_scid = SC_CP_HELM; - break; - default: - map_freeblock_unlock(); - return 1; - } - - if (tsc_data && (tsc_data[scid].timer != -1 || tsc_data[cp_scid].timer != -1)) - break; - if (dstsd && dstsd->unstripable_equip & equip) - break; - - strip_fix = status_get_dex(src) - status_get_dex(bl); - if(strip_fix < 0) - strip_fix=0; - strip_per = 5+5*skilllv+strip_fix/5; - if (rand()%100 >= strip_per) - break; - - if (dstsd) { - for (i=0;i<MAX_INVENTORY;i++) { - if (dstsd->status.inventory[i].equip && (dstsd->status.inventory[i].equip & equip)){ - pc_unequipitem(dstsd,i,3); - break; - } - } - if (i == MAX_INVENTORY) - break; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; - status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 ); - break; - } - case ST_FULLSTRIP: // Celest - { - struct status_change *tsc_data; - int i, j, strip_time, strip_per, strip_fix; - int equip[4] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM }; - int scid[4] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM }; - int cp_scid[4] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM }; - - tsc_data = status_get_sc_data(bl); - strip_fix = status_get_dex(src) - status_get_dex(bl); - if(strip_fix < 0) - strip_fix = 0; - strip_per = 5+5*skilllv+strip_fix/5; - if (rand()%100 >= strip_per) - break; - strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; - - for (i=0; i<4; i++) { - if (dstsd) { - if (tsc_data && (tsc_data[scid[i]].timer != -1 || tsc_data[cp_scid[i]].timer != -1)) - continue; - if (dstsd->unstripable_equip & equip[i]) - continue; - for (j=0; j<MAX_INVENTORY; j++) { - if (dstsd->status.inventory[j].equip && (dstsd->status.inventory[j].equip & equip[i])){ - pc_unequipitem(dstsd,j,3); - break; - } - } - if (j == MAX_INVENTORY) - continue; - } - status_change_start(bl,scid[i],skilllv,0,0,0,strip_time,0 ); - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - } - - /* PotionPitcher */ - case AM_POTIONPITCHER: /* ポ?ションピッチャ? */ - { - struct block_list tbl; - int i,x,hp = 0,sp = 0; - if(sd) { - x = skilllv%11 - 1; - i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); - if(i < 0 || skill_db[skillid].itemid[x] <= 0) { - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 1; - } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 1; - } - sd->state.potionpitcher_flag = 1; - sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0; - sd->skilltarget = bl->id; - run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0); - pc_delitem(sd,i,skill_db[skillid].amount[x],0); - sd->state.potionpitcher_flag = 0; - if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) { - hp = status_get_max_hp(bl) * sd->potion_per_hp / 100; - hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - if(dstsd) { - sp = dstsd->status.max_sp * sd->potion_per_sp / 100; - sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - } - } - else { - if(sd->potion_hp > 0) { - hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - hp = hp * (100 + (status_get_vit(bl)<<1)) / 100; - if(dstsd) - hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if(sd->potion_sp > 0) { - sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - sp = sp * (100 + (status_get_int(bl)<<1)) / 100; - if(dstsd) - sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; - } - } - } - else { - hp = (1 + rand()%400) * (100 + skilllv*10) / 100; - hp = hp * (100 + (status_get_vit(bl)<<1)) / 100; - if(dstsd) - hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - tbl.id = 0; - tbl.m = src->m; - tbl.x = src->x; - tbl.y = src->y; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(hp > 0 || (hp <= 0 && sp <= 0)) - clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1); - if(sp > 0) - clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1); - battle_heal(src,bl,hp,sp,0); - } - break; - case AM_CP_WEAPON: - case AM_CP_SHIELD: - case AM_CP_ARMOR: - case AM_CP_HELM: - { - int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON); - struct status_change *tsc_data = status_get_sc_data(bl); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(tsc_data && tsc_data[scid].timer != -1) - status_change_end(bl, scid, -1 ); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - } - break; - - case SA_DISPELL: /* ディスペル */ - { - int i; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_magic_damage ) - break; - for(i=0;i<136;i++){ - if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50 - || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR - || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR - || i==SC_CP_HELM || i==SC_COMBO) - continue; - status_change_end(bl,i,-1); - } - } - break; - - case TF_BACKSLIDING: /* バックステップ */ - battle_stopwalking(src,1); - skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000); - if (sd) - clif_fixpos(src); - else if (md) - clif_fixmobpos(md); - else if (src->type == BL_PET) - clif_fixpetpos((struct pet_data *)src); - skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag); - break; - - case SA_CASTCANCEL: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_castcancel(src,1); - if(sd) { - int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); - sp = sp * (90 - (skilllv-1)*20) / 100; - if(sp < 0) sp = 0; - pc_heal(sd,0,-sp); - } - break; - case SA_SPELLBREAKER: // スペルブレイカ? - { - struct status_change *sc_data = status_get_sc_data(bl); - int sp; - if(sc_data && sc_data[SC_MAGICROD].timer != -1) { - if(dstsd) { - sp = skill_get_sp(skillid,skilllv); - sp = sp * sc_data[SC_MAGICROD].val2 / 100; - if(sp > 0x7fff) sp = 0x7fff; - else if(sp < 1) sp = 1; - if(dstsd->status.sp + sp > dstsd->status.max_sp) { - sp = dstsd->status.max_sp - dstsd->status.sp; - dstsd->status.sp = dstsd->status.max_sp; - } - else - dstsd->status.sp += sp; - clif_heal(dstsd->fd,SP_SP,sp); - } - clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); - if(sd) { - sp = sd->status.max_sp/5; - if(sp < 1) sp = 1; - pc_heal(sd,0,-sp); - } - } - else { - int bl_skillid=0,bl_skilllv=0; - if(bl->type == BL_PC) { - if(dstsd && dstsd->skilltimer != -1) { - bl_skillid = dstsd->skillid; - bl_skilllv = dstsd->skilllv; - } - } - else if(bl->type == BL_MOB) { - if(dstmd && dstmd->skilltimer != -1) { - bl_skillid = dstmd->skillid; - bl_skilllv = dstmd->skilllv; - } - } - if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_castcancel(bl,0); - sp = skill_get_sp(bl_skillid,bl_skilllv); - if(dstsd) - pc_heal(dstsd,0,-sp); - if(sd) { - sp = sp*(25*(skilllv-1))/100; - if(skilllv > 1 && sp < 1) sp = 1; - if(sp > 0x7fff) sp = 0x7fff; - else if(sp < 1) sp = 1; - if(sd->status.sp + sp > sd->status.max_sp) { - sp = sd->status.max_sp - sd->status.sp; - sd->status.sp = sd->status.max_sp; - } - else - sd->status.sp += sp; - clif_heal(sd->fd,SP_SP,sp); - } - } - else if(sd) - clif_skill_fail(sd,skillid,0,0); - } - } - break; - case SA_MAGICROD: - if (dstsd && dstsd->special_state.no_magic_damage ) - break; - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - case SA_AUTOSPELL: /* 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; - maxlv = skilllv - 9; - } - else if(skilllv >=8) { - spellid = MG_FIREBALL; - maxlv = skilllv - 7; - } - else if(skilllv >=5) { - spellid = MG_SOULSTRIKE; - maxlv = skilllv - 4; - } - else if(skilllv >=2) { - int i = rand()%3; - spellid = spellarray[i]; - maxlv = skilllv - 1; - } - else if(skilllv > 0) { - spellid = MG_NAPALMBEAT; - maxlv = 3; - } - if(spellid > 0) - status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0, - skill_get_time(SA_AUTOSPELL,skilllv),0); - } - break; - - /* ランダム?性?化、水?性?化、地、火、風 */ - case NPC_ATTRICHANGE: - case NPC_CHANGEWATER: - case NPC_CHANGEGROUND: - case NPC_CHANGEFIRE: - case NPC_CHANGEWIND: - /* 毒、聖、念、闇 */ - case NPC_CHANGEPOISON: - case NPC_CHANGEHOLY: - case NPC_CHANGEDARKNESS: - case NPC_CHANGETELEKINESIS: - if(md){ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - md->def_ele=skill_get_pl(skillid); - if(md->def_ele==0) /* ランダム?化、ただし、*/ - md->def_ele=rand()%10; /* 不死?性は除く */ - md->def_ele+=(1+rand()%4)*20; /* ?性レベルはランダム */ - } - break; - - case NPC_PROVOCATION: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(md) - clif_pet_performance(src,mob_db[md->class_].skill[md->skillidx].val[0]); - break; - - case NPC_HALLUCINATION: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_magic_damage ) - break; - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - - case NPC_KEEPING: - case NPC_BARRIER: - { - int skill_time = skill_get_time(skillid,skilllv); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 ); - if (md) - mob_changestate(md,MS_DELAY,skill_time); - else if (sd) - sd->attackabletime = sd->canmove_tick = tick + skill_time; - } - break; - - case NPC_DARKBLESSING: - { - int sc_def = 100 - status_get_mdef(bl); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && dstsd->special_state.no_magic_damage ) - break; - if(status_get_elem_type(bl) == 7 || status_get_race(bl) == 6) - break; - if(rand()%100 < sc_def*(50+skilllv*5)/100) { - if(dstsd) { - int hp = status_get_hp(bl)-1; - pc_heal(dstsd,-hp,0); - } - else if(dstmd) - dstmd->hp = 1; - } - } - break; - - case NPC_SELFDESTRUCTION: /* 自爆 */ - case NPC_SELFDESTRUCTION2: /* 自爆2 */ - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0); - break; - case NPC_LICK: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (dstsd) { - if (dstsd->special_state.no_weapon_damage ) - break; - pc_heal(dstsd,0,-100); - } - if(rand()%100 < (skilllv*5)*sc_def_vit/100) - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - break; - - case NPC_SUICIDE: /* 自決 */ - if(src && bl){ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (md) - mob_damage(NULL,md,md->hp,0); - else if (sd) - pc_damage(NULL,sd,sd->status.hp); - } - break; - - case NPC_SUMMONSLAVE: /* 手下召喚 */ - case NPC_SUMMONMONSTER: /* MOB召喚 */ - if(md) - mob_summonslave(md,mob_db[md->class_].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0); - break; - - case NPC_RECALL: //取り巻き呼び戻し - if(md) { - int mobcount; - md->recallcount = 0;//初期化 - md->recall_flag = 0; - mobcount = mob_countslave(md); - if(mobcount > 0) { - md->recall_flag = 1; //mob.cの[取り巻きモンスターの処理]で利用 - md->recallmob_count = mobcount; - } - } - break; - - case NPC_RUNAWAY: //後退 - if(md) { - int check; - int dist = skilllv;//後退する距離 - check = md->dir; //自分がどの方向に向いてるかチェック - md->attacked_id = 0; - md->target_id = 0; - md->state.targettype = NONE_ATTACKABLE; - md->state.skillstate = MSS_IDLE; - switch (check) { - case 0: //自分の向いてる方向と逆に移動する - mob_walktoxy(md,md->bl.x,md->bl.y-dist,0);//そして、移動する - break; - case 1: - mob_walktoxy(md,md->bl.x-dist,md->bl.y-dist,0); - break; - case 2: - mob_walktoxy(md,md->bl.x+dist,md->bl.y,0); - break; - case 3: - mob_walktoxy(md,md->bl.x+dist,md->bl.y+dist,0); - break; - case 4: - mob_walktoxy(md,md->bl.x,md->bl.y+dist,0); - break; - case 5: - mob_walktoxy(md,md->bl.x-dist,md->bl.y+dist,0); - break; - case 6: - mob_walktoxy(md,md->bl.x-dist,md->bl.y,0); - break; - case 7: - mob_walktoxy(md,md->bl.x-dist,md->bl.y-dist,0); - break; - } - } - break; - - case NPC_TRANSFORMATION: - case NPC_METAMORPHOSIS: - if(md) - mob_class_change(md,mob_db[md->class_].skill[md->skillidx].val); - break; - - case NPC_EMOTION: /* エモ?ション */ - if(md) - clif_emotion(&md->bl,mob_db[md->class_].skill[md->skillidx].val[0]); - break; - - case NPC_DEFENDER: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - - // Equipment breaking monster skills [Celest] - case NPC_BREAKWEAPON: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && battle_config.equipment_breaking) - pc_breakweapon(dstsd); - break; - - case NPC_BREAKARMOR: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && battle_config.equipment_breaking) - pc_breakarmor(dstsd); - break; - - case NPC_BREAKHELM: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && battle_config.equipment_breaking) - pc_breakhelm(dstsd); - break; - - case NPC_BREAKSHIELD: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstsd && battle_config.equipment_breaking) - pc_breakshield(dstsd); - break; - - case NPC_EXPLOSIONSPIRITS: //NPC爆裂波動 - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SC_EXPLOSIONSPIRITS,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - break; - - case WE_MALE: /* 君だけは護るよ */ - if(sd && dstsd){ - int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; - int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15% - clif_skill_nodamage(src,bl,skillid,gain_hp,1); - battle_heal(NULL,bl,gain_hp,0,0); - } - break; - case WE_FEMALE: /* あなたの?に?牲になります */ - if(sd && dstsd){ - int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; - int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15% - clif_skill_nodamage(src,bl,skillid,gain_sp,1); - battle_heal(NULL,bl,0,gain_sp,0); - } - break; - - case WE_CALLPARTNER: /* あなたに?いたい */ - if(sd && dstsd){ - if((dstsd = pc_get_partner(sd)) == NULL){ - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){ - clif_skill_teleportmessage(sd,1); - map_freeblock_unlock(); - return 0; - } - skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0); - } - break; - -// parent-baby skills - case WE_BABY: - if(sd && dstsd){ - struct map_session_data *f_sd = pc_get_father(sd); - struct map_session_data *m_sd = pc_get_mother(sd); - // if neither was found - if(!f_sd && !m_sd){ - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); - if (f_sd) status_change_start(&f_sd->bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - if (m_sd) status_change_start(&m_sd->bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - } - break; - - case WE_CALLPARENT: - if(sd && dstsd){ - struct map_session_data *f_sd = pc_get_father(sd); - struct map_session_data *m_sd = pc_get_mother(sd); - // if neither was found - if(!f_sd && !m_sd){ - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){ - clif_skill_teleportmessage(sd,1); - map_freeblock_unlock(); - return 0; - } - if (f_sd) pc_setpos(f_sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,3); - if (m_sd) pc_setpos(f_sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,3); - } - break; - - case WE_CALLBABY: - if(sd && dstsd){ - if((dstsd = pc_get_child(sd)) == NULL){ - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){ - clif_skill_teleportmessage(sd,1); - map_freeblock_unlock(); - return 0; - } - pc_setpos(dstsd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,3); - } - break; - - case PF_HPCONVERSION: /* ライフ置き換え */ - clif_skill_nodamage(src, bl, skillid, skilllv, 1); - if (sd) { - int hp, sp; - hp = sd->status.max_hp / 10; //基本はHPの10% - sp = hp * 10 * skilllv / 100; - if (sd->status.sp + sp > sd->status.max_sp) - sp = sd->status.max_sp - sd->status.sp; - // we need to check with the sp that was taken away when casting too - if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp) - hp = sp = 0; - pc_heal(sd, -hp, sp); - clif_heal(sd->fd, SP_SP, sp); - clif_updatestatus(sd, SP_SP); - } - break; - case HT_REMOVETRAP: /* リム?ブトラップ */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - { - struct skill_unit *su=NULL; - struct item item_tmp; - int flag; - if((bl->type==BL_SKILL) && - (su=(struct skill_unit *)bl) && - (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && - (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) && - (su->group->unit_id != 0x92)){ //?を取り返す - if(sd){ - if(battle_config.skill_removetrap_type == 1){ - for(i=0;i<10;i++) { - if(skill_db[su->group->skill_id].itemid[i] > 0){ - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; - item_tmp.identify = 1; - if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){ - clif_additem(sd,0,0,flag); - map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); - } - } - } - }else{ - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = 1065; - item_tmp.identify = 1; - if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){ - clif_additem(sd,0,0,flag); - map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); - } - } - - } - if(su->group->unit_id == 0x91 && su->group->val2){ - struct block_list *target=map_id2bl(su->group->val2); - if(target && (target->type == BL_PC || target->type == BL_MOB)) - 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 0x91: // ankle snare - if (su->group->val2 != 0) - // if it is already trapping something don't spring it, - // remove trap should be used instead - break; - // otherwise fallthrough to below - case 0x8f: /* ブラストマイン */ - case 0x90: /* スキッドトラップ */ - case 0x93: /* ランドマイン */ - case 0x94: /* ショックウェ?ブトラップ */ - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャ? */ - case 0x97: /* フリ?ジングトラップ */ - case 0x98: /* クレイモア?トラップ */ - case 0x99: /* ト?キ?ボックス */ - su->group->unit_id = 0x8c; - clif_changelook(bl,LOOK_BASE,su->group->unit_id); - su->group->limit=DIFF_TICK(tick+1500,su->group->tick); - su->limit=DIFF_TICK(tick+1500,su->group->tick); - } - } - } - break; - case BD_ENCORE: /* アンコ?ル */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(sd) - skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance); - break; - - case AS_SPLASHER: /* ベナムスプラッシャ? */ - if((double)status_get_max_hp(bl)*2/3 < status_get_hp(bl)) { //HPが2/3以上?っていたら失敗 - map_freeblock_unlock(); - return 1; - } - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 ); - break; - - case PF_MINDBREAKER: /* プロボック */ - { - struct status_change *sc_data = status_get_sc_data(bl); - - /* MVPmobと不死には?かない */ - if((dstmd && status_get_mode(bl)&0x20) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //不死には?かない - { - map_freeblock_unlock(); - return 1; - } - - clif_skill_nodamage(src,bl,skillid,skilllv,1); - status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); - - if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 - skill_castcancel(bl,0); - if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) - && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) - skill_castcancel(bl,0); - - if(sc_data){ - if(sc_data[SC_FREEZE].timer!=-1) - status_change_end(bl,SC_FREEZE,-1); - if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) - status_change_end(bl,SC_STONE,-1); - if(sc_data[SC_SLEEP].timer!=-1) - status_change_end(bl,SC_SLEEP,-1); - } - - if(dstmd) - mob_target(dstmd,src,skill_get_range(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; - - case PF_SPIDERWEB: /* スパイダ?ウェッブ */ - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0); - break; - - // Weapon Refining [Celest] - case WS_WEAPONREFINE: - if(sd) - clif_item_refine_list(sd); - break; - - // Slim Pitcher - case CR_SLIMPITCHER: - { - if (sd && flag&1) { - struct block_list tbl; - int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; - hp = hp * (100 + (status_get_vit(bl)<<1))/100; - if (dstsd) { - hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100; - } - tbl.id = 0; - tbl.m = src->m; - tbl.x = src->x; - tbl.y = src->y; - clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1); - battle_heal(NULL,bl,hp,0,0); - } - } - break; - // Full Chemical Protection - case CR_FULLPROTECTION: - { - int i, skilltime; - struct status_change *tsc_data = status_get_sc_data(bl); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skilltime = skill_get_time(skillid,skilllv); - for (i=0; i<4; i++) { - if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1) - status_change_end(bl, SC_STRIPWEAPON + i, -1 ); - status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 ); - } - } - break; - - case RG_CLEANER: //AppleGirl - clif_skill_nodamage(src,bl,skillid,skilllv,1); - { - struct skill_unit *su=NULL; - if((bl->type==BL_SKILL) && - (su=(struct skill_unit *)bl) && - (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && - (su->group->unit_id == 0xb0)){ //?を取り返す - if(sd) - skill_delunit(su); - } - } - break; - case ST_PRESERVE: - if (sd){ - if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1) - status_change_end(src, SC_PRESERVE, -1 ); - else - status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 ); - clif_skill_nodamage(src,src,skillid,skilllv,1); - } - break; - - // New guild skills [Celest] - case GD_BATTLEORDER: - { - struct guild *g = NULL; - // Only usable during WoE - if (!agit_flag) { - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - if(flag&1) { - if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { - status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 ); - } - } - else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && - strcmp(sd->status.name,g->master)==0) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinarea(skill_area_sub, - src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, - src,skillid,skilllv,tick, flag|BCT_ALL|1, - skill_castend_nodamage_id); - pc_blockskill_start (sd, skillid, 300000); - } - } - break; - case GD_REGENERATION: - { - struct guild *g = NULL; - // Only usable during WoE - if (!agit_flag) { - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - if(flag&1) { - if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { - status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 ); - } - } - else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && - strcmp(sd->status.name,g->master)==0) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinarea(skill_area_sub, - src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, - src,skillid,skilllv,tick, flag|BCT_ALL|1, - skill_castend_nodamage_id); - pc_blockskill_start (sd, skillid, 300000); - } - } - break; - case GD_RESTORE: - { - struct guild *g = NULL; - // Only usable during WoE - if (!agit_flag) { - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - if(flag&1) { - if (dstsd && dstsd->status.guild_id == sd->status.guild_id) { - int hp, sp; - hp = dstsd->status.max_hp*9/10; - sp = dstsd->status.max_sp*9/10; - sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp; - clif_skill_nodamage(src,bl,AL_HEAL,hp,1); - battle_heal(NULL,bl,hp,sp,0); - } - } - else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && - strcmp(sd->status.name,g->master)==0) { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinarea(skill_area_sub, - src->m,src->x-15,src->y-15,src->x+15,src->y+15,0, - src,skillid,skilllv,tick, flag|BCT_ALL|1, - skill_castend_nodamage_id); - pc_blockskill_start (sd, skillid, 300000); - } - } - break; - case GD_EMERGENCYCALL: - { - int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; - int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; - int j = 0; - struct guild *g = NULL; - // Only usable during WoE - if (!agit_flag || - (sd && map[sd->bl.m].flag.nowarpto && // if not allowed to warp to the map - guild_mapname2gc(sd->mapname) == NULL)) { // and it's not a castle... - clif_skill_fail(sd,skillid,0,0); - map_freeblock_unlock(); - return 0; - } - // i don't know if it actually summons in a circle, but oh well. ;P - if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) && - strcmp(sd->status.name,g->master)==0) { - for(i = 0; i < g->max_member; i++, j++) { - if (j>8) j=0; - if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) { - if (map[dstsd->bl.m].flag.nowarp && - guild_mapname2gc(sd->mapname) == NULL) - continue; - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS)) - dx[j] = dy[j] = 0; - pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2); - } - } - pc_blockskill_start (sd, skillid, 300000); - } - } - break; - - default: - printf("Unknown skill used:%d\n",skillid); - map_freeblock_unlock(); - return 1; - } - - map_freeblock_unlock(); - return 0; -} - -/*========================================== - * 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 map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/; - struct block_list *bl; - int range,inf2; - - nullpo_retr(0, sd); - - if( sd->bl.prev == NULL ) //prevが無いのはありなの? - return 0; - - if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */ - return 0; - if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { - sd->speed = sd->prev_speed; - clif_updatestatus(sd,SP_SPEED); - } - if(sd->skillid != SA_CASTCANCEL) - sd->skilltimer=-1; - - if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) { - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - - if(sd->skillid == PR_LEXAETERNA) { - struct status_change *sc_data = status_get_sc_data(bl); - if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - else if(sd->skillid == RG_BACKSTAP) { - int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl); - int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); - if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - - inf2 = skill_get_inf2(sd->skillid); - if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵??係チェック - battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) { - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - if(inf2 & 0xC00 && sd->bl.id != bl->id) { - int fail_flag = 1; - if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0) - fail_flag = 0; - if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == status_get_guild_id(bl)) - fail_flag = 0; - if(fail_flag) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - - range = skill_get_range(sd->skillid,sd->skilllv); - if(range < 0) - range = status_get_range(&sd->bl) - (range + 1); - range += battle_config.pc_skill_add_range; - if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || - (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || - (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || - (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST)) - range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2); - if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] - if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - if(!skill_check_condition(sd,1)) { /* 使用?件チェック */ - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - sd->skillitem = sd->skillitemlv = -1; - if(battle_config.skill_out_range_consume) { - if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - return 0; - } - } - - if(battle_config.pc_skill_log) - printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); - pc_stop_walking(sd,0); - - switch( skill_get_nk(sd->skillid) ) - { - /* 攻?系/吹き飛ばし系 */ - case 0: case 2: - skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); - break; - case 1:/* 支援系 */ - if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) - skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); - else - skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); - break; - } - - return 0; -} - -/*========================================== - * スキル使用(詠唱完了、場所指定の?際の?理) - *------------------------------------------ - */ -int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag) -{ - struct map_session_data *sd=NULL; - int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0; - - //if(skilllv <= 0) return 0; - if(skillid > 0 && skilllv <= 0) return 0; // celest - - nullpo_retr(0, src); - - if(src->type==BL_PC){ - nullpo_retr(0, sd=(struct map_session_data *)src); - } - if( skillid != WZ_METEOR && - skillid != AM_CANNIBALIZE && - skillid != AM_SPHEREMINE) - clif_skill_poseffect(src,skillid,skilllv,x,y,tick); - - if (sd && skillnotok(skillid, sd)) // [MouseJstr] - return 0; - - switch(skillid) - { - case PR_BENEDICTIO: /* 聖?降福 */ - skill_area_temp[1]=src->id; - map_foreachinarea(skill_area_sub, - src->m,x-1,y-1,x+1,y+1,0, - src,skillid,skilllv,tick, flag|BCT_NOENEMY|1, - skill_castend_nodamage_id); - map_foreachinarea(skill_area_sub, - src->m,x-1,y-1,x+1,y+1,0, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); - break; - - case BS_HAMMERFALL: /* ハンマ?フォ?ル */ - { - int r = 2; - if (skilllv > 5) { - r = 14; - skilllv = 5; // スタン率上がりすぎるため計算はLv5で固定 - } - skill_area_temp[1] = src->id; - skill_area_temp[2] = x; - skill_area_temp[3] = y; - map_foreachinarea (skill_area_sub, - src->m, x-r, y-r, x+r, y+r, 0, - src, skillid, skilllv, tick, flag|BCT_ENEMY|2, - skill_castend_nodamage_id); - } - break; - - case HT_DETECTING: /* ディテクティング */ - { - int range=skilllv*2+1; - if(src->x!=x) - x+=(src->x-x>0)?-range:range; - if(src->y!=y) - y+=(src->y-y>0)?-range:range; - map_foreachinarea( status_change_timer_sub, - src->m, x-range, y-range, x+range,y+range,0, - src,SC_SIGHT,tick); - } - break; - - case MG_SAFETYWALL: /* 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: /* ロ?ドオブヴァ?ミリオン */ - //case WZ_FROSTNOVA: /* フロストノヴァ */ - 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: /* グランドクロス */ - case NPC_DARKGRANDCROSS: /*闇グランドクロス*/ - case HT_SKIDTRAP: /* スキッドトラップ */ - case HT_LANDMINE: /* ランドマイン */ - case HT_ANKLESNARE: /* アンクルスネア */ - case HT_SHOCKWAVE: /* ショックウェ?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 HT_TALKIEBOX: /* ト?キ?ボックス */ - skill_unitsetting(src,skillid,skilllv,x,y,0); - break; - - case RG_GRAFFITI: /* Graffiti [Valaris] */ - skill_clear_unitgroup(src); - skill_unitsetting(src,skillid,skilllv,x,y,0); - break; - - case 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: /* ランドプロテクタ? */ - skill_clear_element_field(src);//?に自分が?動している?性場をクリア - skill_unitsetting(src,skillid,skilllv,x,y,0); - break; - - case WZ_METEOR: //メテオスト?ム - { - int flag=0; - for(i=0;i<2+(skilllv>>1);i++) { - int j=0; - do { - tmpx = x + (rand()%7 - 3); - tmpy = y + (rand()%7 - 3); - if(tmpx < 0) - tmpx = 0; - else if(tmpx >= map[src->m].xs) - tmpx = map[src->m].xs - 1; - if(tmpy < 0) - tmpy = 0; - else if(tmpy >= map[src->m].ys) - tmpy = map[src->m].ys - 1; - j++; - } while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100); - if(j >= 100) - continue; - if(flag==0){ - clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); - flag=1; - } - if(i > 0) - skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag); - x1 = tmpx; - y1 = tmpy; - } - skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag); - } - break; - - case AL_WARP: /* ワ?プポ?タル */ - if(sd) { - if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */ - break; - clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map, - (sd->skilllv>1)?sd->status.memo_point[0].map:"", - (sd->skilllv>2)?sd->status.memo_point[1].map:"", - (sd->skilllv>3)?sd->status.memo_point[2].map:""); - } - break; - case MO_BODYRELOCATION: - if(sd){ - pc_movepos(sd,x,y); - }else if( src->type==BL_MOB ) - mob_warp((struct mob_data *)src,-1,x,y,0); - if (sd) - pc_blockskill_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, "--ja--", 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->state.special_mob_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 = 0x0 + 0x4 + 0x80; - md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0); - } - // To-do: 召還されるモンスターには召還したプレーヤーの名前が付きます - // (attach name of player?) - clif_skill_poseffect(src,skillid,skilllv,x,y,tick); - } - break; - case AM_SPHEREMINE: // スフィア?マイン - if(sd){ - int id; - struct mob_data *md; - - id = mob_once_spawn(sd, "this", x, y, "--ja--", 1142, 1, ""); - if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){ - md->master_id = sd->bl.id; - md->hp = 2000 + skilllv * 400; - md->state.special_mob_ai = 2; - md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0); - } - clif_skill_poseffect(src,skillid,skilllv,x,y,tick); - } - break; - - // Slim Pitcher [Celest] - case CR_SLIMPITCHER: - { - if (sd) { - int i = skilllv%11 - 1; - int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); - if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || - sd->status.inventory[j].amount < skill_db[skillid].amount[i]) { - clif_skill_fail(sd,skillid,0,0); - return 1; - } - sd->state.potionpitcher_flag = 1; - sd->potion_hp = 0; - run_script(sd->inventory_data[j]->use_script,0,sd->bl.id,0); - pc_delitem(sd,j,skill_db[skillid].amount[i],0); - sd->state.potionpitcher_flag = 0; - clif_skill_poseffect(src,skillid,skilllv,x,y,tick); - if(sd->potion_hp > 0) { - map_foreachinarea(skill_area_sub, - src->m,x-3,y-3,x+3,y+3,0, - src,skillid,skilllv,tick,flag|BCT_PARTY|1, - skill_castend_nodamage_id); - } - } - } - break; - } - - return 0; -} - -/*========================================== - * スキル使用(詠唱完了、map指定) - *------------------------------------------ - */ -int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map) -{ - int x=0,y=0; - - nullpo_retr(0, sd); - if( sd->bl.prev == NULL || pc_isdead(sd) ) - return 0; - - if(skillnotok(skill_num, sd)) - return 0; - - if( sd->opt1>0 || sd->status.option&2 ) - return 0; - //スキルが使えない?態異常中 - if(sd->sc_count){ - if( sd->sc_data[SC_DIVINA].timer!=-1 || - sd->sc_data[SC_ROKISWEIL].timer!=-1 || - sd->sc_data[SC_AUTOCOUNTER].timer != -1 || - sd->sc_data[SC_STEELBODY].timer != -1 || - sd->sc_data[SC_DANCING].timer!=-1 || - sd->sc_data[SC_BERSERK].timer != -1 || - sd->sc_data[SC_MARIONETTE].timer != -1) - return 0; - } - - if( skill_num != sd->skillid) /* 不正パケットらしい */ - return 0; - - pc_stopattack(sd); - - if(battle_config.pc_skill_log) - printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); - pc_stop_walking(sd,0); - - if(strcmp(map,"cancel")==0) - return 0; - - switch(skill_num){ - case AL_TELEPORT: /* テレポ?ト */ - if(strcmp(map,"Random")==0) - pc_randomwarp(sd,3); - else - pc_setpos(sd,sd->status.save_point.map, - sd->status.save_point.x,sd->status.save_point.y,3); - break; - - case AL_WARP: /* ワ?プポ?タル */ - { - const struct point *p[4]; - struct skill_unit_group *group; - int i; - int maxcount=0; - p[0] = &sd->status.save_point; - p[1] = &sd->status.memo_point[0]; - p[2] = &sd->status.memo_point[1]; - p[3] = &sd->status.memo_point[2]; - - if((maxcount = skill_get_maxcount(sd->skillid)) > 0) { - int c; - for(i=c=0;i<MAX_SKILLUNITGROUP;i++) { - if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid) - c++; - } - if(c >= maxcount) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = gettick(); - sd->canmove_tick = gettick(); - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - - if(sd->skilllv <= 0) return 0; - for(i=0;i<sd->skilllv;i++){ - if(strcmp(map,p[i]->map)==0){ - x=p[i]->x; - y=p[i]->y; - break; - } - } - if(x==0 || y==0) /* 不正パケット? */ - return 0; - - if(!skill_check_condition(sd,3)) - return 0; - if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL) - return 0; - group->valstr=(char *)aCallocA(24,sizeof(char)); - memcpy(group->valstr,map,24); - group->val2=(x<<16)|y; - } - break; - } - - return 0; -} - -/*========================================== - * スキルユニット設定?理 - *------------------------------------------ - */ -struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag) -{ - struct skill_unit_group *group; - int i,limit,val1=0,val2=0,val3=0; - int count=0; - int target,interval,range,unit_flag; - struct skill_unit_layout *layout; - struct status_change *sc_data; - int active_flag=1; - - nullpo_retr(0, src); - - limit = skill_get_time(skillid,skilllv); - range = skill_get_unit_range(skillid); - interval = skill_get_unit_interval(skillid); - target = skill_get_unit_target(skillid); - unit_flag = skill_get_unit_flag(skillid); - layout = skill_get_unit_layout(skillid,skilllv,src,x,y); - - if (unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - target = BCT_NOENEMY; - - sc_data = status_get_sc_data(src); // for firewall and fogwall - celest - - switch(skillid){ /* 設定 */ - - case MG_SAFETYWALL: /* セイフティウォ?ル */ - val2=skilllv+1; - break; - case MG_FIREWALL: /* ファイヤ?ウォ?ル */ - if(sc_data && sc_data[SC_VIOLENTGALE].timer!=-1) - limit = limit*3/2; - val2=4+skilllv; - break; - - case AL_WARP: /* ワ?プポ?タル */ - val1=skilllv+6; - if(flag==0) - 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; - interval += 500; - break; - - case WZ_FIREPILLAR: /* ファイア?ピラ? */ - if(flag!=0) - limit=1000; - val1=skilllv+2; - if(skilllv >= 6) - range=2; - break; - case WZ_METEOR: - if (skilllv > 10) //広範囲メテオ - range = 10; - break; - case WZ_VERMILION: - if (skilllv > 10) //広範囲LOV - range = 25; - break; - - 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 */ - // longer trap times in WOE [celest] - if (map[src->m].flag.gvg) limit *= 4; - break; - case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */ - val1=skilllv*15+10; - break; - - case SA_LANDPROTECTOR: /* グランドクロス */ - { - 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) - } - break; - - case BA_WHISTLE: /* 口笛 */ - if(src->type == BL_PC) - val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; - val2 = ((status_get_agi(src)/10)&0xffff)<<16; - val2 |= (status_get_luk(src)/10)&0xffff; - break; - case DC_HUMMING: /* ハミング */ - if(src->type == BL_PC) - val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = status_get_dex(src)/10; - break; - case DC_DONTFORGETME: /* 私を忘れないで… */ - if(src->type == BL_PC) - val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = ((status_get_dex(src)/20)&0xffff)<<16; - val2 |= (status_get_agi(src)/10)&0xffff; - break; - case BA_POEMBRAGI: /* ブラギの詩 */ - if(src->type == BL_PC) - val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON); - val2 = ((status_get_dex(src)/10)&0xffff)<<16; - val2 |= (status_get_int(src)/5)&0xffff; - break; - case BA_APPLEIDUN: /* イドゥンの林檎 */ - if(src->type == BL_PC) - val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)&0xffff; - val2 |= (status_get_vit(src))&0xffff; - val3 = 0;//回復用タイムカウンタ(6秒?に1?加) - break; - case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */ - if(src->type == BL_PC) - val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = status_get_int(src)/10; - break; - case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ - if(src->type == BL_PC) - val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; - val2 = status_get_agi(src)/20; - break; - case DC_FORTUNEKISS: /* 幸運のキス */ - if(src->type == BL_PC) - val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; - val2 = status_get_luk(src)/10; - break; - - case PF_FOGWALL: /* フォグウォ?ル */ - if(sc_data && sc_data[SC_DELUGE].timer!=-1) limit *= 2; - break; - - case RG_GRAFFITI: /* Graffiti */ - count=1; // Leave this at 1 [Valaris] - break; - } - - nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count), - skillid,skilllv,skill_get_unit_id(skillid,flag&1))); - group->limit=limit; - group->val1=val1; - group->val2=val2; - group->val3=val3; - group->target_flag=target; - group->interval=interval; - if(skillid==HT_TALKIEBOX || - skillid==RG_GRAFFITI){ - group->valstr=(char *) aCallocA(80, 1); - if(group->valstr==NULL){ - printf("skill_castend_map: out of memory !\n"); - exit(1); - } - memcpy(group->valstr,talkie_mes,80); - } - for(i=0;i<layout->count;i++){ - struct skill_unit *unit; - int ux,uy,val1=skilllv,val2=0,limit=group->limit,alive=1; - ux = x + layout->dx[i]; - uy = y + layout->dy[i]; - switch (skillid) { - case MG_FIREWALL: /* 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; - } - //直上スキルの場合設置座標上にランドプロテクタ?がないかチェック - if(range<=0) - map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive); - - if(skillid==WZ_ICEWALL && alive){ - val2=map_getcell(src->m,ux,uy,CELL_GETTYPE); - if(val2==5 || val2==1) - alive=0; - else { - map_setcell(src->m,ux,uy,5); - clif_changemapcell(src->m,ux,uy,5,0); - } - } - - if(alive){ - nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy)); - unit->val1=val1; - unit->val2=val2; - unit->limit=limit; - unit->range=range; - - if (range==0 && active_flag) - map_foreachinarea(skill_unit_effect,unit->bl.m - ,unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y - ,0,&unit->bl,gettick(),1); - } - } - - return group; -} - -/*========================================== - * 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 skill_unit *unit2; - struct status_change *sc_data; - int type; - - nullpo_retr(0, src); - nullpo_retr(0, bl); - - if(bl->prev==NULL || !src->alive || - (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))) - return 0; - - nullpo_retr(0, sg=src->group); - nullpo_retr(0, ss=map_id2bl(sg->src_id)); - - sc_data = status_get_sc_data(bl); - type = SkillStatusChangeTable[sg->skill_id]; - - if (battle_check_target(&src->bl,bl,sg->target_flag)<=0) - return 0; - - // 対象がLP上に居る場合は無効 - if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL)) - return 0; - - switch (sg->unit_id) { - case 0x85: /* ニューマ */ - case 0x7e: /* セイフティウォール */ - if (sc_data && sc_data[type].timer == -1) - status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); - break; - - case 0x80: /* ワープポータル(発動後) */ - if(bl->type==BL_PC){ - struct map_session_data *sd = (struct map_session_data *)bl; - if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && - src->bl.x == sd->to_x && src->bl.y == sd->to_y) { - if( battle_config.chat_warpportal || !sd->chatID ){ - pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3); - if(sg->src_id == bl->id || (strcmp(map[src->bl.m].name,sg->valstr) == 0 && - src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) )) - skill_delunitgroup(sg); - if (--sg->val1<=0) - skill_delunitgroup(sg); - } - } - } else if(bl->type==BL_MOB && battle_config.mob_warpportal){ - int m = map_mapname2mapid(sg->valstr); - mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3); - } - break; - - case 0x8e: /* クァグマイア */ - if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) - break; - if(sc_data && sc_data[type].timer==-1) - status_change_start(bl,type,sg->skill_lv,(int)src,0,0, - skill_get_time2(sg->skill_id,sg->skill_lv),0); - break; - - case 0x9a: /* ボルケ?ノ */ - case 0x9b: /* デリュ?ジ */ - case 0x9c: /* バイオレントゲイル */ - if (sc_data && sc_data[type].timer!=-1) { - unit2 = (struct skill_unit *)sc_data[type].val4; - if (unit2 && unit2->group && - (unit2==src || DIFF_TICK(sg->tick,unit2->group->tick)<=0)) - break; - } - status_change_start(bl,type,sg->skill_lv,(int)src,0,0, - skill_get_time2(sg->skill_id,sg->skill_lv),0); - break; - - case 0x9e: /* 子守唄 */ - case 0x9f: /* ニヨルドの宴 */ - case 0xa0: /* 永遠の混沌 */ - case 0xa1: /* ?太鼓の響き */ - case 0xa2: /* ニ?ベルングの指輪 */ - case 0xa3: /* ロキの叫び */ - case 0xa4: /* 深淵の中に */ - case 0xa5: /* 不死身のジ?クフリ?ド */ - case 0xa6: /* 不協和音 */ - case 0xa7: /* 口笛 */ - case 0xa8: /* 夕陽のアサシンクロス */ - case 0xa9: /* ブラギの詩 */ - case 0xaa: /* イドゥンの林檎 */ - case 0xab: /* 自分勝手なダンス */ - case 0xac: /* ハミング */ - case 0xad: /* 私を忘れないで… */ - case 0xae: /* 幸運のキス */ - case 0xaf: /* サ?ビスフォ?ユ? */ - if (sg->src_id==bl->id) - break; - if (sc_data && sc_data[type].timer!=-1) { - unit2 = (struct skill_unit *)sc_data[type].val4; - if (unit2 && unit2->group && - (unit2 == src || DIFF_TICK(sg->tick,unit2->group->tick)<=0)) - break; - } - status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, - (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); - break; - - case 0xb4: // Basilica - if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0) { - if (sc_data && sc_data[type].timer!=-1) { - struct skill_unit_group *sg2 = (struct skill_unit_group *)sc_data[type].val4; - if (sg2 && (sg2 == src->group || DIFF_TICK(sg->tick,sg2->tick)<=0)) - break; - } else - status_change_start(bl,type,sg->skill_lv,(int)src,0,0, - skill_get_time2(sg->skill_id,sg->skill_lv),0); - } else if (!status_get_mode(bl)&0x20) - skill_blown(&src->bl,bl,1); - break; - - case 0xb6: /* フォグウォ?ル */ - if (sc_data && sc_data[type].timer!=-1) { - struct skill_unit_group *sg2 = (struct skill_unit_group *)sc_data[type].val4; - if (sg2 && (sg2 == src->group || DIFF_TICK(sg->tick,sg2->tick)<=0)) - break; - } - status_change_start (bl, type, sg->skill_lv, sg->val1, sg->val2, (int)sg, - skill_get_time2(sg->skill_id, sg->skill_lv), 0); - if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) - skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick); - break; - - case 0xb2: /* あなたを_?いたいです */ - case 0xb3: /* ゴスペル */ - //とりあえず何もしない - break; - /* default: - if(battle_config.error_log) - printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); - break;*/ - } - - return 0; -} - -/*========================================== - * スキルユニットの発動イベント(タイマー発動) - *------------------------------------------ - */ -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; - int splash_count=0; - struct status_change *sc_data; - struct skill_unit_group_tickset *ts; - int type; - int diff=0; - - nullpo_retr(0, src); - nullpo_retr(0, bl); - - if (bl->type!=BL_PC && bl->type!=BL_MOB) - return 0; - - if (bl->prev==NULL || !src->alive || - (bl->type==BL_PC && pc_isdead((struct map_session_data *)bl))) - return 0; - - nullpo_retr(0, sg=src->group); - nullpo_retr(0, ss=map_id2bl(sg->src_id)); - sc_data = status_get_sc_data(bl); - type = SkillStatusChangeTable[sg->skill_id]; - - // 対象がLP上に居る場合は無効 - if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL)) - return 0; - - // 前に影響を受けてからintervalの間は影響を受けない - nullpo_retr(0,ts = skill_unitgrouptickset_search(bl,sg,tick)); - diff = DIFF_TICK(tick,ts->tick); - if (sg->skill_id == PR_SANCTUARY) - diff += 500; // 新規に回復したユニットだけカウントするための仕掛け - if (diff < 0) - return 0; - ts->tick = tick+sg->interval; - // GXは重なっていたら3HITしない - if (sg->skill_id==CR_GRANDCROSS && !battle_config.gx_allhit) - ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y)-1); - - switch (sg->unit_id) { - case 0x83: /* サンクチュアリ */ - { - int race = status_get_race(bl); - - if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) { - if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) { - // reduce healing count if this was meant for damaging [hekate] - sg->val1 -= 2; - //sg->val1--; // チャットキャンセルに対応 - } - } else { - int heal = sg->val2; - if (status_get_hp(bl) >= status_get_max_hp(bl)) - break; - if (bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage) - heal = 0; /* 黄金蟲カード(ヒール量0) */ - clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - battle_heal(NULL, bl, heal, 0, 0); - if (diff >= 500) - sg->val1--; // 新規に入ったユニットだけカウント - } - if (sg->val1 <= 0) - skill_delunitgroup(sg); - break; - } - - case 0x84: /* マグヌスエクソシズム */ - { - int race = status_get_race(bl); - if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6) - return 0; - skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - src->val2++; - break; - } - - case 0x7f: /* ファイヤーウォール */ - skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - if (--src->val2<=0) - skill_delunit(src); - break; - case 0x86: /* ロードオブヴァーミリオン(TS,MS,FN,SG,HD,GX,闇GX) */ - skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - case 0x87: /* ファイアーピラー(発動前) */ - skill_delunit(src); - skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); - break; - - case 0x88: /* ファイアーピラー(発動後) */ - map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, - BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest] - //skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case 0x90: /* スキッドトラップ */ - { - int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv); - if(map[bl->m].flag.gvg) c = 0; - for(i=0;i<c;i++) - skill_blown(&src->bl,bl,1|0x30000); - sg->unit_id = 0x8c; - clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); - sg->limit=DIFF_TICK(tick,sg->tick)+1500; - } - break; - - case 0x93: /* ランドマイン */ - skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - sg->unit_id = 0x8c; - clif_changelook(&src->bl,LOOK_BASE,0x88); - sg->limit=DIFF_TICK(tick,sg->tick)+1500; - break; - - case 0x8f: /* ブラストマイン */ - case 0x94: /* ショックウェ?ブトラップ */ - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャ? */ - case 0x97: /* フリ?ジングトラップ */ - case 0x98: /* クレイモア?トラップ */ - map_foreachinarea(skill_count_target,src->bl.m - ,src->bl.x-src->range,src->bl.y-src->range - ,src->bl.x+src->range,src->bl.y+src->range - ,0,&src->bl,&splash_count); - map_foreachinarea(skill_trap_splash,src->bl.m - ,src->bl.x-src->range,src->bl.y-src->range - ,src->bl.x+src->range,src->bl.y+src->range - ,0,&src->bl,tick,splash_count); - sg->unit_id = 0x8c; - clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); - sg->limit=DIFF_TICK(tick,sg->tick)+1500; - break; - - case 0x91: /* アンクルスネア */ - if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){ - int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); - int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)*100; - if(status_get_mode(bl)&0x20) - sec = sec/5; - if (sec < 3000) // minimum time of 3 seconds [celest] - sec = 3000; - battle_stopwalking(bl,1); - status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0); - - skill_unit_move(bl,tick,0); - if(moveblock) map_delblock(bl); - bl->x = src->bl.x; - bl->y = src->bl.y; - if(moveblock) map_addblock(bl); - skill_unit_move(bl,tick,1); - if(bl->type == BL_MOB) - clif_fixmobpos((struct mob_data *)bl); - else if(bl->type == BL_PET) - clif_fixpetpos((struct pet_data *)bl); - else - clif_fixpos(bl); - clif_01ac(&src->bl); - sg->limit=DIFF_TICK(tick,sg->tick) + sec; - sg->val2=bl->id; - sg->interval = -1; - src->range = 0; - } - break; - - case 0x92: /* ベノムダスト */ - if(sc_data && sc_data[type].timer==-1 ) - status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); - break; - - case 0xb1: /* デモンストレ?ション */ - skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking) - pc_breakweapon((struct map_session_data *)bl); - break; - - case 0x99: /* トーキーボックス */ - if(sg->src_id == bl->id) //自分が踏んでも発動しない - break; - if(sg->val2==0){ - clif_talkiebox(&src->bl,sg->valstr); - sg->unit_id = 0x8c; - clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); - sg->limit=DIFF_TICK(tick,sg->tick)+5000; - sg->val2=-1; //踏んだ - } - break; - - // Basilica - case 0xb4: /* バジリカ */ - if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0 && - !(status_get_mode(bl)&0x20)) - skill_blown(&src->bl,bl,1); - if (sg->src_id==bl->id) - break; - if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0 && sc_data && sc_data[type].timer == -1) - status_change_start(bl,type,sg->skill_lv,(int)src,0,0, - skill_get_time2(sg->skill_id,sg->skill_lv),0); - break; - - case 0xb7: /* スパイダ?ウェッブ */ - if(sg->val2==0){ - int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); - skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); - skill_unit_move(bl,tick,0); - if(moveblock) map_delblock(bl); - bl->x = src->bl.x; - bl->y = src->bl.y; - if(moveblock) map_addblock(bl); - skill_unit_move(bl,tick,1); - if(bl->type == BL_MOB) - clif_fixmobpos((struct mob_data *)bl); - else if(bl->type == BL_PET) - clif_fixpetpos((struct pet_data *)bl); - else - clif_fixpos(bl); - sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv); - sg->val2=bl->id; - sg->interval = -1; - src->range = 0; - } - break; - -/* default: - if(battle_config.error_log) - printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); - break;*/ - } - - if(bl->type==BL_MOB && ss!=bl) /* スキル使用?件のMOBスキル */ - { - if(battle_config.mob_changetarget_byskill == 1) - { - int target=((struct mob_data *)bl)->target_id; - if(ss->type == BL_PC) - ((struct mob_data *)bl)->target_id=ss->id; - mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); - ((struct mob_data *)bl)->target_id=target; - } - else - mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); - } - - return 0; -} -/*========================================== - * スキルユニットから離?する(もしくはしている)場合 - *------------------------------------------ - */ -int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick) -{ - struct skill_unit_group *sg; - struct status_change *sc_data; - int type; - - nullpo_retr(0, src); - nullpo_retr(0, bl); - nullpo_retr(0, sg=src->group); - sc_data = status_get_sc_data(bl); - type = SkillStatusChangeTable[sg->skill_id]; - - if (bl->prev==NULL || !src->alive || - (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))) - return 0; - - switch(sg->unit_id){ - case 0x7e: /* セイフティウォール */ - case 0x85: /* ニューマ */ - case 0x8e: /* クァグマイア */ - case 0x9a: /* ボルケーノ */ - case 0x9b: /* デリュージ */ - case 0x9c: /* バイオレントゲイル */ - if (type==SC_QUAGMIRE && bl->type==BL_MOB) - break; - if (sc_data && sc_data[type].timer!=-1 && sc_data[type].val2==(int)src) { - status_change_end(bl,type,-1); - } - break; - case 0x91: /* アンクルスネア */ - { - struct block_list *target = map_id2bl(sg->val2); - if(target && target == bl){ - status_change_end(bl,SC_ANKLE,-1); - sg->limit=DIFF_TICK(tick,sg->tick)+1000; - } - break; - } - case 0x9e: /* 子守唄 */ - case 0x9f: /* ニヨルドの宴 */ - case 0xa0: /* 永遠の混沌 */ - case 0xa1: /* 戦太鼓の響き */ - case 0xa2: /* ニーベルングの指輪 */ - case 0xa3: /* ロキの叫び */ - case 0xa4: /* 深淵の中に */ - case 0xa5: /* 不死身のジークフリード */ - case 0xad: /* 私を忘れないで… */ - if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)src) { - status_change_end(bl,type,-1); - } - break; - - case 0xa6: /* 不協和音 */ - case 0xa7: /* 口笛 */ - case 0xa8: /* 夕陽のアサシンクロス */ - case 0xa9: /* ブラギの詩 */ - case 0xaa: /* イドゥンの林檎 */ - case 0xab: /* 自分勝手なダンス */ - case 0xac: /* ハミング */ - case 0xae: /* 幸運のキス */ - case 0xaf: /* サ?ビスフォ?ユ? */ - if (sg->src_id==bl->id) { - status_change_end(bl,type,-1); - break; - } - if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)src) { - sc_data[type].timer = add_timer(20000+tick, status_change_timer, bl->id, type); - } - break; - - case 0xb4: // Basilica - if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)sg) { - status_change_end(bl,type,-1); - } - break; - - case 0xb6: - { - if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)sg) { - status_change_end(bl,SC_FOGWALL,-1); - if (sc_data && sc_data[SC_BLIND].timer!=-1) - sc_data[SC_BLIND].timer = add_timer( - gettick() + 30000, status_change_timer, bl->id, 0); - } - break; - } - - case 0xb7: /* 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; - } - -/* default: - if(battle_config.error_log) - printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); - break;*/ - } - - return 0; -} - -/*========================================== - * スキルユニット効果発動/離脱処理(foreachinarea) - * bl: ユニット(BL_PC/BL_MOB) - *------------------------------------------ - */ -int skill_unit_effect(struct block_list *bl,va_list ap) -{ - struct skill_unit *unit; - struct skill_unit_group *group; - int flag; - unsigned int tick; - static int called = 0; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, unit=va_arg(ap,struct skill_unit*)); - tick = va_arg(ap,unsigned int); - flag = va_arg(ap,unsigned int); - - if (bl->type!=BL_PC && bl->type!=BL_MOB) - return 0; - - if (!unit->alive || bl->prev==NULL) - return 0; - - nullpo_retr(0, group=unit->group); - - if (flag) - skill_unit_onplace(unit,bl,tick); - else { - skill_unit_onout(unit,bl,tick); - unit = map_find_skill_unit_oncell(bl,bl->x,bl->y,group->skill_id,unit); - if (unit && called == 0) { - called = 1; - skill_unit_onplace(unit,bl,tick); - called = 0; - } - } - - 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 0x81: /* ワ?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->valstr=(char *) aCallocA(24, 1); - if(group->valstr==NULL){ - printf("skill_unit_onlimit: out of memory !\n"); - exit(1); - } - memcpy(group->valstr,sg->valstr,24); - group->val2=sg->val2; - } - break; - - case 0x8d: /* アイスウォ?ル */ - map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2); - clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1); - break; - case 0xb2: /* あなたに?いたい */ - { - struct map_session_data *sd = NULL; - struct map_session_data *p_sd = NULL; - if((sd = map_id2sd(sg->src_id)) == NULL) - return 0; - if((p_sd = pc_get_partner(sd)) == NULL) - return 0; - - pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3); - } - break; - } - return 0; -} -/*========================================== - * スキルユニットのダメ?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); - - switch(sg->unit_id){ - case 0x8d: /* アイスウォ?ル */ - src->val1-=damage; - break; - case 0x8f: /* ブラストマイン */ - case 0x98: /* クレイモア?トラップ */ - skill_blown(bl,&src->bl,2); //吹き飛ばしてみる - break; - default: - damage = 0; - break; - } - return damage; -} - - -/*---------------------------------------------------------------------------- */ - -/*========================================== - * 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 map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/; - int range,maxcount; - - nullpo_retr(0, sd); - - if( sd->bl.prev == NULL ) - return 0; - if( sd->skilltimer != tid ) /* タイマIDの確認 */ - return 0; - if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { - sd->speed = sd->prev_speed; - clif_updatestatus(sd,SP_SPEED); - } - sd->skilltimer=-1; - if(pc_isdead(sd)) { - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - - /*case MG_SAFETYWALL: - case WZ_FIREPILLAR: - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - case AL_WARP: - case PF_SPIDERWEB: - case RG_GRAFFITI: - range = 0; - break; - case AL_PNEUMA: - range = 1; - break;*/ - if (!battle_config.pc_skill_reiteration && - skill_get_unit_flag(sd->skillid)&UF_NOREITERATION && - skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - /*case WZ_FIREPILLAR: - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - case PF_SPIDERWEB: - case WZ_ICEWALL: - range = 2; - break; - case AL_WARP: - range = 0; - break;*/ - if (battle_config.pc_skill_nofootset && - skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET && - skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - if(battle_config.pc_land_skill_limit) { - maxcount = skill_get_maxcount(sd->skillid); - if(maxcount > 0) { - int i,c; - for(i=c=0;i<MAX_SKILLUNITGROUP;i++) { - if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid) - c++; - } - if(c >= maxcount) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - } - - if(sd->skilllv <= 0) return 0; - range = skill_get_range(sd->skillid,sd->skilllv); - if(range < 0) - range = status_get_range(&sd->bl) - (range + 1); - range += battle_config.pc_skill_add_range; - if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] - if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - } - if(!skill_check_condition(sd,1)) { /* 使用?件チェック */ - sd->canact_tick = tick; - sd->canmove_tick = tick; - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - sd->skillitem = sd->skillitemlv = -1; - if(battle_config.skill_out_range_consume) { - if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->canact_tick = tick; - sd->canmove_tick = tick; - return 0; - } - } - - if(battle_config.pc_skill_log) - printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); - pc_stop_walking(sd,0); - - skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0); - - return 0; -} - -/*========================================== - * 範??キャラ存在確認判定?理(foreachinarea) - *------------------------------------------ - */ - -static int skill_check_condition_char_sub(struct block_list *bl,va_list ap) -{ - int *c; - struct block_list *src; - struct map_session_data *sd; - struct map_session_data *ssd; - struct pc_base_job s_class; - struct pc_base_job ss_class; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, sd=(struct map_session_data*)bl); - nullpo_retr(0, src=va_arg(ap,struct block_list *)); - nullpo_retr(0, c=va_arg(ap,int *)); - nullpo_retr(0, ssd=(struct map_session_data*)src); - - s_class = pc_calc_base_job(sd->status.class_); - //チェックしない設定ならcにありえない大きな?字を返して終了 - if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ - (*c)=99; - return 0; - } - - ss_class = pc_calc_base_job(ssd->status.class_); - - switch(ssd->skillid){ - case PR_BENEDICTIO: /* 聖?降福 */ - if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) && - (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10) - (*c)++; - break; - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case BD_RAGNAROK: /* 神?の?昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - if(sd != ssd && - ((ss_class.job==19 && s_class.job==20) || - (ss_class.job==20 && s_class.job==19)) && - pc_checkskill(sd,ssd->skillid) > 0 && - (*c)==0 && - sd->status.party_id == ssd->status.party_id && - !pc_issit(sd) && - sd->sc_data[SC_DANCING].timer==-1 - ) - (*c)=pc_checkskill(sd,ssd->skillid); - break; - } - return 0; -} -/*========================================== - * 範??キャラ存在確認判定後スキル使用?理(foreachinarea) - *------------------------------------------ - */ - -static int skill_check_condition_use_sub(struct block_list *bl,va_list ap) -{ - int *c; - struct block_list *src; - struct map_session_data *sd; - struct map_session_data *ssd; - struct pc_base_job s_class; - struct pc_base_job ss_class; - int skillid,skilllv; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, sd=(struct map_session_data*)bl); - nullpo_retr(0, src=va_arg(ap,struct block_list *)); - nullpo_retr(0, c=va_arg(ap,int *)); - nullpo_retr(0, ssd=(struct map_session_data*)src); - - s_class = pc_calc_base_job(sd->status.class_); - - //チェックしない設定ならcにありえない大きな?字を返して終了 - if(!battle_config.player_skill_partner_check){ //本?はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ - (*c)=99; - return 0; - } - - ss_class = pc_calc_base_job(ssd->status.class_); - skillid=ssd->skillid; - skilllv=ssd->skilllv; - //if(skilllv <= 0) return 0; - if(skillid > 0 && skilllv <= 0) return 0; // celest - switch(skillid){ - case PR_BENEDICTIO: /* 聖?降福 */ - if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) && - (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){ - sd->status.sp -= 10; - status_calc_pc(sd,0); - (*c)++; - } - break; - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case BD_RAGNAROK: /* 神?の?昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - if(sd != ssd && //本人以外で - ((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?で - (ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで - pc_checkskill(sd,skillid) > 0 && //スキルを持っていて - (*c)==0 && //最初の一人で - sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで - !pc_issit(sd) && //座ってない - sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない - ){ - ssd->sc_data[SC_DANCING].val4=bl->id; - clif_skill_nodamage(bl,src,skillid,skilllv,1); - status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0); - sd->skillid_dance=sd->skillid=skillid; - sd->skilllv_dance=sd->skilllv=skilllv; - (*c)++; - } - break; - } - return 0; -} -/*========================================== - * 範??バイオプラント、スフィアマイン用Mob存在確認判定?理(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; -} - -/*========================================== - * スキル使用?件(?で使用失敗) - *------------------------------------------ - */ -int skill_check_condition(struct map_session_data *sd,int type) -{ - int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp; - int index[10],itemid[10],amount[10]; - int arrow_flag = 0; - - nullpo_retr(0, sd); - - if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) { - sd->skillitem = sd->skillitemlv = -1; - return 1; - } - - if( sd->opt1>0) { - clif_skill_fail(sd,sd->skillid,0,0); - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - if(pc_is90overweight(sd)) { - clif_skill_fail(sd,sd->skillid,9,0); - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - - if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) { - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP) - && sd->state.produce_flag == 1) { - sd->skillitem = sd->skillitemlv = -1; - return 0; - } - - if(sd->skillitem == sd->skillid) { /* アイテムの場合無?件成功 */ - if(type&1) - sd->skillitem = sd->skillitemlv = -1; - return 1; - } - if( sd->opt1>0 ){ - clif_skill_fail(sd,sd->skillid,0,0); - return 0; - } - if(sd->sc_count){ - if( sd->sc_data[SC_DIVINA].timer!=-1 || - sd->sc_data[SC_ROKISWEIL].timer!=-1 || - (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || - sd->sc_data[SC_STEELBODY].timer != -1 || - sd->sc_data[SC_BERSERK].timer != -1 || - (sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){ - clif_skill_fail(sd,sd->skillid,0,0); - return 0; /* ?態異常や沈?など */ - } - } - skill = sd->skillid; - lv = sd->skilllv; - if(lv <= 0) return 0; - // for the guild skills [celest] - if (skill >= 10000 && skill < 10015) skill-= 9500; - hp=skill_get_hp(skill, lv); /* 消費HP */ - sp=skill_get_sp(skill, lv); /* 消費SP */ - if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance) - sp=sp/2; //アンコ?ル時はSP消費が半分 - hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1]; - sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1]; - zeny = skill_get_zeny(skill,lv); - weapon = skill_db[skill].weapon; - state = skill_db[skill].state; - spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1]; - mhp=skill_get_mhp(skill, lv); /* 消費HP */ - for(i=0;i<10;i++) { - itemid[i] = skill_db[skill].itemid[i]; - amount[i] = skill_db[skill].amount[i]; - } - if(mhp > 0) - hp += (sd->status.max_hp * mhp)/100; - if(hp_rate > 0) - hp += (sd->status.hp * hp_rate)/100; - else - hp += (sd->status.max_hp * abs(hp_rate))/100; - if(sp_rate > 0) - sp += (sd->status.sp * sp_rate)/100; - else - sp += (sd->status.max_sp * abs(sp_rate))/100; - if(sd->dsprate!=100) - sp=sp*sd->dsprate/100; /* 消費SP修正 */ - - switch(skill) { - case SA_CASTCANCEL: - if(sd->skilltimer == -1) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case BS_MAXIMIZE: /* マキシマイズパワ? */ - case NV_TRICKDEAD: /* 死んだふり */ - case TF_HIDING: /* ハイディング */ - case AS_CLOAKING: /* クロ?キング */ - case CR_AUTOGUARD: /* オ?トガ?ド */ - case CR_DEFENDER: /* ディフェンダ? */ - case ST_CHASEWALK: - if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1) - return 1; /* 解除する場合はSP消費しない */ - break; - case AL_TELEPORT: - case AL_WARP: - if(map[sd->bl.m].flag.noteleport) { - clif_skill_teleportmessage(sd,0); - return 0; - } - break; - case MO_CALLSPIRITS: /* ?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_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1) - spiritball = 0; - break; - case MO_CHAINCOMBO: //連打掌 - if(sd->sc_data[SC_BLADESTOP].timer==-1){ - if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK) - return 0; - } - break; - case MO_COMBOFINISH: //猛龍拳 - if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO) - return 0; - break; - case CH_TIGERFIST: //伏虎拳 - if((sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) && !sd->state.skill_flag) - return 0; - break; - case CH_CHAINCRUSH: //連柱崩? - if(sd->sc_data[SC_COMBO].timer == -1) - return 0; - if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST) - return 0; - break; - case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 - if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1) - spiritball--; - break; - case BD_ADAPTATION: /* アドリブ */ - { - struct skill_unit_group *group=NULL; - if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ? - clif_skill_fail(sd,skill,0,0); - return 0; - } - } - break; - case PR_BENEDICTIO: /* 聖?降福 */ - { - int range=1; - int c=0; - if(!(type&1)){ - map_foreachinarea(skill_check_condition_char_sub,sd->bl.m, - sd->bl.x-range,sd->bl.y-range, - sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); - if(c<2){ - clif_skill_fail(sd,skill,0,0); - return 0; - } - }else{ - map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, - sd->bl.x-range,sd->bl.y-range, - sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); - } - } - break; - case WE_CALLPARTNER: /* あなたに逢いたい */ - if(!sd->status.partner_id){ - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case AM_CANNIBALIZE: /* バイオプラント */ - case AM_SPHEREMINE: /* スフィア?マイン */ - if(type&1){ - int c=0; - int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill); - int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; - if(battle_config.pc_land_skill_limit && maxcount>0) { - map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c ); - if(c >= maxcount){ - clif_skill_fail(sd,skill,0,0); - return 0; - } - } - } - break; - case MG_FIREWALL: /* ファイア?ウォ?ル */ - case WZ_QUAGMIRE: - case WZ_FIREPILLAR: // celest - case PF_FOGWALL: - /* ?制限 */ - if(battle_config.pc_land_skill_limit) { - int maxcount = skill_get_maxcount(skill); - if(maxcount > 0) { - int i,c; - for(i=c=0;i<MAX_SKILLUNITGROUP;i++) { - if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill) - c++; - } - if(c >= maxcount) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - } - } - break; - // skills require arrows as of 12/07 [celest] - case AC_DOUBLE: - case AC_SHOWER: - case AC_CHARGEARROW: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - case SN_SHARPSHOOTING: - case CG_ARROWVULCAN: - if(sd->equip_index[10] < 0) { - clif_arrow_fail(sd,0); - return 0; - } - arrow_flag = 1; - break; - case RG_BACKSTAP: - if(sd->status.weapon == 11) { - if (sd->equip_index[10] < 0) { - clif_arrow_fail(sd,0); - return 0; - } - arrow_flag = 1; - } - break; - } - - if(!(type&2)){ - if( hp>0 && sd->status.hp < hp) { /* HPチェック */ - clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */ - return 0; - } - if( sp>0 && sd->status.sp < sp) { /* SPチェック */ - clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */ - return 0; - } - if( zeny>0 && sd->status.zeny < zeny) { - clif_skill_fail(sd,skill,5,0); - return 0; - } - if(!(weapon & (1<<sd->status.weapon) ) ) { - clif_skill_fail(sd,skill,6,0); - return 0; - } - if( spiritball > 0 && sd->spiritball < spiritball) { - clif_skill_fail(sd,skill,0,0); // 氣球不足 - return 0; - } - } - - switch(state) { - case ST_HIDING: - if(!(sd->status.option&2)) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_CLOAKING: - if(!(sd->status.option&4)) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_HIDDEN: - if(!pc_ishiding(sd)) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_RIDING: - if(!pc_isriding(sd)) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_FALCON: - if(!pc_isfalcon(sd)) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_CART: - if(!pc_iscarton(sd)) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_SHIELD: - if(sd->status.shield <= 0) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_SIGHT: - if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_EXPLOSIONSPIRITS: - if (skill == MO_EXTREMITYFIST && ((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)) { - break; - } - if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_RECOV_WEIGHT_RATE: - if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - case ST_MOVE_ENABLE: - { - struct walkpath_data wpd; - if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - } - break; - case ST_WATER: - if((!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))&& (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定 - clif_skill_fail(sd,skill,0,0); - return 0; - } - break; - } - - for(i=0;i<10;i++) { - int x = lv%11 - 1; - index[i] = -1; - if(itemid[i] <= 0) - continue; - if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone) - continue; - if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1) - continue; - if(skill == WZ_FIREPILLAR && lv<=5) - continue; // no gemstones for 1-5 [Celest] - if((skill == AM_POTIONPITCHER || - skill == CR_SLIMPITCHER) && i != x) - continue; - - index[i] = pc_search_inventory(sd,itemid[i]); - if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { - if(itemid[i] == 716 || itemid[i] == 717) - clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0); - else - clif_skill_fail(sd,skill,0,0); - return 0; - } - } - - if(!(type&1)) - return 1; - - if(skill != AM_POTIONPITCHER && - skill != CR_SLIMPITCHER && - skill != MG_STONECURSE) { - if(skill == AL_WARP && !(type&2)) - return 1; - for(i=0;i<10;i++) { - if(index[i] >= 0) - pc_delitem(sd,index[i],amount[i],0); // アイテム消費 - } - if (arrow_flag && battle_config.arrow_decrement) - pc_delitem(sd,sd->equip_index[10],1,0); - } - - if(type&2) - return 1; - - if(sp > 0) { // SP消費 - sd->status.sp-=sp; - clif_updatestatus(sd,SP_SP); - } - if(hp > 0) { // HP消費 - sd->status.hp-=hp; - clif_updatestatus(sd,SP_HP); - } - if(zeny > 0) // Zeny消費 - pc_payzeny(sd,zeny); - if(spiritball > 0) // 氣球消費 - pc_delspiritball(sd,spiritball,0); - - - return 1; -} - -/*========================================== - * 詠唱時間計算 - *------------------------------------------ - */ -int skill_castfix( struct block_list *bl, int time ) -{ - struct map_session_data *sd = NULL; - struct mob_data *md; // [Valaris] - struct status_change *sc_data; - int castrate=100; - int skill,lv; - - nullpo_retr(0, bl); - - if(bl->type==BL_MOB){ // Crash fix [Valaris] - nullpo_retr(0, md=(struct mob_data*)bl); - skill = md->skillid; - lv = md->skilllv; - } else { - nullpo_retr(0, sd=(struct map_session_data*)bl); - skill = sd->skillid; - lv = sd->skilllv; - } - - if(lv <= 0) return 0; - - sc_data = status_get_sc_data(bl); - - if (skill > MAX_SKILL_DB || skill < 0) - return 0; - - /* サフラギウム */ - if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ) - time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100; - status_change_end( bl, SC_SUFFRAGIUM, -1); - - if(time==0) - return 0; - if (sd) { - if(!skill_get_castnodex(skill, lv) > 0) { - castrate=((struct map_session_data *)bl)->castrate; - time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100); - time=time*battle_config.cast_rate/100; - } - } - - /* ブラギの詩 */ - if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1) - time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2 - +(sc_data[SC_POEMBRAGI].val3>>16)))/100; - - return (time>0)?time:0; -} -/*========================================== - * ディレイ計算 - *------------------------------------------ - */ -int skill_delayfix( struct block_list *bl, int time ) -{ - struct status_change *sc_data; - struct map_session_data *sd = NULL; - int skill = 0,lv = 0; - int delayrate = 100; - - nullpo_retr(0, bl); - - if(bl->type == BL_PC){ - nullpo_retr(0, sd = (struct map_session_data*)bl); - skill = sd->skillid; - lv = sd->skilllv; - } - - if(lv <= 0) return 0; - - sc_data = status_get_sc_data(bl); - - if(sd) { - delayrate = sd->delayrate; - - // instant cast attack skills depend on aspd as delay [celest] - if (time == 0) { - if (skill_db[skill].skill_type == BF_WEAPON) - time = status_get_adelay (bl)/2; - else - time = 300; // default delay, according to official servers - } else if (time < 0) - time = abs(time) + status_get_adelay (bl)/2; // if set to <0, the aspd delay will be added - - if(battle_config.delay_dependon_dex && /* dexの影響を計算する */ - !skill_get_delaynodex(skill, lv)) // if skill casttime is allowed to be reduced by dex - time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale); - - time = time * delayrate * battle_config.delay_rate / 10000; - - if (time < battle_config.min_skill_delay_limit) // check minimum skill delay - time = battle_config.min_skill_delay_limit; - } - - /* ブラギの詩 */ - if(sc_data && sc_data[SC_POEMBRAGI].timer != -1 ) - time = time * (100 - (sc_data[SC_POEMBRAGI].val1 * 3 + sc_data[SC_POEMBRAGI].val2 - + (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100; - - return (time>0)?time:0; -} - -/*========================================== - * スキル使用(ID指定) - *------------------------------------------ - */ -int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv) -{ - int casttime = 0, delay = 0, skill, range; - struct map_session_data* tsd = NULL; - struct block_list *bl = NULL; - struct status_change *sc_data; - int forcecast = 0; - unsigned int tick = gettick(); - - nullpo_retr(0, sd); - - if ((bl = map_id2bl(target_id)) == NULL) - return 0; - if (bl->type == BL_PC) { - nullpo_retr(0, tsd = (struct map_session_data*)bl); - } - if(sd->bl.m != bl->m || pc_isdead(sd)) - return 0; - if(skillnotok(skill_num, sd)) // [MouseJstr] - return 0; - if (tsd && skill_num == ALL_RESURRECTION && !pc_isdead(tsd)) - return 0; - - sc_data = sd->sc_data; - - /* 沈?や異常(ただし、グリムなどの判定をする) */ - if (sd->opt1 > 0) - return 0; - if (sc_data) { - // allow to use only Chasewalk [celest] - if (sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK) - return 0; - if (sc_data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) - return 0; - if (sc_data[SC_ROKISWEIL].timer != -1 && skill_num == BD_ADAPTATION) - return 0; - if (sc_data[SC_DIVINA].timer != -1 || - sc_data[SC_ROKISWEIL].timer != -1 || - (sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || - sc_data[SC_STEELBODY].timer != -1 || - sc_data[SC_BERSERK].timer != -1 || - (sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)) - return 0; /* ?態異常や沈?など */ - if (sc_data[SC_BLADESTOP].timer != -1) { - if (sc_data[SC_BLADESTOP].val2 == 1) return 0;//白羽された側なのでダメ - switch (sc_data[SC_BLADESTOP].val1) { - case 1: return 0; - case 2: if (skill_num != MO_FINGEROFFENSIVE) return 0; else break; - case 3: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE) return 0; else break; - case 4: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO) return 0; else break; - case 5: if (skill_num != MO_FINGEROFFENSIVE && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; else break; - } - } - if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest] - struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4; - // if caster is the owner of basilica - if (sg && sg->src_id == sd->bl.id && - skill_num == HP_BASILICA) ; // do nothing - // otherwise... - else return 0; - } - /* 演奏/ダンス中 */ - if (sc_data[SC_DANCING].timer != -1) { - if (sc_data[SC_DANCING].val4 && skill_num != BD_ADAPTATION) //合奏中はアドリブ以外不可 - return 0; - if (skill_num != BD_ADAPTATION && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW) - return 0; - } - } - - if (sd->status.option & 4 && skill_num == TF_HIDING) - return 0; - if (sd->status.option & 2 && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH && skill_num != RG_BACKSTAP && skill_num != RG_RAID) - return 0; - if(skill_get_inf2(skill_num) & 0x200 && sd->bl.id == target_id) - return 0; - - //直前のスキルが何か?える必要のあるスキル - switch (skill_num) { - case SA_CASTCANCEL: - if (sd->skillid != skill_num){ //キャストキャンセル自?は?えない - sd->skillid_old = sd->skillid; - sd->skilllv_old = sd->skilllv; - break; - } - - case BD_ENCORE: /* アンコ?ル */ - if (!sd->skillid_dance) { //前回使用した踊りがないとだめ - clif_skill_fail(sd,skill_num,0,0); - return 0; - } else { - sd->skillid_old = skill_num; - } - break; - - case GD_BATTLEORDER: - case GD_REGENERATION: - case GD_RESTORE: - case GD_EMERGENCYCALL: - { - struct guild *g; - if (!sd->status.guild_id) - return 0; - if ((g = guild_search(sd->status.guild_id)) == NULL) - return 0; - if (strcmp(sd->status.name,g->master)) - return 0; - skill_lv = guild_checkskill(g, skill_num); - if (skill_lv <= 0) return 0; - } - break; - - case BD_LULLABY: /* 子守歌 */ - case BD_RICHMANKIM: /* ニヨルドの宴 */ - case BD_ETERNALCHAOS: /* 永遠の混沌 */ - case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ - case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ - case BD_ROKISWEIL: /* ロキの叫び */ - case BD_INTOABYSS: /* 深淵の中に */ - case BD_SIEGFRIED: /* 不死身のジ?クフリ?ド */ - case BD_RAGNAROK: /* 神?の?昏 */ - case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ - { - int range = 1; - int c = 0; - map_foreachinarea (skill_check_condition_char_sub, sd->bl.m, - sd->bl.x-range, sd->bl.y-range, - sd->bl.x+range, sd->bl.y+range, BL_PC, &sd->bl, &c); - if (c < 1) { - clif_skill_fail(sd,skill_num,0,0); - return 0; - } else if (c == 99) { //相方不要設定だった - ; - } else { - sd->skilllv = (c + skill_lv)/2; - } - } - break; - } - - sd->skillid = skill_num; - sd->skilllv = skill_lv; - if (!skill_check_condition(sd,0)) return 0; - - { - int check_range_flag = 0; - - /* 射程と障害物チェック */ - range = skill_get_range(skill_num,skill_lv); - if(range < 0) - range = status_get_range(&sd->bl) - (range + 1); - // be lenient if the skill was cast before we have moved to the correct position [Celest] - if (sd->walktimer != -1) - range++; - else check_range_flag = 1; - if(!battle_check_range(&sd->bl,bl,range)) { - if (check_range_flag && battle_check_range(&sd->bl,bl,range + 1)) { - int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}}; - int dir = map_calc_dir(&sd->bl,bl->x,bl->y); - pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]); - } else - return 0; - } - } - - if ((skill_num != MO_CHAINCOMBO && - skill_num != MO_COMBOFINISH && - skill_num != MO_EXTREMITYFIST && - skill_num != CH_TIGERFIST && - skill_num != CH_CHAINCRUSH) || - (skill_num == CH_CHAINCRUSH && sd->state.skill_flag) || - (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) ) - pc_stopattack(sd); - - casttime = skill_castfix(&sd->bl, skill_get_cast(skill_num, skill_lv)); - if (skill_num != SA_MAGICROD) - delay = skill_delayfix(&sd->bl, skill_get_delay(skill_num, skill_lv)); - sd->state.skillcastcancel = skill_get_castcancel(skill_num); - - switch (skill_num) { /* 何か特殊な?理が必要 */ - case ALL_RESURRECTION: /* リザレクション */ - if (!tsd && battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { /* 敵がアンデッドなら */ - forcecast = 1; /* タ?ンアンデットと同じ詠唱時間 */ - casttime = skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD, skill_lv)); - } - break; - - case MO_FINGEROFFENSIVE: /* 指? */ - casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv); - break; - - case MO_CHAINCOMBO: /*連打掌*/ - target_id = sd->attacktarget; - if (sc_data && sc_data[SC_BLADESTOP].timer != -1){ - struct block_list *tbl; - if ((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //タ?ゲットがいない? - return 0; - target_id = tbl->id; - } - break; - case MO_COMBOFINISH: /*猛龍拳*/ - case CH_CHAINCRUSH: /* 連柱崩? */ - target_id = sd->attacktarget; - break; - - case CH_TIGERFIST: /* 伏虎拳 */ - if (sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == MO_COMBOFINISH) - target_id = sd->attacktarget; - break; - -// -- moonsoul (altered to allow proper usage of extremity from new champion combos) -// - case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/ - if (sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) { - casttime = 0; - target_id = sd->attacktarget; - } - forcecast = 1; - break; - - case SA_MAGICROD: - case SA_SPELLBREAKER: - forcecast = 1; - break; - - case WE_MALE: - case WE_FEMALE: - { - struct map_session_data *p_sd = pc_get_partner(sd); - if (p_sd == NULL) - return 0; - if (skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100)) // Requires more than 15% of Max HP for WE_MALE - return 0; - else if (skill_num == WE_FEMALE && sd->status.sp <= ((15*sd->status.max_sp)/100)) // Requires more than 15% of Max SP for WE_FEMALE - return 0; - target_id = p_sd->bl.id; - //rangeをもう1回?査 - if (!battle_check_range(&sd->bl, &p_sd->bl, skill_get_range(skill_num,skill_lv))) - return 0; - } - break; - - // parent-baby skills - case WE_BABY: - case WE_CALLPARENT: - { - struct map_session_data *f_sd = pc_get_father(sd); - struct map_session_data *m_sd = pc_get_mother(sd); - - // set target as any one of the parent - if (f_sd) target_id = f_sd->bl.id; - else if (m_sd) target_id = m_sd->bl.id; - else return 0; // neither are found - - // skip range check - //rangeをもう1回?査 - //range = skill_get_range(skill_num,skill_lv); - //if(!battle_check_range(&sd->bl,&p_sd->bl,range)) - // return 0; - } - break; - - case WE_CALLBABY: - { - struct map_session_data *p_sd = pc_get_child(sd); - if (p_sd == NULL) - return 0; - target_id = p_sd->bl.id; - //rangeをもう1回?査 - if(!battle_check_range(&sd->bl, &p_sd->bl, skill_get_range(skill_num,skill_lv))) - return 0; - } - break; - - case HP_BASILICA: /* バジリカ */ - { - if (skill_check_unit_range(sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) { - clif_skill_fail(sd,sd->skillid,0,0); - return 0; - } - if (skill_check_unit_range2(&sd->bl,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) { - clif_skill_fail(sd,sd->skillid,0,0); - return 0; - } - // cancel Basilica if already in effect - if (sc_data && sc_data[SC_BASILICA].timer != -1) { - struct skill_unit_group *sg = (struct skill_unit_group *)sd->sc_data[SC_BASILICA].val4; - if (sg && sg->src_id == sd->bl.id) { - status_change_end(&sd->bl,SC_BASILICA,-1); - skill_delunitgroup (sg); - return 0; - } - } - } - break; - - case GD_BATTLEORDER: - case GD_REGENERATION: - case GD_RESTORE: - case GD_EMERGENCYCALL: - casttime = 1000; // temporary [Celest] - break; - } - - //メモライズ?態ならキャストタイムが1/3 - if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0) { - casttime = casttime/2; - if ((--sc_data[SC_MEMORIZE].val2) <= 0) - status_change_end(&sd->bl, SC_MEMORIZE, -1); - } - - if (battle_config.pc_skill_log) - printf ("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n", - sd->bl.id, target_id, skill_num, skill_lv, casttime); - - if (casttime > 0 || forcecast) { /* 詠唱が必要 */ - struct mob_data *md; - clif_skillcasting(&sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime); - - /* 詠唱反?モンスタ? */ - if (bl->type == BL_MOB && (md = (struct mob_data *)bl) && mob_db[md->class_].mode & 0x10 && - md->state.state != MS_ATTACK && sd->invincible_timer == -1){ - md->target_id = sd->bl.id; - md->state.targettype = ATTACKABLE; - md->min_chase = 13; - } - } - - sd->skilltarget = target_id; - sd->skillx = 0; - sd->skilly = 0; - sd->canact_tick = tick + casttime + delay; - sd->canmove_tick = tick; - - if (!(battle_config.pc_cloak_check_type & 2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING) - status_change_end(&sd->bl,SC_CLOAKING,-1); - if (casttime > 0) { - sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0); - if ((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { - sd->prev_speed = sd->speed; - status_calc_speed (sd); - } - else - pc_stop_walking(sd,0); - } else { - sd->state.skillcastcancel = 0; /* 詠唱の無いものはキャンセルされない */ - if (skill_num != SA_CASTCANCEL) - sd->skilltimer = -1; - skill_castend_id(sd->skilltimer,tick,sd->bl.id,0); - } - - return 0; -} - -/*========================================== - * スキル使用(場所指定) - *------------------------------------------ - */ -int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv) -{ - struct block_list bl; - struct status_change *sc_data; - int casttime = 0, delay = 0, skill, range; - unsigned int tick = gettick(); - - nullpo_retr(0, sd); - - if (pc_isdead(sd)) - return 0; - if (skillnotok(skill_num, sd)) // [MoueJstr] - return 0; - if (skill_num == WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris] - clif_skill_fail(sd,sd->skillid,0,0); - return 0; - } - - sc_data = sd->sc_data; - - if (sd->opt1 > 0) - return 0; - if (sc_data){ - if (sc_data[SC_DIVINA].timer != -1 || - sc_data[SC_ROKISWEIL].timer != -1 || - sc_data[SC_AUTOCOUNTER].timer != -1 || - sc_data[SC_STEELBODY].timer != -1 || - sc_data[SC_DANCING].timer!=-1 || - sc_data[SC_BERSERK].timer != -1 || - sc_data[SC_MARIONETTE].timer != -1) - return 0; /* ?態異常や沈?など */ - - if (sc_data[SC_BASILICA].timer != -1) { - struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4; - // if caster is the owner of basilica - if (sg && sg->src_id == sd->bl.id && - skill_num == HP_BASILICA) ; // do nothing - // otherwise... - else return 0; - } - } - - if(sd->status.option & 2) - return 0; - - sd->skillid = skill_num; - sd->skilllv = skill_lv; - if (skill_lv <= 0) return 0; - sd->skillx = skill_x; - sd->skilly = skill_y; - if (!skill_check_condition(sd,0)) return 0; - - /* 射程と障害物チェック */ - bl.type = BL_NUL; - bl.m = sd->bl.m; - bl.x = skill_x; - bl.y = skill_y; - - { - int check_range_flag = 0; - - /* 射程と障害物チェック */ - range = skill_get_range(skill_num,skill_lv); - if(range < 0) - range = status_get_range(&sd->bl) - (range + 1); - // be lenient if the skill was cast before we have moved to the correct position [Celest] - if (sd->walktimer != -1) - range ++; - else check_range_flag = 1; - if(!battle_check_range(&sd->bl,&bl,range)) { - if (check_range_flag && battle_check_range(&sd->bl,&bl,range + 1)) { - int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}}; - int dir = map_calc_dir(&sd->bl,bl.x,bl.y); - pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]); - } else - return 0; - } - } - - pc_stopattack(sd); - - casttime = skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); - delay = skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); - sd->state.skillcastcancel = skill_db[skill_num].castcancel; - - if (battle_config.pc_skill_log) - printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n", - sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime); - - //メモライズ?態ならキャストタイムが1/3 - if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ - casttime = casttime/3; - if ((--sc_data[SC_MEMORIZE].val2)<=0) - status_change_end(&sd->bl, SC_MEMORIZE, -1); - } - - if (casttime > 0) /* 詠唱が必要 */ - clif_skillcasting(&sd->bl, sd->bl.id, 0, skill_x, skill_y, skill_num, casttime); - - sd->skilltarget = 0; - sd->canact_tick = tick + casttime + delay; - sd->canmove_tick = tick; - if (!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1) - status_change_end(&sd->bl,SC_CLOAKING,-1); - if (casttime > 0) { - sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0); - if ((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { - sd->prev_speed = sd->speed; - status_calc_speed (sd); - } - else - pc_stop_walking(sd,0); - } else { - sd->state.skillcastcancel = 0; /* 詠唱の無いものはキャンセルされない */ - sd->skilltimer = -1; - skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0); - } - //マジックパワ?の?果終了 - if (skill_get_unit_id(skill_num, 0) != 0x86 && - sc_data && sc_data[SC_MAGICPOWER].timer != -1) - status_change_end(&sd->bl,SC_MAGICPOWER,-1); - - return 0; -} - -/*========================================== - * スキル詠唱キャンセル - *------------------------------------------ - */ -int skill_castcancel (struct block_list *bl, int type) -{ - int inf; - int ret = 0; - - nullpo_retr(0, bl); - - if (bl->type == BL_PC) { - struct map_session_data *sd = (struct map_session_data *)bl; - unsigned long tick = gettick(); - nullpo_retr(0, sd); - sd->canact_tick = tick; - sd->canmove_tick = tick; - if (sd->skilltimer != -1) { - if (pc_checkskill(sd,SA_FREECAST) > 0) { - sd->speed = sd->prev_speed; - clif_updatestatus(sd,SP_SPEED); - } - if (!type) { - if ((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32) - ret = delete_timer( sd->skilltimer, skill_castend_pos ); - else - ret=delete_timer( sd->skilltimer, skill_castend_id ); - if (ret < 0) - printf("delete timer error : skillid : %d\n", sd->skillid); - } else { - if ((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32) - ret = delete_timer( sd->skilltimer, skill_castend_pos ); - else - ret = delete_timer( sd->skilltimer, skill_castend_id ); - if (ret < 0) - printf("delete timer error : skillid : %d\n", sd->skillid_old); - } - sd->skilltimer = -1; - clif_skillcastcancel(bl); - } - return 0; - } else if (bl->type == BL_MOB) { - struct mob_data *md = (struct mob_data *)bl; - nullpo_retr(0, md); - if (md->skilltimer != -1) { - if ((inf = skill_get_inf( md->skillid )) == 2 || inf == 32) - ret = delete_timer( md->skilltimer, mobskill_castend_pos ); - else - ret = delete_timer( md->skilltimer, mobskill_castend_id ); - md->skilltimer = -1; - clif_skillcastcancel(bl); - } - if (ret < 0) - printf("delete timer error : skillid : %d\n", md->skillid); - return 0; - } - - return 1; -} -/*========================================= - * ブランディッシュスピア 初期範?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; - } - } -} - -/*========================================== - * ディボ?ション 有?確認 - *------------------------------------------ - */ -void skill_devotion(struct map_session_data *md,int target) -{ - // ?確認 - int n; - - nullpo_retv(md); - - for(n=0;n<5;n++){ - if(md->dev.val1[n]){ - struct map_session_data *sd = map_id2sd(md->dev.val1[n]); - // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる - if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){ - skill_devotion_end(md,sd,n); - } - } - } -} -void skill_devotion2(struct block_list *bl,int crusader) -{ - // 被ディボ?ションが?いた時の距離チェック - struct map_session_data *sd = map_id2sd(crusader); - - nullpo_retv(bl); - - if(sd) skill_devotion3(&sd->bl,bl->id); -} -int skill_devotion3(struct block_list *bl,int target) -{ - // クルセが?いた時の距離チェック - struct map_session_data *md; - struct map_session_data *sd; - int n,r=0; - - nullpo_retr(1, bl); - md = (struct map_session_data *)bl; - - if ((sd = map_id2sd(target))==NULL) - return 1; - else - r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y); - - if(pc_checkskill(md,CR_DEVOTION)+6 < r){ // 許容範?を超えてた - for(n=0;n<5;n++) - if(md->dev.val1[n]==target) - md->dev.val2[n]=0; // 離れた時は、?を切るだけ - clif_devotion(md,sd->bl.id); - return 1; - } - return 0; -} - -void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target) -{ - // クルセと被ディボキャラのリセット - nullpo_retv(md); - nullpo_retv(sd); - - md->dev.val1[target]=md->dev.val2[target]=0; - if(sd && sd->sc_data){ - // status_change_end(sd->bl,SC_DEVOTION,-1); - sd->sc_data[SC_DEVOTION].val1=0; - sd->sc_data[SC_DEVOTION].val2=0; - clif_status_change(&sd->bl,SC_DEVOTION,0); - clif_devotion(md,sd->bl.id); - } -} -/*========================================== - * オ?トスペル - *------------------------------------------ - */ -int skill_autospell(struct map_session_data *sd,int skillid) -{ - int skilllv; - int maxlv=1,lv; - - nullpo_retr(0, sd); - - skilllv = pc_checkskill(sd,SA_AUTOSPELL); - if(skilllv <= 0) return 0; - - if(skillid==MG_NAPALMBEAT) maxlv=3; - else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ - if(skilllv==2) maxlv=1; - else if(skilllv==3) maxlv=2; - else if(skilllv>=4) maxlv=3; - } - else if(skillid==MG_SOULSTRIKE){ - if(skilllv==5) maxlv=1; - else if(skilllv==6) maxlv=2; - else if(skilllv>=7) maxlv=3; - } - else if(skillid==MG_FIREBALL){ - if(skilllv==8) maxlv=1; - else if(skilllv>=9) maxlv=2; - } - else if(skillid==MG_FROSTDIVER) maxlv=1; - else return 0; - - if(maxlv > (lv=pc_checkskill(sd,skillid))) - maxlv = lv; - - status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv - skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い???? - return 0; -} - -/*========================================== - * ギャングスタ?パラダイス判定?理(foreachinarea) - *------------------------------------------ - */ - -static int skill_gangster_count(struct block_list *bl,va_list ap) -{ - int *c; - struct map_session_data *sd; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - sd=(struct map_session_data*)bl; - c=va_arg(ap,int *); - - if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) - (*c)++; - return 0; -} - -static int skill_gangster_in(struct block_list *bl,va_list ap) -{ - struct map_session_data *sd; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - sd=(struct map_session_data*)bl; - if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) - sd->state.gangsterparadise=1; - return 0; -} - -static int skill_gangster_out(struct block_list *bl,va_list ap) -{ - struct map_session_data *sd; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - sd=(struct map_session_data*)bl; - if(sd && sd->state.gangsterparadise) - sd->state.gangsterparadise=0; - return 0; -} - -int skill_gangsterparadise(struct map_session_data *sd ,int type) -{ - int range=1; - int c=0; - - nullpo_retr(0, sd); - - if(pc_checkskill(sd,RG_GANGSTER) <= 0) - return 0; - - if(type==1) {/* 座った時の?理 */ - map_foreachinarea(skill_gangster_count,sd->bl.m, - sd->bl.x-range,sd->bl.y-range, - sd->bl.x+range,sd->bl.y+range,BL_PC,&c); - if(c > 1) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/ - map_foreachinarea(skill_gangster_in,sd->bl.m, - sd->bl.x-range,sd->bl.y-range, - sd->bl.x+range,sd->bl.y+range,BL_PC); - sd->state.gangsterparadise = 1; - } - return 0; - } - else if(type==0) {/* 立ち上がったときの?理 */ - map_foreachinarea(skill_gangster_count,sd->bl.m, - sd->bl.x-range,sd->bl.y-range, - sd->bl.x+range,sd->bl.y+range,BL_PC,&c); - if(c < 2) - map_foreachinarea(skill_gangster_out,sd->bl.m, - sd->bl.x-range,sd->bl.y-range, - sd->bl.x+range,sd->bl.y+range,BL_PC); - sd->state.gangsterparadise = 0; - return 0; - } - return 0; -} -/*========================================== - * 寒いジョ?ク?スクリ?ム判定?理(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 - return 0; - - if (map[src->m].flag.gvg || map[src->m].flag.pvp) - skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); - // we freeze everybody except of ourselfes on pvp/gvg [veider] - else { - if(battle_check_target(src,bl,BCT_ENEMY) > 0) - skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); - else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10) - skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); - } - // so on non-pvp/gvg we are just freezing as freezed before - - return 0; -} - -/*========================================== - * Moonlit creates a 'safe zone' [celest] - *------------------------------------------ - */ -static int skill_moonlit_count(struct block_list *bl,va_list ap) -{ - int *c, id; - struct map_session_data *sd; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, (sd=(struct map_session_data *)bl)); - - id=va_arg(ap,int); - c=va_arg(ap,int *); - - if (sd->bl.id != id && sd->sc_count && sd->sc_data[SC_MOONLIT].timer != -1 && c) - (*c)++; - return 0; -} - -int skill_check_moonlit (struct block_list *bl, int dx, int dy) -{ - int c=0; - nullpo_retr(0, bl); - map_foreachinarea(skill_moonlit_count,bl->m, - dx-1,dy-1,dx+1,dy+1,BL_PC,bl->id,&c); - return (c>0); -} - -/*========================================== - * バジリカのセルを設定する - *------------------------------------------ - */ -void skill_basilica_cell(struct skill_unit *unit,int flag) -{ - int i,x,y,range = skill_get_unit_range(HP_BASILICA); - int size = range*2+1; - - for (i=0;i<size*size;i++) { - x = unit->bl.x+(i%size-range); - y = unit->bl.y+(i/size-range); - map_setcell(unit->bl.m,x,y,flag); - } -} - -/*========================================== - * - *------------------------------------------ - */ -int skill_attack_area(struct block_list *bl,va_list ap) -{ - struct block_list *src,*dsrc; - int atk_type,skillid,skilllv,flag,type; - unsigned int tick; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - atk_type = va_arg(ap,int); - if((src=va_arg(ap,struct block_list*)) == NULL) - return 0; - if((dsrc=va_arg(ap,struct block_list*)) == NULL) - return 0; - skillid=va_arg(ap,int); - skilllv=va_arg(ap,int); - //if(skilllv <= 0) return 0; - if(skillid > 0 && skilllv <= 0) return 0; // celest - tick=va_arg(ap,unsigned int); - flag=va_arg(ap,int); - type=va_arg(ap,int); - - if(battle_check_target(dsrc,bl,type) > 0) - skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); - - return 0; -} -/*========================================== - * - *------------------------------------------ - */ -int skill_clear_element_field(struct block_list *bl) -{ - struct mob_data *md=NULL; - struct map_session_data *sd=NULL; - int i,max,skillid; - - nullpo_retr(0, bl); - - if (bl->type==BL_MOB) { - max = MAX_MOBSKILLUNITGROUP; - md = (struct mob_data *)bl; - } else if(bl->type==BL_PC) { - max = MAX_SKILLUNITGROUP; - sd = (struct map_session_data *)bl; - } else - return 0; - - for (i=0;i<max;i++) { - if(sd){ - skillid=sd->skillunit[i].skill_id; - if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR) - skill_delunitgroup(&sd->skillunit[i]); - }else if(md){ - skillid=md->skillunit[i].skill_id; - if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR) - skill_delunitgroup(&md->skillunit[i]); - } - } - return 0; -} -/*========================================== - * ランドプロテクタ?チェック(foreachinarea) - *------------------------------------------ - */ -int skill_landprotector(struct block_list *bl, va_list ap ) -{ - int skillid; - int *alive; - struct skill_unit *unit; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - skillid = va_arg(ap,int); - alive = va_arg(ap,int *); - - if ((unit = (struct skill_unit *)bl) == NULL) - return 0; - - if (skillid == SA_LANDPROTECTOR) - skill_delunit(unit); - else if (alive && unit->group && unit->group->skill_id == SA_LANDPROTECTOR) - (*alive) = 0; - - return 0; -} -/*========================================== - * イドゥンの林檎の回復?理(foreachinarea) - *------------------------------------------ - */ -int skill_idun_heal (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - struct skill_unit_group *sg; - int heal; - - nullpo_retr(0, bl); - if (bl->type != BL_PC && bl->type != BL_MOB) - return 0; - - nullpo_retr(0, ap); - nullpo_retr(0, unit = va_arg(ap,struct skill_unit *)); - nullpo_retr(0, sg = unit->group); - if (bl->id == sg->src_id) - return 0; - - heal = 30 + sg->skill_lv * 5 + ((sg->val1) >> 16) * 5 + ((sg->val1) & 0xfff) / 2; - clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1); - battle_heal(NULL, bl, heal, 0, 0); - - return 0; -} - -/*========================================== - * 指定範??でsrcに?して有?なタ?ゲットのblの?を?える(foreachinarea) - *------------------------------------------ - */ -int skill_count_target (struct block_list *bl, va_list ap) -{ - struct block_list *src; - int *c; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - - if ((src = va_arg(ap,struct block_list *)) == NULL) - return 0; - if ((c = va_arg(ap,int *)) == NULL) - return 0; - if (battle_check_target(src,bl,BCT_ENEMY) > 0) - (*c)++; - return 0; -} -/*========================================== - * トラップ範??理(foreachinarea) - *------------------------------------------ - */ -int skill_trap_splash (struct block_list *bl, va_list ap) -{ - struct block_list *src; - int tick; - int splash_count; - struct skill_unit *unit; - struct skill_unit_group *sg; - struct block_list *ss; - int i; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, src = va_arg(ap,struct block_list *)); - nullpo_retr(0, unit = (struct skill_unit *)src); - nullpo_retr(0, sg = unit->group); - nullpo_retr(0, ss = map_id2bl(sg->src_id)); - - tick = va_arg(ap,int); - splash_count = va_arg(ap,int); - - if(battle_check_target(src,bl,BCT_ENEMY) > 0){ - switch(sg->unit_id){ - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャ? */ - case 0x94: /* ショックウェ?ブトラップ */ - skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); - break; - case 0x8f: /* ブラストマイン */ - case 0x98: /* クレイモア?トラップ */ - for(i=0;i<splash_count;i++){ - skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); - } - break; - case 0x97: /* フリ?ジングトラップ */ - skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); - break; - default: - break; - } - } - - return 0; -} - -/*========================================== - * ステ?タス異常終了 - *------------------------------------------ - */ -int skill_enchant_elemental_end (struct block_list *bl, int type) -{ - struct status_change *sc_data; - - nullpo_retr(0, bl); - nullpo_retr(0, sc_data = status_get_sc_data(bl)); - - if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解除 */ - status_change_end(bl, SC_ENCPOISON, -1); - if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解除 */ - status_change_end(bl, SC_ASPERSIO, -1); - if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* フレイムランチャ解除 */ - status_change_end(bl, SC_FLAMELAUNCHER, -1); - if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* フロストウェポン解除 */ - status_change_end(bl, SC_FROSTWEAPON, -1); - if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ライトニングロ?ダ?解除 */ - status_change_end(bl, SC_LIGHTNINGLOADER, -1); - if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* サイスミックウェポン解除 */ - status_change_end(bl, SC_SEISMICWEAPON, -1); - - return 0; -} - -/* クロ?キング?査(周りに移動不可能地?があるか) */ -int skill_check_cloaking(struct block_list *bl) -{ - struct map_session_data *sd = NULL; - static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus - static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; - int end = 1,i; - - nullpo_retr(1, bl); - - if (bl->type == BL_PC) { - nullpo_retr(1, sd = (struct map_session_data *)bl); - if (!battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked - return 0; - } else if (bl->type == BL_MOB && !battle_config.monster_cloak_check_type) - return 0; - - for (i = 0; i < 8; i++) { - if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS)) { - end = 0; - break; - } - } - if(end){ - if ((sd && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) { - status_change_end(bl, SC_CLOAKING, -1); - } - else if (sd && sd->sc_data[SC_CLOAKING].val3 != 130) { - sd->sc_data[SC_CLOAKING].val3 = 130; - status_calc_speed (sd); - } - } - else { - if (sd && sd->sc_data[SC_CLOAKING].val3 != 103) { - sd->sc_data[SC_CLOAKING].val3 = 103; - status_calc_speed (sd); - } - } - - return end; -} - -/* - *---------------------------------------------------------------------------- - * スキルユニット - *---------------------------------------------------------------------------- - */ - -/*========================================== - * 演奏/ダンスをやめる - * flag 1で合奏中なら相方にユニットを任せる - * - *------------------------------------------ - */ -void skill_stop_dancing(struct block_list *src, int flag) -{ - struct status_change* sc_data; - struct skill_unit_group* group; - short* sc_count; - - nullpo_retv(src); - nullpo_retv(sc_data = status_get_sc_data(src)); - nullpo_retv(sc_count = status_get_sc_count(src)); - - if((*sc_count) > 0 && sc_data[SC_DANCING].timer != -1) { - group = (struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる - if (src->type == BL_PC) { - if (group && sc_data[SC_DANCING].val4){ //合奏中? - struct map_session_data* dsd = map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得 - if (flag && dsd) { //ログアウトなど片方が落ちても演奏が??される - if (src->id == group->src_id) { //グル?プを持ってるPCが落ちる - group->src_id = sc_data[SC_DANCING].val4; //相方にグル?プを任せる - if (flag & 1) //ログアウト - dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス?態 - if(flag & 2) //ハエ飛びなど - return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり - } else if (dsd->bl.id == group->src_id) { //相方がグル?プを持っているPCが落ちる(自分はグル?プを持っていない) - if (flag & 1) //ログアウト - dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス?態 - if(flag & 2) //ハエ飛びなど - return; //合奏もダンス?態も終了させない&スキルユニットは置いてけぼり - } - status_change_end(src, SC_DANCING, -1); //自分のステ?タスを終了させる - //そしてグル?プは消さない&消さないのでステ?タス計算もいらない? - return; - } else if (dsd) { - if (src->id == group->src_id) //グル?プを持ってるPCが止める - status_change_end(&dsd->bl, SC_DANCING, -1); //相手のステ?タスを終了させる - if(dsd->bl.id == group->src_id) //相方がグル?プを持っているPCが止める(自分はグル?プを持っていない) - status_change_end(src, SC_DANCING, -1); //自分のステ?タスを終了させる - } - } - if(flag & 2 && group) { //ハエで飛んだときとかはユニットも飛ぶ - struct map_session_data *sd = (struct map_session_data *)src; - if (sd) skill_unit_move_unit_group(group, sd->bl.m, (sd->to_x - sd->bl.x), (sd->to_y - sd->bl.y)); - return; - } - } - skill_delunitgroup(group); - } -} - -/*========================================== - * スキルユニット初期化 - *------------------------------------------ - */ -struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y) -{ - struct skill_unit *unit; - - nullpo_retr(NULL, group); - nullpo_retr(NULL, unit=&group->unit[idx]); - - if(!unit->alive) - group->alive_count++; - - unit->bl.id=map_addobject(&unit->bl); - unit->bl.type=BL_SKILL; - unit->bl.m=group->map; - unit->bl.x=x; - unit->bl.y=y; - unit->group=group; - unit->val1=unit->val2=0; - unit->alive=1; - - map_addblock(&unit->bl); - clif_skill_setunit(unit); - - if (group->skill_id==HP_BASILICA) - skill_basilica_cell(unit,CELL_SETBASILICA); - - return unit; -} - -/*========================================== - * スキルユニット削除 - *------------------------------------------ - */ -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イベント呼び出し */ - skill_unit_onlimit( unit,gettick() ); - - /* onoutイベント呼び出し */ - if (!unit->range) { - map_foreachinarea(skill_unit_effect,unit->bl.m, - unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y,0, - &unit->bl,gettick(),0); - } - - if (group->skill_id==HP_BASILICA) - skill_basilica_cell(unit,CELL_CLRBASILICA); - - clif_skill_delunit(unit); - - unit->group=NULL; - unit->alive=0; - map_delobjectnofree(unit->bl.id); - if(group->alive_count>0 && (--group->alive_count)<=0) - skill_delunitgroup(group); - - return 0; -} -/*========================================== - * スキルユニットグル?プ初期化 - *------------------------------------------ - */ -static int skill_unit_group_newid = MAX_SKILL_DB; -struct skill_unit_group *skill_initunitgroup(struct block_list *src, - int count,int skillid,int skilllv,int unit_id) -{ - int i; - struct skill_unit_group *group=NULL, *list=NULL; - int maxsug=0; - - if(skilllv <= 0) return 0; - - nullpo_retr(NULL, src); - - if(src->type==BL_PC){ - list=((struct map_session_data *)src)->skillunit; - maxsug=MAX_SKILLUNITGROUP; - }else if(src->type==BL_MOB){ - list=((struct mob_data *)src)->skillunit; - maxsug=MAX_MOBSKILLUNITGROUP; - }else if(src->type==BL_PET){ - list=((struct pet_data *)src)->skillunit; - maxsug=MAX_MOBSKILLUNITGROUP; - } - if(list){ - for(i=0;i<maxsug;i++) /* 空いているもの?索 */ - if(list[i].group_id==0){ - group=&list[i]; - break; - } - - if(group==NULL){ /* 空いてないので古いもの?索 */ - int j=0; - unsigned maxdiff=0,x,tick=gettick(); - for(i=0;i<maxsug;i++) - if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){ - maxdiff=x; - j=i; - } - skill_delunitgroup(&list[j]); - group=&list[j]; - } - } - - if(group==NULL){ - printf("skill_initunitgroup: error unit group !\n"); - exit(1); - } - - group->src_id=src->id; - group->party_id=status_get_party_id(src); - group->guild_id=status_get_guild_id(src); - group->group_id=skill_unit_group_newid++; - if(skill_unit_group_newid<=0) - skill_unit_group_newid = MAX_SKILL_DB; - group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); - group->unit_count=count; - group->val1=group->val2=0; - group->skill_id=skillid; - group->skill_lv=skilllv; - group->unit_id=unit_id; - group->map=src->m; - group->limit=10000; - group->interval=1000; - group->tick=gettick(); - group->valstr=NULL; - - if (skill_get_unit_flag(skillid)&UF_DANCE) { - struct map_session_data *sd = NULL; - if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){ - sd->skillid_dance=skillid; - sd->skilllv_dance=skilllv; - } - status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0); - //合奏スキルは相方をダンス状態にする - if (sd && skill_get_unit_flag(skillid)&UF_ENSEMBLE) { - int c=0; - map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, - sd->bl.x-1,sd->bl.y-1,sd->bl.x+1,sd->bl.y+1,BL_PC,&sd->bl,&c); - } - } - return group; -} - -/*========================================== - * スキルユニットグル?プ削除 - *------------------------------------------ - */ -int skill_delunitgroup(struct skill_unit_group *group) -{ - struct block_list *src; - int i; - - nullpo_retr(0, group); - if(group->unit_count<=0) - return 0; - - src=map_id2bl(group->src_id); - //ダンススキルはダンス状態を解除する - if(src) { - if (skill_get_unit_flag(group->skill_id)&UF_DANCE) - status_change_end(src,SC_DANCING,-1); - if (group->unit_id == 0x86) { - struct status_change *sc_data = status_get_sc_data(src); - if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //マジックパワ?の?果終了 - status_change_end(src,SC_MAGICPOWER,-1); - } - } - - group->alive_count=0; - if(group->unit!=NULL){ - for(i=0;i<group->unit_count;i++) - if(group->unit[i].alive) - skill_delunit(&group->unit[i]); - } - if(group->valstr!=NULL){ - map_freeblock(group->valstr); - group->valstr=NULL; - } - - map_freeblock(group->unit); /* aFree()の替わり */ - group->unit=NULL; - group->src_id=0; - group->group_id=0; - group->unit_count=0; - return 0; -} - -/*========================================== - * スキルユニットグル?プ全削除 - *------------------------------------------ - */ -int skill_clear_unitgroup(struct block_list *src) -{ - struct skill_unit_group *group=NULL; - int maxsug=0; - - nullpo_retr(0, src); - - if(src->type==BL_PC){ - group=((struct map_session_data *)src)->skillunit; - maxsug=MAX_SKILLUNITGROUP; - } else if(src->type==BL_MOB){ - group=((struct mob_data *)src)->skillunit; - maxsug=MAX_MOBSKILLUNITGROUP; - } else if(src->type==BL_PET){ // [Valaris] - group=((struct pet_data *)src)->skillunit; - maxsug=MAX_MOBSKILLUNITGROUP; - } else - return 0; - if(group){ - int i; - for(i=0;i<maxsug;i++) - if(group[i].group_id>0 && group[i].src_id == src->id) - skill_delunitgroup(&group[i]); - } - return 0; -} - -/*========================================== - * スキルユニットグル?プの被影響tick?索 - *------------------------------------------ - */ -struct skill_unit_group_tickset *skill_unitgrouptickset_search( - struct block_list *bl,struct skill_unit_group *group,int tick) -{ - int i,j=-1,k,s,id; - struct skill_unit_group_tickset *set; - - nullpo_retr(0, bl); - if (group->interval==-1) - return NULL; - - if (bl->type == BL_PC) - set = ((struct map_session_data *)bl)->skillunittick; - else if (bl->type == BL_MOB) - set = ((struct mob_data *)bl)->skillunittick; - else - return 0; - - if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP) - id = s = group->skill_id; - else - id = s = group->group_id; - - for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) { - k = (i+s) % MAX_SKILLUNITGROUPTICKSET; - if (set[k].id == id) - return &set[k]; - else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0)) - j=k; - } - - if (j == -1) { - if(battle_config.error_log) { - sprintf (tmp_output, "skill_unitgrouptickset_search: tickset is full\n"); - ShowWarning (tmp_output); - } - j = id % MAX_SKILLUNITGROUPTICKSET; - } - - set[j].id = id; - set[j].tick = tick; - return &set[j]; -} - -/*========================================== - * スキルユニットタイマ??動?理用(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 (bl->type!=BL_PC && bl->type!=BL_MOB) - return 0; - if (!unit->alive || bl->prev==NULL) - return 0; - - nullpo_retr(0, group=unit->group); - - if (battle_check_target(&unit->bl,bl,group->target_flag)<=0) - return 0; - - skill_unit_onplace_timer(unit,bl,tick); - - return 0; -} - -/*========================================== - * スキルユニットタイマ??理用(foreachobject) - *------------------------------------------ - */ -int skill_unit_timer_sub( struct block_list *bl, va_list ap ) -{ - struct skill_unit *unit; - struct skill_unit_group *group; - int range; - unsigned int tick; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, unit=(struct skill_unit *)bl); - tick=va_arg(ap,unsigned int); - - if(!unit->alive) - return 0; - group=unit->group; - - nullpo_retr(0, group); - range = unit->range; - - /* onplace_timerイベント呼び出し */ - if (range>=0 && group->interval!=-1) { - map_foreachinarea(skill_unit_timer_sub_onplace, bl->m, - bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,bl,tick); - if (!unit->alive) - return 0; - // マグヌスは発動したユニットは削除する - if (group->skill_id==PR_MAGNUS && unit->val2) { - skill_delunit(unit); - return 0; - } - } - // イドゥンの林檎による回復 - if (group->unit_id==0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val3) { - struct block_list *src = map_id2bl(group->src_id); - int range = skill_get_unit_layout_type(group->skill_id,group->skill_lv); - nullpo_retr(0, src); - map_foreachinarea(skill_idun_heal,src->m, - src->x-range,src->y-range,src->x+range,src->y+range,0,unit); - group->val3++; - } - /* 時間切れ削除 */ - if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){ - switch(group->unit_id){ - case 0x8f: /* ブラストマイン */ - group->unit_id = 0x8c; - clif_changelook(bl,LOOK_BASE,group->unit_id); - group->limit=DIFF_TICK(tick+1500,group->tick); - unit->limit=DIFF_TICK(tick+1500,group->tick); - break; - case 0x90: /* スキッドトラップ */ - case 0x91: /* アンクルスネア */ - case 0x93: /* ランドマイン */ - case 0x94: /* ショックウェ?ブトラップ */ - case 0x95: /* サンドマン */ - case 0x96: /* フラッシャ? */ - case 0x97: /* フリ?ジングトラップ */ - case 0x98: /* クレイモア?トラップ */ - case 0x99: /* ト?キ?ボックス */ - { - struct block_list *src=map_id2bl(group->src_id); - if(group->unit_id == 0x91 && group->val2); - else{ - if(src && src->type==BL_PC){ - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid=1065; - item_tmp.identify=1; - map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?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 == 0x8d) { - 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??理 - *------------------------------------------ - */ -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?理用(foreachinarea) - *------------------------------------------ - */ -int skill_unit_move_sub( struct block_list *bl, va_list ap ) -{ - struct skill_unit *unit = (struct skill_unit *)bl; - struct skill_unit_group *group; - struct block_list *target; - unsigned int tick,flag; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - nullpo_retr(0, target=va_arg(ap,struct block_list*)); - tick = va_arg(ap,unsigned int); - flag = va_arg(ap,int); - - if (target->type!=BL_PC && target->type!=BL_MOB) - return 0; - - nullpo_retr(0, group=unit->group); - if (group->interval!=-1) - return 0; - - if (!unit->alive || target->prev==NULL) - return 0; - - if (flag) - skill_unit_onplace(unit,target,tick); - else - skill_unit_onout(unit,target,tick); - - return 0; -} - -/*========================================== - * スキルユニット移動時?理 - *------------------------------------------ - */ -int skill_unit_move(struct block_list *bl,unsigned int tick,int flag) -{ - nullpo_retr(0, bl); - - if(bl->prev==NULL ) - return 0; - - map_foreachinarea(skill_unit_move_sub, - bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,bl,tick,flag); - - return 0; -} - -/*========================================== - * スキルユニット自?の移動時?理 - * 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; - 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; - - // 移動可能なスキルはダンス系と、ブラストマイン、クレイモアートラップのみ - if (!(skill_get_unit_flag(group->skill_id)&UF_DANCE) && - group->skill_id!=HT_CLAYMORETRAP && group->skill_id!=HT_BLASTMINE) - 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 - // 先にフラグを全部決める - // m_flag - // 0: 単純移動 - // 1: ユニットを移動する(現位置からユニットがなくなる) - // 2: 残留&新位置が移動先となる(移動先にユニットが存在しない) - // 3: 残留 - 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){ - // 移動先にユニットがかぶっている - m_flag[i] |= 0x1; - } - if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ - // ユニットがこの場所にやってくる - m_flag[i] |= 0x2; - } - } - } - // フラグに基づいてユニット移動 - // フラグが1のunitを探し、フラグが2のunitの移動先に移す - j = 0; - for (i=0;i<group->unit_count;i++) { - unit1=&group->unit[i]; - if (!unit1->alive) - continue; - if (!(m_flag[i]&0x2)) { - // ユニットがなくなる場所でスキルユニット影響を消す - map_foreachinarea(skill_unit_effect,unit1->bl.m, - unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0, - &unit1->bl,tick,0); - } - if (m_flag[i]==0) { - // 単純移動 - map_delblock(&unit1->bl); - unit1->bl.m = m; - unit1->bl.x += dx; - unit1->bl.y += dy; - map_addblock(&unit1->bl); - clif_skill_setunit(unit1); - } else if (m_flag[i]==1) { - // フラグが2のものを探してそのユニットの移動先に移動 - for(;j<group->unit_count;j++) { - if (m_flag[j]==2) { - // 継承移動 - unit2 = &group->unit[j]; - if (!unit2->alive) - continue; - map_delblock(&unit1->bl); - unit1->bl.m = m; - unit1->bl.x = unit2->bl.x+dx; - unit1->bl.y = unit2->bl.y+dy; - map_addblock(&unit1->bl); - clif_skill_setunit(unit1); - j++; - break; - } - } - } - if (!(m_flag[i]&0x2)) { - // 移動後の場所でスキルユニットを発動 - map_foreachinarea(skill_unit_effect,unit1->bl.m, - unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0, - &unit1->bl,tick,1); - } - } - aFree(m_flag); - return 0; -} - -/*---------------------------------------------------------------------------- - * アイテム合成 - *---------------------------------------------------------------------------- - */ - -/*========================================== - * アイテム合成可能判定 - *------------------------------------------ - */ -int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger ) -{ - int i,j; - - nullpo_retr(0, sd); - - if(nameid<=0) - return 0; - - for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ - if(skill_produce_db[i].nameid == nameid ) - break; - } - if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スにない */ - return 0; - - if(trigger>=0){ - if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) { - if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */ - return 0; - }else{ - if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */ - return 0; - if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */ - 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 ) /* これ以上は材料要らない */ - 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<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */ - return 0; - } - } - return i+1; -} - -/*========================================== - * アイテム合成可能判定 - *------------------------------------------ - */ -int skill_produce_mix( struct map_session_data *sd, - int nameid, int slot1, int slot2, int slot3 ) -{ - int slot[3]; - int i,sc,ele,idx,equip,wlv,make_per,flag; - - nullpo_retr(0, sd); - - if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* ?件不足 */ - return 0; - idx--; - slot[0]=slot1; - slot[1]=slot2; - slot[2]=slot3; - - /* 埋め?み?理 */ - for(i=0,sc=0,ele=0;i<3;i++){ - int j; - if( slot[i]<=0 ) - continue; - j = pc_search_inventory(sd,slot[i]); - if(j < 0) /* 不正パケット(アイテム存在)チェック */ - continue; - if(slot[i]==1000){ /* 星のかけら */ - pc_delitem(sd,j,1,1); - sc++; - } - if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* ?性石 */ - static const int ele_table[4]={3,1,4,2}; - pc_delitem(sd,j,1,1); - ele=ele_table[slot[i]-994]; - } - } - - /* 材料消費 */ - for(i=0;i<MAX_PRODUCE_RESOURCE;i++){ - int j,id,x; - if( (id=skill_produce_db[idx].mat_id[i]) <= 0 ) - continue; - x=skill_produce_db[idx].mat_amount[i]; /* 必要な個? */ - do{ /* 2つ以上の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) - printf("skill_produce_mix: material item error\n"); - } - - x-=y; /* まだ足りない個?を計算 */ - }while( j>=0 && x>0 ); /* 材料を消費するか、エラ?になるまで繰り返す */ - } - - /* 確率判定 */ - equip = itemdb_isequip(nameid); - if(!equip) { -// Corrected rates [DracoRPG] --------------------------// - if(skill_produce_db[idx].req_skill==AM_PHARMACY) { - make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100 - + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 - + sd->paramc[4]*10+sd->paramc[5]*10; - - if(nameid >= 501 && nameid <= 505) // Normal potions - make_per += 2000 + pc_checkskill(sd,AM_POTIONPITCHER)*100; - else if(nameid >= 605 && nameid <= 606) // Anodyne & Aloevera (not sure of the formula, I put the same base value as normal pots but without the Aid Potion bonus since they are not throwable pots ^^) - make_per += 2000; - else if(nameid >= 545 && nameid <= 547) // Concentrated potions - ; - else if(nameid == 970) // Alcohol - make_per += 1000; - else if(nameid == 7135) // Bottle Grenade - make_per += 500 + pc_checkskill(sd,AM_DEMONSTRATION)*100; - else if(nameid == 7136) // Acid Bottle - make_per += 500 + pc_checkskill(sd,AM_ACIDTERROR)*100; - else if(nameid == 7137) // Plant Bottle - make_per += 500 + pc_checkskill(sd,AM_CANNIBALIZE)*100; - else if(nameid == 7138) // Marine Sphere Bottle - make_per += 500 + pc_checkskill(sd,AM_SPHEREMINE)*100; - else if(nameid == 7139) // Glistening Coat - make_per += 500 + pc_checkskill(sd,AM_CP_WEAPON)*100 + pc_checkskill(sd,AM_CP_SHIELD)*100 + - pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100; - } else if (skill_produce_db[idx].req_skill == ASC_CDP) { - make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5]; - } else { - if(nameid == 998) - make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600; - else - make_per = 1000 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500; - } - if(battle_config.pp_rate != 100) - make_per = make_per * battle_config.pp_rate / 100; - } else { // Corrected rates [DracoRPG] - int add_per=0; - if(pc_search_inventory(sd,989) >= 0) add_per = 400; - else if(pc_search_inventory(sd,988) >= 0) add_per = 300; - else if(pc_search_inventory(sd,987) >= 0) add_per = 200; - else if(pc_search_inventory(sd,986) >= 0) add_per = 100; - wlv = itemdb_wlv(nameid); - make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*1000 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + - ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0) + add_per - (ele? 2500:0) - sc*((4-wlv)*500) - wlv*1000; - if(battle_config.wp_rate != 100) /* 確率補正 */ - make_per = make_per * battle_config.wp_rate / 100; - } -// -----------------------------------------------------// - - if(make_per < 1) make_per = 1; - -// if(battle_config.etc_log) -// printf("make rate = %d\n",make_per); - - if(rand()%10000 < make_per){ - /* 成功 */ - 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){ /* 武器の場合 */ - tmp_item.card[0]=0x00ff; /* 製造武器フラグ */ - tmp_item.card[1]=((sc*5)<<8)+ele; /* ?性とつよさ */ - *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ - } - else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) || - (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) { - tmp_item.card[0]=0x00fe; - tmp_item.card[1]=0; - *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ - } - - if(log_config.produce > 0) - log_produce(sd,nameid,slot1,slot2,slot3,1); - - switch (skill_produce_db[idx].req_skill) { - case AM_PHARMACY: - clif_produceeffect(sd,2,nameid);/* 製?エフェクト */ - clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */ - break; - case ASC_CDP: - clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */ - clif_misceffect(&sd->bl,5); - break; - default: /* 武器製造、コイン製造 */ - clif_produceeffect(sd,0,nameid); /* 武器製造エフェクト */ - clif_misceffect(&sd->bl,3); - break; - } - - if((flag = pc_additem(sd,&tmp_item,1))) { - clif_additem(sd,0,0,flag); - map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); - } - } else { - if(log_config.produce > 0) - log_produce(sd,nameid,slot1,slot2,slot3,0); - - switch (skill_produce_db[idx].req_skill) { - case AM_PHARMACY: - clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */ - clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */ - break; - case ASC_CDP: - { - clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */ - clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */ - pc_heal(sd, -(sd->status.max_hp>>2), 0); - } - break; - default: - clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクト */ - clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */ - break; - } - } - return 0; -} - -int skill_arrow_create( struct map_session_data *sd,int nameid) -{ - int i,j,flag,index=-1; - struct item tmp_item; - - nullpo_retr(0, sd); - - if(nameid <= 0) - return 1; - - for(i=0;i<MAX_SKILL_ARROW_DB;i++) - if(nameid == skill_arrow_db[i].nameid) { - index = i; - break; - } - - if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0) - return 1; - - pc_delitem(sd,j,1,0); - for(i=0;i<5;i++) { - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.identify = 1; - tmp_item.nameid = skill_arrow_db[index].cre_id[i]; - tmp_item.amount = skill_arrow_db[index].cre_amount[i]; - if(battle_config.making_arrow_name_input) { - tmp_item.card[0]=0x00fe; - tmp_item.card[1]=0; - *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ - } - if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) - continue; - if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) { - clif_additem(sd,0,0,flag); - map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); - } - } - - return 0; -} - -/*---------------------------------------------------------------------------- - * 初期化系 - */ - -/*---------------------------------------------------------------------------- - * 初期化系 - */ - -/* - * 文字列処理 - * ',' で区切って 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; -} -/* - * 文字列処理 - * ':' で区切ってatoiしてvalに戻す - */ -int skill_split_atoi(char *str,int *val) -{ - int i, max = 0; - - for (i=0; i<MAX_SKILL_LEVEL; i++) { - if (str) { - val[i] = max = atoi(str); - str = strchr(str,':'); - if (str) - *str++=0; - } else { - val[i] = max; - } - } - return i; -} - -/* - * スキルユニットの配置情報作成 - */ -void skill_init_unit_layout() -{ - 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作成する - 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作成する - 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: - // ファイアーウォール、アイスウォールは方向で変わるので別処理 - break; - case PR_SANCTUARY: - { - static const int dx[] = { - -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, - 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; - static const int dy[]={ - -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, - 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; - skill_unit_layout[pos].count = 21; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - break; - } - case PR_MAGNUS: - { - static const int dx[] = { - -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, - 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, - -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; - static const int dy[] = { - -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, - -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, - 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill_unit_layout[pos].count = 33; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - break; - } - case AS_VENOMDUST: - { - static const int dx[] = {-1, 0, 0, 0, 1}; - static const int dy[] = { 0,-1, 0, 1, 0}; - skill_unit_layout[pos].count = 5; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - break; - } - case CR_GRANDCROSS: - case NPC_DARKGRANDCROSS: - { - static const int dx[] = { - 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, - -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, - -1, 0, 1, 2,-1, 0, 1, 0, 0}; - static const int dy[] = { - -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, - 1, 1, 1, 1, 2, 2, 2, 3, 4}; - skill_unit_layout[pos].count = 29; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - break; - } - case PF_FOGWALL: - { - static const int dx[] = { - -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; - static const int dy[] = { - -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; - skill_unit_layout[pos].count = 15; - memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); - break; - } - 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: - printf("unknown unit layout at skill %d\n",i); - break; - } - if (!skill_unit_layout[pos].count) - continue; - for (j=0;j<MAX_SKILL_LEVEL;j++) - skill_db[i].unit_layout_type[j] = pos; - pos++; - } - // ファイヤーウォール - 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 { /* 縦横配置 */ - skill_unit_layout[pos].count = 3; - if (i%4==0) { /* 上下 */ - 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 { /* 左右 */ - 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++; - } - // アイスウォール - 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 { /* 縦横配置 */ - if (i%4==0) { /* 上下 */ - 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 { /* 左右 */ - 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 スキルの詠唱時間とディレイデ?タ - * produce_db.txt アイテム作成スキル用デ?タ - * create_arrow_db.txt 矢作成スキル用デ?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],*p; - char *filename[]={"db/produce_db.txt","db/produce_db2.txt"}; - - /* スキルデ?タベ?ス */ - memset(skill_db,0,sizeof(skill_db)); - fp=fopen("db/skill_db.txt","r"); - if(fp==NULL){ - printf("can't read db/skill_db.txt\n"); - return 1; - } - while(fgets(line,1020,fp)){ - char *split[50]; - if(line[0]=='/' && line[1]=='/') - continue; - j = skill_split_str(line,split,14); - if(split[13]==NULL || j<14) - continue; - - i=atoi(split[0]); - if (i>=10000 && i<10015) // for guild skills [Celest] - i -= 9500; - else if(i<=0 || i>MAX_SKILL_DB) - continue; - -/* printf("skill id=%d\n",i); */ - skill_split_atoi(split[1],skill_db[i].range); - skill_db[i].hit=atoi(split[2]); - skill_db[i].inf=atoi(split[3]); - skill_db[i].pl=atoi(split[4]); - skill_db[i].nk=atoi(split[5]); - skill_db[i].max=atoi(split[6]); - skill_split_atoi(split[7],skill_db[i].num); - - if(strcmpi(split[8],"yes") == 0) - skill_db[i].castcancel=1; - else - skill_db[i].castcancel=0; - skill_db[i].cast_def_rate=atoi(split[9]); - skill_db[i].inf2=atoi(split[10]); - skill_db[i].maxcount=atoi(split[11]); - if(strcmpi(split[12],"weapon") == 0) - skill_db[i].skill_type=BF_WEAPON; - else if(strcmpi(split[12],"magic") == 0) - skill_db[i].skill_type=BF_MAGIC; - else if(strcmpi(split[12],"misc") == 0) - skill_db[i].skill_type=BF_MISC; - else - skill_db[i].skill_type=0; - skill_split_atoi(split[13],skill_db[i].blewcount); - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt"); - ShowStatus(tmp_output); - - fp=fopen("db/skill_require_db.txt","r"); - if(fp==NULL){ - printf("can't read db/skill_require_db.txt\n"); - return 1; - } - while(fgets(line,1020,fp)){ - char *split[50]; - if(line[0]=='/' && line[1]=='/') - continue; - j = skill_split_str(line,split,30); - if(split[29]==NULL || j<30) - continue; - - i=atoi(split[0]); - if (i>=10000 && i<10015) // for guild skills [Celest] - i -= 9500; - else if(i<=0 || i>MAX_SKILL_DB) - continue; - - skill_split_atoi(split[1],skill_db[i].hp); - skill_split_atoi(split[2],skill_db[i].mhp); - skill_split_atoi(split[3],skill_db[i].sp); - skill_split_atoi(split[4],skill_db[i].hp_rate); - skill_split_atoi(split[5],skill_db[i].sp_rate); - skill_split_atoi(split[6],skill_db[i].zeny); - - p = split[7]; - for(j=0;j<32;j++){ - l = atoi(p); - if (l==99) { - skill_db[i].weapon = 0xffffffff; - break; - } - else - skill_db[i].weapon |= 1<<l; - p=strchr(p,':'); - if(!p) - break; - p++; - } - - if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING; - else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING; - else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN; - else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING; - else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON; - else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART; - else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD; - else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT; - else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS; - else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE; - else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE; - else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER; - else skill_db[i].state=ST_NONE; - - skill_split_atoi(split[9],skill_db[i].spiritball); - skill_db[i].itemid[0]=atoi(split[10]); - skill_db[i].amount[0]=atoi(split[11]); - skill_db[i].itemid[1]=atoi(split[12]); - skill_db[i].amount[1]=atoi(split[13]); - skill_db[i].itemid[2]=atoi(split[14]); - skill_db[i].amount[2]=atoi(split[15]); - skill_db[i].itemid[3]=atoi(split[16]); - skill_db[i].amount[3]=atoi(split[17]); - skill_db[i].itemid[4]=atoi(split[18]); - skill_db[i].amount[4]=atoi(split[19]); - skill_db[i].itemid[5]=atoi(split[20]); - skill_db[i].amount[5]=atoi(split[21]); - skill_db[i].itemid[6]=atoi(split[22]); - skill_db[i].amount[6]=atoi(split[23]); - skill_db[i].itemid[7]=atoi(split[24]); - skill_db[i].amount[7]=atoi(split[25]); - skill_db[i].itemid[8]=atoi(split[26]); - skill_db[i].amount[8]=atoi(split[27]); - skill_db[i].itemid[9]=atoi(split[28]); - skill_db[i].amount[9]=atoi(split[29]); - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_require_db.txt"); - ShowStatus(tmp_output); - - /* キャスティングデ?タベ?ス */ - fp=fopen("db/skill_cast_db.txt","r"); - if(fp==NULL){ - printf("can't read db/skill_cast_db.txt\n"); - return 1; - } - while(fgets(line,1020,fp)){ - char *split[50]; - memset(split,0,sizeof(split)); // [Valaris] thanks to fov - if(line[0]=='/' && line[1]=='/') - continue; - j = skill_split_str(line,split,5); - if(split[4]==NULL || j<5) - continue; - - i=atoi(split[0]); - if (i>=10000 && i<10015) // for guild skills [Celest] - i -= 9500; - else if(i<=0 || i>MAX_SKILL_DB) - continue; - - skill_split_atoi(split[1],skill_db[i].cast); - skill_split_atoi(split[2],skill_db[i].delay); - skill_split_atoi(split[3],skill_db[i].upkeep_time); - skill_split_atoi(split[4],skill_db[i].upkeep_time2); - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt"); - ShowStatus(tmp_output); - - /* スキルユニットデータベース */ - fp = fopen("db/skill_unit_db.txt","r"); - if (fp==NULL) { - printf("can't read db/skill_unit_db.txt\n"); - return 1; - } - k = 0; - while (fgets(line,1020,fp)) { - char *split[50]; - if (line[0]=='/' && line[1]=='/') - continue; - j = skill_split_str(line,split,8); - if (split[7]==NULL || j<8) - continue; - - i=atoi(split[0]); - if (i>=10000 && i<10015) // for guild skills [Celest] - i -= 9500; - else if(i<=0 || i>MAX_SKILL_DB) - continue; - skill_db[i].unit_id[0] = strtol(split[1],NULL,16); - skill_db[i].unit_id[1] = strtol(split[2],NULL,16); - skill_split_atoi(split[3],skill_db[i].unit_layout_type); - skill_db[i].unit_range = atoi(split[4]); - skill_db[i].unit_interval = atoi(split[5]); - - if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY; - else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY; - else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY; - else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL; - else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY; - else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF; - else skill_db[i].unit_target = strtol(split[6],NULL,16); - - skill_db[i].unit_flag = strtol(split[7],NULL,16); - k++; - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_unit_db.txt"); - ShowStatus(tmp_output); - skill_init_unit_layout(); - - /* 製造系スキルデ?タベ?ス */ - memset(skill_produce_db,0,sizeof(skill_produce_db)); - for(m=0;m<2;m++){ - fp=fopen(filename[m],"r"); - if(fp==NULL){ - if(m>0) - continue; - printf("can't read %s\n",filename[m]); - return 1; - } - k=0; - while(fgets(line,1020,fp)){ - char *split[6 + MAX_PRODUCE_RESOURCE * 2]; - int x,y; - if(line[0]=='/' && line[1]=='/') - continue; - memset(split,0,sizeof(split)); - j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2)); - if(split[0]==0) //fixed by Lupus - continue; - i=atoi(split[0]); - if(i<=0) continue; - - skill_produce_db[k].nameid=i; - skill_produce_db[k].itemlv=atoi(split[1]); - skill_produce_db[k].req_skill=atoi(split[2]); - - for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){ - skill_produce_db[k].mat_id[y]=atoi(split[x]); - skill_produce_db[k].mat_amount[y]=atoi(split[x+1]); - } - k++; - if(k >= MAX_SKILL_PRODUCE_DB) - break; - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,filename[m]); - ShowStatus(tmp_output); - } - - memset(skill_arrow_db,0,sizeof(skill_arrow_db)); - fp=fopen("db/create_arrow_db.txt","r"); - if(fp==NULL){ - printf("can't read db/create_arrow_db.txt\n"); - return 1; - } - k=0; - while(fgets(line,1020,fp)){ - char *split[16]; - int x,y; - if(line[0]=='/' && line[1]=='/') - continue; - memset(split,0,sizeof(split)); - j = skill_split_str(line,split,13); - if(split[0]==0) //fixed by Lupus - continue; - i=atoi(split[0]); - if(i<=0) - continue; - - skill_arrow_db[k].nameid=i; - - for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){ - skill_arrow_db[k].cre_id[y]=atoi(split[x]); - skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]); - } - k++; - if(k >= MAX_SKILL_ARROW_DB) - break; - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/create_arrow_db.txt"); - ShowStatus(tmp_output); - - memset(skill_abra_db,0,sizeof(skill_abra_db)); - fp=fopen("db/abra_db.txt","r"); - if(fp==NULL){ - printf("can't read db/abra_db.txt\n"); - return 1; - } - k=0; - while(fgets(line,1020,fp)){ - char *split[16]; - if(line[0]=='/' && line[1]=='/') - continue; - memset(split,0,sizeof(split)); - j = skill_split_str(line,split,13); - if(split[0]==0) //fixed by Lupus - continue; - i=atoi(split[0]); - if(i<=0) - continue; - - skill_abra_db[i].req_lv=atoi(split[2]); - skill_abra_db[i].per=atoi(split[3]); - - k++; - if(k >= MAX_SKILL_ABRA_DB) - break; - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/abra_db.txt"); - ShowStatus(tmp_output); - - fp=fopen("db/skill_castnodex_db.txt","r"); - if(fp==NULL){ - printf("can't read db/skill_castnodex_db.txt\n"); - return 1; - } - while(fgets(line,1020,fp)){ - char *split[50]; - if(line[0]=='/' && line[1]=='/') - continue; - memset(split,0,sizeof(split)); - j = skill_split_str(line,split,3); - if(split[0]==0) //fixed by Lupus - continue; - i=atoi(split[0]); - if (i>=10000 && i<10015) // for guild skills [Celest] - i -= 9500; - else if(i<=0 || i>MAX_SKILL_DB) - continue; - - skill_split_atoi(split[1],skill_db[i].castnodex); - if (!split[2]) - continue; - skill_split_atoi(split[2],skill_db[i].delaynodex); - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_castnodex_db.txt"); - ShowStatus(tmp_output); - - fp=fopen("db/skill_nocast_db.txt","r"); - if(fp==NULL){ - printf("can't read db/skill_nocast_db.txt\n"); - return 1; - } - k=0; - while(fgets(line,1020,fp)){ - char *split[16]; - if(line[0]=='/' && line[1]=='/') - continue; - memset(split,0,sizeof(split)); - j = skill_split_str(line,split,2); - if(split[0]==0) //fixed by Lupus - continue; - i=atoi(split[0]); - if (i>=10000 && i<10015) // for guild skills [Celest] - i -= 9500; - else if(i<=0 || i>MAX_SKILL_DB) - continue; - skill_db[i].nocast=atoi(split[1]); - k++; - } - fclose(fp); - sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_nocast_db"); - ShowStatus(tmp_output); - - return 0; -} - -/*=============================================== - * For reading leveluseskillspamount.txt [Celest] - *----------------------------------------------- - */ -static int skill_read_skillspamount(void) -{ - char *buf,*p; - struct skill_db *skill = NULL; - int s, idx, new_flag=1, level=1, sp=0; - - buf=(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); - sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt"); - ShowStatus(tmp_output); - - return 0; -} - -void skill_reload(void) -{ - skill_readdb(); - if (battle_config.skill_sp_override_grffile) - skill_read_skillspamount(); -} - -/*========================================== - * スキル?係初期化?理 - *------------------------------------------ - */ -int do_init_skill(void) -{ - skill_readdb(); - if (battle_config.skill_sp_override_grffile) - skill_read_skillspamount(); - - add_timer_func_list(skill_unit_timer,"skill_unit_timer"); - add_timer_func_list(skill_castend_id,"skill_castend_id"); - add_timer_func_list(skill_castend_pos,"skill_castend_pos"); - add_timer_func_list(skill_timerskill,"skill_timerskill"); - add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); - - return 0; -} |