diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 672 |
1 files changed, 349 insertions, 323 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 1f891e944..a0047776a 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -474,9 +474,9 @@ const struct skill_name_db skill_names[] = { { TK_SPTIME, "SPTIME", "SP Time" } , { TK_STORMKICK, "STORMKICK", "Storm Kick" } , { TK_TURNKICK, "TURNKICK", "Turn Kick" } , - { WE_BABY, "BABY", "Adopt_Baby" } , - { WE_CALLBABY, "CALLBABY", "Call_Baby" } , - { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } , + { WE_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" } , @@ -578,7 +578,6 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s int skill_frostjoke_scream(struct block_list *bl,va_list ap); int status_change_timer_sub(struct block_list *bl, va_list ap ); int skill_attack_area(struct block_list *bl,va_list ap); -int skill_abra_dataset(int skilllv); int skill_clear_element_field(struct block_list *bl); int skill_landprotector(struct block_list *bl, va_list ap ); int skill_trap_splash(struct block_list *bl, va_list ap ); @@ -2924,7 +2923,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case SA_ABRACADABRA: { - int skill, abra_skillid = 0, abra_skilllv; + 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); @@ -2932,10 +2931,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } pc_delitem(sd, i, 1, 0); do { - abra_skillid = skill_abra_dataset(skilllv); + 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); - skill = pc_checkskill(sd,SA_ABRACADABRA); - abra_skilllv = skill_get_max(abra_skillid) > skill ? skill : skill_get_max(abra_skillid); + 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; @@ -4328,6 +4331,59 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } 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){ @@ -6826,64 +6882,59 @@ int skill_delayfix( struct block_list *bl, int time ) * 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 skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv) { - unsigned int tick; - int casttime=0,delay=0,skill,range; - struct map_session_data* target_sd=NULL; - int forcecast=0; - struct block_list *bl; + int casttime = 0, delay = 0, skill, range; + struct map_session_data* tsd = NULL; + struct block_list *bl = NULL; struct status_change *sc_data; - tick=gettick(); + int forcecast = 0; + unsigned int tick = gettick(); nullpo_retr(0, sd); - if( (bl=map_id2bl(target_id)) == NULL ){ -/* if(battle_config.error_log) - printf("skill target not found %d\n",target_id); */ - return 0; - } if(sd->bl.m != bl->m || pc_isdead(sd)) return 0; - if(skillnotok(skill_num, sd)) // [MouseJstr] return 0; + if ((bl = map_id2bl(target_id)) == NULL) + return 0; + if (bl->type == BL_PC) { + nullpo_retr(0, tsd = (struct map_session_data*)bl); + } + if (tsd && skill_num == ALL_RESURRECTION && !pc_isdead(tsd)) + return 0; - sc_data=sd->sc_data; + 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 ) + if (sd->opt1 > 0) return 0; - if(sc_data){ + if (sc_data) { // allow to use only Chasewalk [celest] - if(sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK) + if (sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK) return 0; - if(sc_data[SC_VOLCANO].timer != -1){ - if(skill_num==WZ_ICEWALL) return 0; - } - if(sc_data[SC_ROKISWEIL].timer!=-1){ - if(skill_num==BD_ADAPTATION) return 0; - } - if(sc_data[SC_DIVINA].timer!=-1 || - sc_data[SC_ROKISWEIL].timer!=-1 || + 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)){ + (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_BLADESTOP].timer != -1){ - int lv = sc_data[SC_BLADESTOP].val1; - if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ - if(lv==1) return 0; - if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0; - if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0; - if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0; - if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; - } - if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest] struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4; // if caster is the owner of basilica @@ -6893,37 +6944,35 @@ int skill_use_id( struct map_session_data *sd, int target_id, else return 0; } /* 演奏/ダンス中 */ - if(sc_data[SC_DANCING].timer!=-1 ){ - // if(battle_config.pc_skill_log) - // printf("dancing! %d\n",skill_num); - if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可 + 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){ + if (skill_num != BD_ADAPTATION && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW) return 0; - } } } - if(sd->status.option&4 && skill_num==TF_HIDING) + 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 ) + 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) + 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){ + 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 + 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 + 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{ + } else { sd->skillid_old = skill_num; } break; @@ -6944,12 +6993,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, if (skill_lv <= 0) return 0; } break; - } - - sd->skillid = skill_num; - sd->skilllv = skill_lv; - switch(skill_num){ //事前にレベルが?わったりするスキル case BD_LULLABY: /* 子守歌 */ case BD_RICHMANKIM: /* ニヨルドの宴 */ case BD_ETERNALCHAOS: /* 永遠の混沌 */ @@ -6961,24 +7005,26 @@ int skill_use_id( struct map_session_data *sd, int target_id, 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){ + 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 if (c == 99) { //相方不要設定だった ; - }else{ - sd->skilllv=(c + skill_lv)/2; + } else { + sd->skilllv = (c + skill_lv)/2; } } break; } - if(!skill_check_condition(sd,0)) return 0; + sd->skillid = skill_num; + sd->skilllv = skill_lv; + if (!skill_check_condition(sd,0)) return 0; { int check_range_flag = 0; @@ -7001,97 +7047,117 @@ int skill_use_id( struct map_session_data *sd, int target_id, } } - if(bl->type==BL_PC) { - target_sd=(struct map_session_data*)bl; - if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd)) - return 0; - } - if((skill_num != MO_CHAINCOMBO && - skill_num != MO_COMBOFINISH && - skill_num != MO_EXTREMITYFIST && - skill_num != CH_TIGERFIST && - skill_num != CH_CHAINCRUSH) || + if ((skill_num != MO_CHAINCOMBO && + skill_num != MO_COMBOFINISH && + skill_num != MO_EXTREMITYFIST && + skill_num != CH_TIGERFIST && + skill_num != CH_CHAINCRUSH) || (skill_num == CH_CHAINCRUSH && sd->state.skill_flag) || (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) ) pc_stopattack(sd); - casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); - if(skill_num != SA_MAGICROD) - delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); - //sd->state.skillcastcancel = skill_db[skill_num].castcancel; + 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 AL_HEAL: /* ヒ?ル */ -// if(battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) -// forcecast=1; /* ヒ?ルアタックなら詠唱エフェクト有り */ -// break; + switch (skill_num) { /* 何か特殊な?理が必要 */ case ALL_RESURRECTION: /* リザレクション */ - if(bl->type != BL_PC && 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) ); + 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); + 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 ){ + 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? + 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_TIGERFIST: /* 伏虎拳 */ + 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) + 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)) { + 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; + forcecast = 1; break; + case SA_MAGICROD: case SA_SPELLBREAKER: - forcecast=1; + forcecast = 1; break; + case WE_MALE: case WE_FEMALE: { struct map_session_data *p_sd = pc_get_partner(sd); - if (p_sd == NULL) // it's possible to get null if we're not married ^^; + if (p_sd == NULL) return 0; - // nullpo_retr (0, p_sd) - if(skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100)) // Requires more than 15% of Max HP for WE_MALE + 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 + 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 - range = skill_get_range(skill_num,skill_lv); - if(range < 0) - range = status_get_range(&sd->bl) - (range + 1); - if(!battle_check_range(&sd->bl,&p_sd->bl,range)) + 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 */ { - struct status_change *sc_data; if (skill_check_unit_range(sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) { clif_skill_fail(sd,sd->skillid,0,0); return 0; @@ -7101,9 +7167,8 @@ int skill_use_id( struct map_session_data *sd, int target_id, return 0; } // cancel Basilica if already in effect - sc_data = status_get_sc_data(&sd->bl); - if(sc_data && sc_data[SC_BASILICA].timer != -1) { - struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4; + if (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); @@ -7112,6 +7177,7 @@ int skill_use_id( struct map_session_data *sd, int target_id, } } break; + case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: @@ -7121,54 +7187,48 @@ int skill_use_id( struct map_session_data *sd, int target_id, } //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){ + if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0) { casttime = casttime/2; - if((--sc_data[SC_MEMORIZE].val2)<=0) + if ((--sc_data[SC_MEMORIZE].val2) <= 0) status_change_end(&sd->bl, SC_MEMORIZE, -1); } - if(battle_config.pc_skill_log) - printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime); - -// if(sd->skillitem == skill_num) -// casttime = delay = 0; + if (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 */ + 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); + 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; + 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; + md->min_chase = 13; } } - if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */ - sd->state.skillcastcancel=0; - - sd->skilltarget = target_id; -/* sd->cast_target_bl = bl; */ - sd->skillx = 0; - sd->skilly = 0; + 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) + + 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) { + if (casttime > 0) { + sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0); + if ((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { sd->prev_speed = sd->speed; - sd->speed = sd->speed*(175 - skill*5)/100; - clif_updatestatus(sd,SP_SPEED); + status_calc_speed (sd); } else pc_stop_walking(sd,0); - } - else { - if(skill_num != SA_CASTCANCEL) + } 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); } @@ -7180,34 +7240,31 @@ int skill_use_id( struct map_session_data *sd, int target_id, * 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) +int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv) { struct block_list bl; struct status_change *sc_data; - unsigned int tick; - int casttime=0,delay=0,skill,range; + int casttime = 0, delay = 0, skill, range; + unsigned int tick = gettick(); nullpo_retr(0, sd); - if(pc_isdead(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] + 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; + sc_data = sd->sc_data; - if( sd->opt1>0 ) + if (sd->opt1 > 0) return 0; - if(sc_data){ - if( sc_data[SC_DIVINA].timer!=-1 || - sc_data[SC_ROKISWEIL].timer!=-1 || + 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 || @@ -7225,15 +7282,15 @@ int skill_use_pos( struct map_session_data *sd, } } - if(sd->status.option&2) + if(sd->status.option & 2) return 0; sd->skillid = skill_num; sd->skilllv = skill_lv; - if(skill_lv <= 0) return 0; + if (skill_lv <= 0) return 0; sd->skillx = skill_x; sd->skilly = skill_y; - if(!skill_check_condition(sd,0)) return 0; + if (!skill_check_condition(sd,0)) return 0; /* 射程と障害物チェック */ bl.type = BL_NUL; @@ -7264,47 +7321,39 @@ int skill_use_pos( struct map_session_data *sd, 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) ); + casttime = skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); + delay = skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); sd->state.skillcastcancel = skill_db[skill_num].castcancel; - if(battle_config.pc_skill_log) - printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime); + if (battle_config.pc_skill_log) + printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n", + sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime); -// if(sd->skillitem == skill_num) -// casttime = delay = 0; //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){ + if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ casttime = casttime/3; - if((--sc_data[SC_MEMORIZE].val2)<=0) + 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); - - if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */ - sd->state.skillcastcancel=0; - + 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->cast_target_bl = NULL; */ - tick=gettick(); sd->canact_tick = tick + casttime + delay; sd->canmove_tick = tick; - if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1) + 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) { + if (casttime > 0) { + sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0); + if ((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { sd->prev_speed = sd->speed; - sd->speed = sd->speed*(175 - skill*5)/100; - clif_updatestatus(sd,SP_SPEED); + status_calc_speed (sd); } else pc_stop_walking(sd,0); - } - else { + } 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); } @@ -7320,60 +7369,59 @@ int skill_use_pos( struct map_session_data *sd, * スキル詠唱キャンセル *------------------------------------------ */ -int skill_castcancel(struct block_list *bl,int type) +int skill_castcancel (struct block_list *bl, int type) { int inf; - int ret=0; + 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(); + 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->canact_tick = tick; sd->canmove_tick = tick; - if( sd->skilltimer!=-1){ - if(pc_checkskill(sd,SA_FREECAST) > 0) { + 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 ); + 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 ); + 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); + ret = delete_timer( sd->skilltimer, skill_castend_id ); + if (ret < 0) + printf("delete timer error : skillid : %d\n", sd->skillid_old); } - sd->skilltimer=-1; + sd->skilltimer = -1; clif_skillcastcancel(bl); } - return 0; - }else if(bl->type==BL_MOB){ - struct mob_data *md=(struct mob_data *)bl; + } 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 ); + 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; + 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); + if (ret < 0) + printf("delete timer error : skillid : %d\n", md->skillid); return 0; } + return 1; } /*========================================= @@ -7773,26 +7821,6 @@ int skill_check_moonlit (struct block_list *bl, int dx, int dy) } /*========================================== - *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す) - *------------------------------------------ - */ -int skill_abra_dataset(int skilllv) -{ - int skill = rand()%331; - - if(skilllv <= 0) return 0; - - //dbに基づくレベル?確率判定 - if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0; - //NPCスキルはダメ - if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0; - //演奏スキルはダメ - if (skill_get_unit_flag(skill)&UF_DANCE) return 0; - - return skill; -} - -/*========================================== * バジリカのセルを設定する *------------------------------------------ */ @@ -7886,43 +7914,43 @@ int skill_landprotector(struct block_list *bl, va_list ap ) 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) + skillid = va_arg(ap,int); + alive = va_arg(ap,int *); + + if ((unit = (struct skill_unit *)bl) == NULL) return 0; - if(skillid==SA_LANDPROTECTOR){ + if (skillid == SA_LANDPROTECTOR) skill_delunit(unit); - }else{ - if(alive && unit->group->skill_id==SA_LANDPROTECTOR) - (*alive)=0; - } + 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 ) +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); - - heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2; - - if(bl->type == BL_SKILL || bl->id == sg->src_id) + if (bl->id == sg->src_id) return 0; - if(bl->type == BL_PC || bl->type == BL_MOB){ - clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1); - battle_heal(NULL,bl,heal,0,0); - } + 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; } @@ -7930,7 +7958,7 @@ int skill_idun_heal(struct block_list *bl, va_list ap ) * 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) +int skill_count_target (struct block_list *bl, va_list ap) { struct block_list *src; int *c; @@ -7938,11 +7966,11 @@ int skill_count_target(struct block_list *bl, va_list ap) nullpo_retr(0, bl); nullpo_retr(0, ap); - if((src = va_arg(ap,struct block_list *)) == NULL) + if ((src = va_arg(ap,struct block_list *)) == NULL) return 0; - if((c = va_arg(ap,int *)) == NULL) + if ((c = va_arg(ap,int *)) == NULL) return 0; - if(battle_check_target(src,bl,BCT_ENEMY) > 0) + if (battle_check_target(src,bl,BCT_ENEMY) > 0) (*c)++; return 0; } @@ -7950,7 +7978,7 @@ int skill_count_target(struct block_list *bl, va_list ap) * トラップ範??理(foreachinarea) *------------------------------------------ */ -int skill_trap_splash(struct block_list *bl, va_list ap ) +int skill_trap_splash (struct block_list *bl, va_list ap) { struct block_list *src; int tick; @@ -7982,6 +8010,7 @@ int skill_trap_splash(struct block_list *bl, va_list ap ) 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; @@ -7997,25 +8026,25 @@ int skill_trap_splash(struct block_list *bl, va_list ap ) * ステ?タス異常終了 *------------------------------------------ */ -int skill_encchant_eremental_end(struct block_list *bl,int type) +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); + 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; } @@ -8024,24 +8053,22 @@ int skill_encchant_eremental_end(struct block_list *bl,int type) 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; + static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus + static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; + int end = 1,i; - nullpo_retr(0, bl); + nullpo_retr(1, bl); - if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked - return 0; - else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type) + 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; - //missing sd [Found by Celest, commited by Aria] - if (bl->type == BL_PC) - sd=(struct map_session_data *)bl; - - for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){ - if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS)) { - end=0; + for (i = 0; i < 8; i++) { + if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS)) { + end = 0; break; } } @@ -8060,6 +8087,7 @@ int skill_check_cloaking(struct block_list *bl) status_calc_speed (sd); } } + return end; } @@ -8085,43 +8113,41 @@ void skill_stop_dancing(struct block_list *src, int flag) 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(group && src->type==BL_PC && sc_data && 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){ //ログアウトなど片方が落ちても演奏が??される - if(dsd && 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 && 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 + 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 } - 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? + } + 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; - }else{ - if(dsd && src->id == group->src_id){ //グル?プを持ってるPCが止める - status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステ?タスを終了させる - } - if(dsd && 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 && src->type==BL_PC){ //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; - skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y)); - return; - } skill_delunitgroup(group); - if(src->type==BL_PC) - status_calc_pc((struct map_session_data *)src,0); } } |