// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include #include #include #include #include #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/malloc.h" #include "../common/showmsg.h" #include "../common/grfio.h" #include "../common/ers.h" #include "skill.h" #include "map.h" #include "clif.h" #include "pc.h" #include "status.h" #include "pet.h" #include "mob.h" #include "battle.h" #include "party.h" #include "itemdb.h" #include "script.h" #include "intif.h" #include "log.h" #include "chrif.h" #include "guild.h" #include "date.h" #include "unit.h" #define SKILLUNITTIMER_INVERVAL 100 //Guild Skills are shifted to these to make them stick into the skill array. #define GD_SKILLRANGEMIN 900 #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL #define HM_SKILLRANGEMIN 800 #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL int skill_names_id[MAX_SKILL_DB]; const struct skill_name_db skill_names[] = { { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } , { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } , { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } , { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } , { AC_OWL, "AC_OWL", "Owl's_Eye" } , { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } , { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } , { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } , { AL_ANGELUS, "AL_ANGELUS", "Angelus" } , { AL_BLESSING, "AL_BLESSING", "Blessing" } , { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } , { AL_CURE, "AL_CURE", "Cure" } , { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } , { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } , { AL_DP, "AL_DP", "Divine_Protection" } , { AL_HEAL, "AL_HEAL", "Heal" } , { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } , { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } , { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } , { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } , { AL_RUWACH, "AL_RUWACH", "Ruwach" } , { AL_TELEPORT, "AL_TELEPORT", "Teleport" } , { AL_WARP, "AL_WARP", "Warp_Portal" } , { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } , { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } , { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } , { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } , { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } , { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } , { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } , { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } , { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } , { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } , { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } , { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } , { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } , { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } , { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } , { AM_REST, "AM_REST", "Vaporize" } , { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } , { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } , { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } , { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } , { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } , { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } , { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } , { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } , { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } , { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } , { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } , { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } , { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } , { AS_KATAR, "AS_KATAR", "Katar_Mastery" } , { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } , { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } , { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } , { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } , { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } , { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } , { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } , { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } , { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } , { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } , { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } , { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } , { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } , { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } , { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } , { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } , { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } , { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } , { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } , { BD_ENCORE, "BD_ENCORE", "Encore" } , { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } , { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } , { BD_LULLABY, "BD_LULLABY", "Lullaby" } , { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } , { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } , { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } , { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } , { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } , { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } , { BS_AXE, "BS_AXE", "Smith_Axe" } , { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } , { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } , { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } , { BS_GREED, "BS_GREED", "Greed" } , { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } , { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } , { BS_IRON, "BS_IRON", "Iron_Tempering" } , { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } , { BS_MACE, "BS_MACE", "Smith_Mace" } , { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } , { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } , { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } , { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } , { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } , { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } , { BS_STEEL, "BS_STEEL", "Steel_Tempering" } , { BS_SWORD, "BS_SWORD", "Smith_Sword" } , { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } , { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } , { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } , { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } , { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } , { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } , { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } , { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } , { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } , { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } , { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } , { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } , { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } , { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } , { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } , { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } , { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } , { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } , { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } , { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } , { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } , { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } , { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } , { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } , { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } , { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } , { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } , { CR_SHRINK, "CR_SHRINK", "Shrink" } , { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } , { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } , { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } , { CR_TRUST, "CR_TRUST", "Faith" } , { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } , { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } , { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } , { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } , { DC_SCREAM, "DC_SCREAM", "Dazzler" } , { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } , { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } , { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } , { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } , { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } , { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } , { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } , { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } , { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } , { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } , { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } , { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } , { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } , { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } , { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } , { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } , { GD_RESTORE, "GD_RESTORE", "Restoration" } , { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } , { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } , { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } , { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } , { GS_CRACKER, "GS_CRACKER", "Cracker" } , { GS_DESPERADO, "GS_DESPERADO", "Desperado" } , { GS_DISARM, "GS_DISARM", "Disarm" } , { GS_DUST, "GS_DUST", "Dust" } , { GS_FLING, "GS_FLING", "Fling" } , { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } , { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } , { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } , { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } , { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } , { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } , { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } , { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } , { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } , { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } , { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } , { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } , { GS_TRACKING, "GS_TRACKING", "Tracking" } , { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } , { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } , { HP_BASILICA, "HP_BASILICA", "Basilica" } , { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } , { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } , { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } , { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } , { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } , { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } , { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } , { HT_DETECTING, "HT_DETECTING", "Detect" } , { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } , { HT_FLASHER, "HT_FLASHER", "Flasher" } , { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } , { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } , { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } , { HT_POWER, "HT_POWER", "Beast_Strafing" } , { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } , { HT_SANDMAN, "HT_SANDMAN", "Sandman" } , { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } , { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } , { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } , { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } , { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } , { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } , { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } , { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } , { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } , { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } , { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } , { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } , { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } , { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } , { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } , { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } , { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } , { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } , { KN_PIERCE, "KN_PIERCE", "Pierce" } , { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } , { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } , { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } , { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } , { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } , { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } , { LK_BERSERK, "LK_BERSERK", "Frenzy" } , { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } , { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } , { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } , { LK_PARRYING, "LK_PARRYING", "Parry" } , { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } , { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } , { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } , { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } , { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } , { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } , { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } , { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } , { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } , { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } , { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } , { MC_VENDING, "MC_VENDING", "Vending" } , { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } , { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } , { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } , { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } , { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } , { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } , { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } , { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } , { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } , { MG_SIGHT, "MG_SIGHT", "Sight" } , { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } , { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } , { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } , { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } , { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } , { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } , { MO_BLADESTOP, "MO_BLADESTOP", "Root" } , { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } , { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } , { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } , { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } , { MO_DODGE, "MO_DODGE", "Flee" } , { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } , { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } , { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } , { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } , { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } , { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } , { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } , { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } , { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } , { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } , { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } , { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } , { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } , { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } , { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } , { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } , { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } , { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } , { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } , { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } , { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } , { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } , { NJ_NEN, "NJ_NEN", "NJ_NEN" } , { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } , { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } , { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } , { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } , { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } , { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } , { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } , { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } , { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } , { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } , { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } , { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } , { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } , { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } , { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } , { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } , { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } , { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } , { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } , { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } , { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } , { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } , { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } , { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } , { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } , { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } , { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } , { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } , { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } , { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } , { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } , { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } , { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } , { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } , { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } , { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } , { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } , { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } , { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } , { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } , { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } , { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } , { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } , { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } , { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } , { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } , { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } , { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } , { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } , { NPC_LICK, "NPC_LICK", "NPC_LICK" } , { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } , { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } , { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } , { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } , { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } , { NPC_POISON, "NPC_POISON", "NPC_POISON" } , { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } , { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } , { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } , { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } , { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } , { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } , { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } , { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } , { NPC_RUN, "NPC_RUN", "NPC_RUN" }, { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } , { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } , { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } , { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } , { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } , { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } , { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } , { NPC_STOP, "NPC_STOP", "NPC_STOP" } , { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } , { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } , { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } , { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } , { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } , { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } , { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } , { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } , { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } , { NV_BASIC, "NV_BASIC", "Basic_Skill" } , { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } , { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } , { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } , { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } , { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } , { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } , { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } , { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } , { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } , { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } , { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } , { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } , { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } , { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } , { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } , { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } , { PR_GLORIA, "PR_GLORIA", "Gloria" } , { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } , { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } , { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } , { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } , { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } , { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } , { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } , { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } , { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } , { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } , { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } , { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } , { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } , { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } , { RG_CLEANER, "RG_CLEANER", "Remover" } , { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} , { RG_COMPULSION, "RG_COMPULSION", "Haggle" } , { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } , { RG_GANGSTER, "RG_GANGSTER", "Slyness" } , { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } , { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } , { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } , { RG_RAID, "RG_RAID", "Sightless_Mind" } , { RG_SNATCHER, "RG_SNATCHER", "Gank" } , { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } , { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } , { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } , { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } , { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } , { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } , { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } , { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } , { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } , { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } , { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } , { SA_COMA, "SA_COMA", "Coma" } , { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } , { SA_DEATH, "SA_DEATH", "Grim_Reaper" } , { SA_DELUGE, "SA_DELUGE", "Deluge" } , { SA_DISPELL, "SA_DISPELL", "Dispell" } , { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } , { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } , { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } , { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } , { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } , { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } , { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } , { SA_FREECAST, "SA_FREECAST", "Free_Cast" } , { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } , { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } , { SA_GRAVITY, "SA_GRAVITY", "Gravity" } , { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } , { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } , { SA_LEVELUP, "SA_LEVELUP", "Leveling" } , { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } , { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } , { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } , { SA_QUESTION, "SA_QUESTION", "Questioning" } , { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } , { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } , { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } , { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } , { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } , { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } , { SA_VOLCANO, "SA_VOLCANO", "Volcano" } , { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } , { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } , { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } , { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } , { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } , { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } , { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } , { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } , { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } , { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } , { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } , { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } , { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } , { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } , { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } , { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } , { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } , { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } , { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } , { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } , { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } , { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } , { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } , { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } , { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } , { SL_KAAHI, "SL_KAAHI", "Kaahi" } , { SL_KAINA, "SL_KAINA", "Kaina" } , { SL_KAITE, "SL_KAITE", "Kaite" } , { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } , { SL_KAUPE, "SL_KAUPE", "Kaupe" } , { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } , { SL_MONK, "SL_MONK", "Spirit_of_Monk" } , { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } , { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } , { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } , { SL_SKA, "SL_SKA", "Eska" } , { SL_SKE, "SL_SKE", "Eske" } , { SL_SMA, "SL_SMA", "Esma" } , { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } , { SL_STAR, "SL_STAR", "Spirit_of_Stars" } , { SL_STIN, "SL_STIN", "Estin" } , { SL_STUN, "SL_STUN", "Estun" } , { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } , { SL_SWOO, "SL_SWOO", "Eswoo" } , { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } , { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } , { SM_BASH, "SM_BASH", "Bash" } , { SM_ENDURE, "SM_ENDURE", "Endure" } , { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } , { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } , { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } , { SM_PROVOKE, "SM_PROVOKE", "Provoke" } , { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } , { SM_SWORD, "SM_SWORD", "Sword_Mastery" } , { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } , { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } , { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } , { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } , { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } , { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } , { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } , { ST_PRESERVE, "ST_PRESERVE", "Preserve" } , { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } , { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } , { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } , { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } , { TF_HIDING, "TF_HIDING", "Hiding" } , { TF_MISS, "TF_MISS", "Improve_Dodge" } , { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } , { TF_POISON, "TF_POISON", "Envenom" } , { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } , { TF_STEAL, "TF_STEAL", "Steal" } , { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } , { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } , { TK_DODGE, "TK_DODGE", "Sprint" } , { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } , { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } , { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } , { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } , { TK_MISSION, "TK_MISSION", "Mission" } , { TK_POWER, "TK_POWER", "Kihop" } , { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } , { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } , { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } , { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } , { TK_RUN, "TK_RUN", "Sprint" } , { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } , { TK_SPTIME, "TK_SPTIME", "Happy_Break" } , { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } , { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } , { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } , { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } , { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } , { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } , { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } , { WE_MALE, "WE_MALE", "Undying_Love" } , { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } , { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } , { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } , { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } , { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } , { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } , { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } , { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } , { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } , { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } , { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } , { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } , { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } , { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } , { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } , { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } , { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } , { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } , { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } , { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } , { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } , { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } , //[blackhole89] { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" }, { HLIF_AVOID, "HLIF_AVOID", "Avoid" }, { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" }, { HLIF_CHANGE, "HLIF_CHANGE", "Change" }, { HAMI_CASTLE, "HAMI_CASTLE", "Castling" }, { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" }, { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" }, { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" }, { HFLI_MOON, "HFLI_MOON", "Moonlight" }, { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" }, { HFLI_SPEED, "HFLI_SPEED", "Speed" }, { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" }, { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" }, { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" }, { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" }, { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" }, { 0, "UNKNOWN_SKILL", "Unknown_Skill" } }; static const int dirx[8]={0,-1,-1,-1,0,1,1,1}; static const int diry[8]={1,1,0,-1,-1,-1,0,1}; static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] /* スキルデータベース */ struct skill_db skill_db[MAX_SKILL_DB]; /* アイテム作成データベース */ struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; /* 矢作成スキルデータベース */ struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; /* アブラカダブラ発動スキルデータベース */ struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; // macros to check for out of bounds errors [celest] // i: Skill ID, l: Skill Level, var: Value to return after checking // for values that don't require level just put a one (putting 0 will trigger return 0; instead // for values that might need to use a different function just skill_chk would suffice. #define skill_chk(i, l) \ if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \ if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \ if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \ if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \ if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \ if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;} #define skill_get(var, i, l) \ { skill_chk(i, l); return var; } // Skill DB int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); } int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); } int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); } int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); } int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); } int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); } int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); } int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); } int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); } int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); } int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); } int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); } int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); } int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); } int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); } int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); } int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); } int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); } int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); } int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); } int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); } int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); } int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); } int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); } int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); } int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); } int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); } int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); } int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); } int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); } int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); } int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); } int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); } int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); } int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); } int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); } int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); } int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); } const char* skill_get_name( int id ){ if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) return "UNKNOWN_SKILL"; if (id >= GD_SKILLBASE) id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string. return skill_db[id].name; } int skill_tree_get_max(int id, int b_class){ int i, skillid; for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++) if (id == skillid) return skill_tree[b_class][i].max; return skill_get_max (id); } /* プロトタイプ */ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_frostjoke_scream(struct block_list *bl,va_list ap); int status_change_timer_sub(struct block_list *bl, va_list ap); int skill_attack_area(struct block_list *bl,va_list ap); struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] int skill_greed(struct block_list *bl, va_list ap); int skill_landprotector(struct block_list *bl, va_list ap); int skill_ganbatein(struct block_list *bl, va_list ap); int skill_trap_splash(struct block_list *bl, va_list ap); int skill_count_target(struct block_list *bl, va_list ap); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick); int skill_unit_effect(struct block_list *bl,va_list ap); static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv); int enchant_eff[5] = { 10, 14, 17, 19, 20 }; int deluge_eff[5] = { 5, 9, 12, 14, 15 }; int skill_get_casttype (int id) { int inf = skill_get_inf(id); if (inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (inf&INF_SELF_SKILL) { if(skill_get_inf2(id)&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } if (skill_get_nk(id)&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; }; //Returns actual skill range taking into account attack range and AC_OWL [Skotlex] int skill_get_range2 (struct block_list *bl, int id, int lv) { int range = skill_get_range(id, lv); if(range < 0) { if (battle_config.use_weapon_skill_range) return status_get_range(bl); range *=-1; } //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE switch (id) { case AC_SHOWER: case AC_DOUBLE: case HT_BLITZBEAT: case AC_CHARGEARROW: case SN_FALCONASSAULT: case SN_SHARPSHOOTING: case HT_POWER: if (bl->type == BL_PC) range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE); else range += 10; //Assume level 10? break; // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] case GS_RAPIDSHOWER: case GS_TRACKING: case GS_PIERCINGSHOT: case GS_FULLBUSTER: case GS_SPREADATTACK: case GS_GROUNDDRIFT: if (bl->type == BL_PC) range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE); else range += 10; //Assume level 10? break; } if(!range && bl->type != BL_PC) return 9; // Enable non players to use self skills on others. [Skotlex] return range; } int skill_calc_heal (struct block_list *bl, int skill_lv) { int skill, heal; if (skill_lv >= battle_config.max_heal_lv) return battle_config.max_heal; heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8); if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0) heal += heal * skill * 2 / 100; return heal; } // Making plagiarize check its own function [Aru] int can_copy (struct map_session_data *sd, int skillid) { // Never copy NPC/Wedding Skills if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) return 0; // High-class skills if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION)) { if(battle_config.copyskill_restrict == 2) return 0; else if(battle_config.copyskill_restrict) return (sd->status.class_ == JOB_STALKER); } return 1; } // [MouseJstr] - skill ok to cast? and when? int skillnotok (int skillid, struct map_session_data *sd) { int i = skillid; nullpo_retr (1, sd); //if (sd == 0) //return 0; //return 1; // I think it was meant to be "no skills allowed when not a valid sd" if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX) return 1; if (i >= GD_SKILLBASE) i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; if (i > MAX_SKILL || i < 0) return 1; if (sd->blockskill[i] > 0) return 1; if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) return 0; // gm's can do anything damn thing they want // Check skill restrictions [Celest] if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1) return 1; if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2) return 1; if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4) return 1; if(agit_flag && skill_get_nocast (skillid) & 8) return 1; if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone)) return 1; switch (skillid) { case AL_WARP: if(map[sd->bl.m].flag.nowarp) { clif_skill_teleportmessage(sd,0); return 1; } return 0; break; case AL_TELEPORT: if(map[sd->bl.m].flag.noteleport) { clif_skill_teleportmessage(sd,0); return 1; } return 0; case TK_HIGHJUMP: if(map[sd->bl.m].flag.noteleport && !map_flag_vs(sd->bl.m)) { //Can't be used on noteleport maps, except for vs maps [Skotlex] clif_skill_fail(sd,skillid,0,0); return 1; } break; case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: if (map[sd->bl.m].flag.nomemo) { clif_skill_teleportmessage(sd,1); return 1; } break; case MC_VENDING: case MC_IDENTIFY: return 0; // always allowed case WZ_ICEWALL: // noicewall flag [Valaris] if (map[sd->bl.m].flag.noicewall) { clif_skill_fail(sd,skillid,0,0); return 1; } break; case GD_EMERGENCYCALL: if (!battle_config.emergency_call || (map[sd->bl.m].flag.nowarpto && battle_config.emergency_call&1)) { clif_skill_fail(sd,skillid,0,0); return 1; } break; } return (map[sd->bl.m].flag.noskill); } /* 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]; ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv); return &skill_unit_layout[0]; } /*========================================== * スキル追加効果 *------------------------------------------ */ int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { struct map_session_data *sd=NULL, *dstsd=NULL; struct mob_data *md=NULL, *dstmd=NULL; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; int skill; int rate; nullpo_retr(0, src); nullpo_retr(0, bl); if(skillid < 0) { // remove the debug print when this case is finished ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid, src, bl,skillid,skilllv,attack_type,tick); return 0; } if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest switch (src->type) { case BL_PC: sd = (struct map_session_data *)src; break; case BL_MOB: md = (struct mob_data *)src; break; } switch (bl->type) { case BL_PC: dstsd=(struct map_session_data *)bl; break; case BL_MOB: dstmd=(struct mob_data *)bl; break; } sc = status_get_sc(src); tsc = status_get_sc(bl); sstatus = status_get_status_data(src); tstatus = status_get_status_data(bl); if (!tsc) //skill additional effect is about adding effects to the target... //So if the target can't be inflicted with statuses, this is pointless. return 0; switch(skillid){ case 0: // Normal attacks (no skill used) { if(sd) { // Automatic trigger of Blitz Beat if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && rand()%1000 <= sstatus->luk*10/3+1 ) { int lv=(sd->status.job_level+9)/10; skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skillstate.steal_flagstatus.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) { if(pc_steal_item(sd,bl)) clif_skill_nodamage(src,bl,TF_STEAL,skill,1); else if (battle_config.display_snatcher_skill_fail) clif_skill_fail(sd,skillid,0,0); } // Chance to trigger Taekwon kicks [Dralnu] if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) { if(sd->sc.data[SC_READYSTORM].timer != -1 && sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sd->sc.data[SC_READYDOWN].timer != -1 && sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sd->sc.data[SC_READYTURN].timer != -1 && sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sd->sc.data[SC_READYCOUNTER].timer != -1) { //additional chance from SG_FRIEND [Komurka] rate = 20; if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) { rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100; status_change_end(src,SC_SKILLRATE_UP,-1); } sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } } if (sc && sc->count) { // Enchant Poison gives a chance to poison attacked enemies if(sc->data[SC_ENCPOISON].timer != -1) sc_start(bl,SC_POISON,10*sc->data[SC_ENCPOISON].val2,sc->data[SC_ENCPOISON].val1, skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1)); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if(sc->data[SC_EDP].timer != -1) sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2, sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1)); } if (tsc->count) { if (tsc->data[SC_SPLASHER].timer != -1) sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10, tsc->data[SC_SPLASHER].val1,0,0,0, skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1)); } } break; case SM_BASH: /* バッシュ(急所攻撃) */ if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ //TODO: How much % per base level it actually is? sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10), skilllv,skill_get_time2(SM_FATALBLOW,skilllv)); } break; case AS_VENOMKNIFE: if (sd) //Poison chance must be that of Envenom. [Skotlex] skilllv = pc_checkskill(sd, TF_POISON); case TF_POISON: /* インベナム */ case AS_SPLASHER: /* ベナムスプラッシャー */ if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)) && sd && skillid==TF_POISON ) clif_skill_fail(sd,skillid,0,0); break; case AS_SONICBLOW: /* ソニックブロー */ sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)); break; case AS_GRIMTOOTH: { int type = dstsd?SC_SLOWDOWN:SC_STOP; if (tsc->data[type].timer == -1) sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv)); break; } case MG_FROSTDIVER: case WZ_FROSTNOVA: sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv)); break; case WZ_STORMGUST: tsc->data[SC_FREEZE].val3++; if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300% sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)); break; case WZ_METEOR: sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case WZ_VERMILION: sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case HT_FREEZINGTRAP: /* フリージングトラップ */ sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_FLASHER: /* フラッシャー */ sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_LANDMINE: /* ランドマイン */ sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_SHOCKWAVE: status_percent_damage(src, bl, 0, 15*skilllv+5); break; case HT_SANDMAN: /* サンドマン */ sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv)); break; case TF_SPRINKLESAND: /* 砂まき */ sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv)); break; case TF_THROWSTONE: /* 石投げ */ sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: /* ホーリークロス */ sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case CR_GRANDCROSS: /* グランドクロス */ case NPC_GRANDDARKNESS: /*闇グランドクロス*/ { if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON) sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); } break; case AM_ACIDTERROR: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY)) clif_emotion(bl,23); break; case AM_DEMONSTRATION: skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY); break; case CR_SHIELDCHARGE: /* シールドチャージ */ sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)); break; case PA_PRESSURE: status_percent_damage(src, bl, 0, 15+5*skilllv); break; case RG_RAID: /* サプライズアタック */ sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case BA_FROSTJOKE: sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case DC_SCREAM: sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case BD_LULLABY: /* 子守唄 */ sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv)); break; case DC_UGLYDANCE: rate = 5+5*skilllv; if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) rate += 5+skill; status_zap(bl, 0, rate); break; case SL_STUN: if (tstatus->size==1) //Only stuns mid-sized mobs. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv)); break; /* MOBの追加効果付きスキル */ case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_BLINDATTACK: case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv)); break; case NPC_MENTALBREAKER: status_percent_damage(src, bl, 0, -(10+skilllv)); break; // Equipment breaking monster skills [Celest] case NPC_BREAKWEAPON: skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY); break; case NPC_BREAKARMOR: skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY); break; case NPC_BREAKHELM: skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY); break; case NPC_BREAKSHIELD: skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY); break; case CH_TIGERFIST: sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv)); break; case LK_SPIRALPIERCE: sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv)); break; case ST_REJECTSWORD: /* フリージングトラップ */ sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv)); break; case PF_FOGWALL: /* ホーリークロス */ if (src != bl && tsc->data[SC_DELUGE].timer == -1) status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); break; case LK_JOINTBEAT: /* ジョイントビート */ //条件が良く分からないので適当に sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv)); break; case ASC_METEORASSAULT: /* メテオアサルト */ //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance. switch(rand()%3) { case 0: sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1)); break; case 1: sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2)); break; default: sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3)); } break; case HW_NAPALMVULCAN: /* ナパルムバルカン */ // skilllv*5%の確率で呪い sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case WS_CARTTERMINATION: // Cart termination sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case CR_ACIDDEMONSTRATION: skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY); break; case TK_DOWNKICK: sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv)); break; case TK_JUMPKICK: //Cancel out Soul Linker status of the target. [Skotlex] if (tsc->count) { if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning break; //Remove pitched potions effect. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4) status_change_end(bl, SC_ASPDPOTION0, -1); if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4) status_change_end(bl, SC_ASPDPOTION1, -1); if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4) status_change_end(bl, SC_ASPDPOTION2, -1); if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4) status_change_end(bl, SC_ASPDPOTION3, -1); if (tsc->data[SC_SPIRIT].timer != -1) status_change_end(bl, SC_SPIRIT, -1); if (tsc->data[SC_ONEHAND].timer != -1) status_change_end(bl, SC_ONEHAND, -1); if (tsc->data[SC_ADRENALINE2].timer != -1) status_change_end(bl, SC_ADRENALINE2, -1); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. if(attack_type == BF_MISC) //70% base stun chance... sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); break; //Until they're at right position - gs_statuschange- [Vicious] case GS_BULLSEYE: //0.1% coma rate. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); break; case GS_CRACKER: if (!dstsd) // according to latest patch, should not work on players [Reddozen] sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate break; case GS_PIERCINGSHOT: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FULLBUSTER: sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1)); break; case NJ_HYOUSYOURAKU: sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FLING: sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv)); break; } if(sd && attack_type&BF_WEAPON && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD ){ //Trigger status effects int i, type; for(i=0; i < MAX_PC_BONUS && sd->addeff[i].id; i++) { rate = sd->addeff[i].rate; type = sd->state.arrow_atk; //Ranged? if (type) rate += sd->addeff[i].arrow_rate; if (!rate) continue; if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT)) { //Trigger has range consideration. if ((sd->addeff[i].flag&ATF_LONG && !type) || (sd->addeff[i].flag&ATF_SHORT && type)) continue; //Range Failed. } type = sd->addeff[i].id; skill = skill_get_time2(StatusSkillChangeTable[type],7); if (sd->addeff[i].flag&ATF_TARGET) status_change_start(bl,type,rate,7,0,0,0,skill,0); if (sd->addeff[i].flag&ATF_SELF) status_change_start(src,type,rate,7,0,0,0,skill,0); } } if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) { //Pass heritage to Master for status causing effects. [Skotlex] sd = map_id2sd(md->master_id); src = sd?&sd->bl:src; } //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex] if(sd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, skilllv; for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) { skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; if (skillnotok(skill, sd)) continue; skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1; rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; if (rand()%1000 > rate) continue; if (sd->autospell[i].id < 0) tbl = src; else tbl = bl; if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv))) continue; //Autoskills DO check for target-src range. [Skotlex] rate = skill_get_inf(skill); switch (skill_get_casttype(skill)) { case CAST_GROUND: skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0); break; } //Set canact delay. [Skotlex] ud = unit_bl2ud(src); if (ud) { rate = skill_delayfix(src, skill, skilllv)/2; if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) ud->canact_tick = tick+rate; } break; //Only one auto skill comes off at a time. } } return 0; } /* Splitted off from skill_additional_effect, which is never called when the * attack skill kills the enemy. Place in this function counter status effects * when using skills (eg: Asura's sp regen penalty, or counter-status effects * from cards) that will take effect on the source, not the target. [Skotlex] * Note: Currently this function only applies to Extremity Fist and BF_WEAPON * type of skills, so not every instance of skill_additional_effect needs a call * to this one. */ int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { int rate; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; struct status_change *tsc; nullpo_retr(0, src); nullpo_retr(0, bl); if(skillid < 0) { // remove the debug print when this case is finished ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid, src, bl,skillid,skilllv,attack_type,tick); return 0; } if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest tsc = status_get_sc(bl); if (tsc && !tsc->count) tsc = NULL; BL_CAST(BL_PC, src, sd); BL_CAST(BL_PC, bl, dstsd); switch(skillid){ case 0: //Normal Attack if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1) tsc->data[SC_KAAHI].val4 = add_timer( tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1), kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal. break; case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ //阿修羅を使うと5分間自然回復しないようになる sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv)); break; } if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) && skill_get_inf(skillid)!=INF_GROUND_SKILL && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0 ){ //Soul Drain should only work on targetted spells [Skotlex] if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); } if(dstsd && attack_type&BF_WEAPON) { //Counter effects. int i, type, time; for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].id; i++) { rate = dstsd->addeff2[i].rate; type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2); if (type) rate+=dstsd->addeff2[i].arrow_rate; if (!rate) continue; if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT)) { //Trigger has range consideration. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) || (dstsd->addeff2[i].flag&ATF_SHORT && type)) continue; //Range Failed. } type = dstsd->addeff2[i].id; time = skill_get_time2(StatusSkillChangeTable[type],7); if (dstsd->addeff2[i].flag&ATF_TARGET) status_change_start(src,type,rate,7,0,0,0,time,0); if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) status_change_start(bl,type,rate,7,0,0,0,time,0); } } //Trigger counter-spells to retaliate against damage causing skills. [Skotlex] if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, skillid, skilllv, rate; for (i = 0; i < MAX_PC_BONUS; i++) { if (dstsd->autospell2[i].id == 0) break; skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1; rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ? dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2; if (skillnotok(skillid, dstsd)) continue; if (rand()%1000 > rate) continue; if (dstsd->autospell2[i].id < 0) tbl = bl; else tbl = src; if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv))) continue; //Autoskills DO check for target-src range. [Skotlex] switch (skill_get_casttype(skillid)) { case CAST_GROUND: skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0); break; } //Set canact delay. [Skotlex] ud = unit_bl2ud(bl); if (ud) { rate = skill_delayfix(bl, skillid, skilllv)/2; if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) ud->canact_tick = tick+rate; } break; //trigger only one auto-spell per hit. } } return 0; } /*========================================================================= Breaks equipment. On-non players causes the corresponding strip effect. - rate goes from 0 to 10000 (100.00%) - flag is a BCT_ flag to indicate which type of adjustment should be used (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. --------------------------------------------------------------------------*/ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; struct status_change *sc = status_get_sc(bl); int i,j; TBL_PC *sd; BL_CAST(BL_PC, bl, sd); if (sc && !sc->count) sc = NULL; if (sd) { if (sd->unbreakable_equip) where &= ~sd->unbreakable_equip; if (sd->unbreakable) rate -= rate*sd->unbreakable/100; if (where&EQP_WEAPON) { switch (sd->status.weapon) { case W_FIST: //Bare fists should not break :P case W_1HAXE: case W_2HAXE: case W_MACE: // Axes and Maces can't be broken [DracoRPG] case W_STAFF: case W_BOOK: //Rods and Books can't be broken [Skotlex] where &= ~EQP_WEAPON; } } } if (flag&BCT_ENEMY) { if (battle_config.equip_skill_break_rate != 100) rate = rate*battle_config.equip_skill_break_rate/100; } else if (flag&(BCT_PARTY|BCT_SELF)) { if (battle_config.equip_self_break_rate != 100) rate = rate*battle_config.equip_self_break_rate/100; } for (i = 0; i < 4; i++) { if (where&where_list[i]) { if (sc && sc->count && sc->data[scdef[i]].timer != -1) where&=~where_list[i]; else if (rand()%10000 >= rate) where&=~where_list[i]; else if (!sd) //Cause Strip effect. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1)); } } if (!where) //Nothing to break. return 0; if (sd) { for (i = 0; i < EQI_MAX; i++) { j = sd->equip_index[i]; if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) continue; flag = 0; switch(i) { case EQI_HEAD_TOP: //Upper Head flag = (where&EQP_HELM); break; case EQI_ARMOR: //Body flag = (where&EQP_ARMOR); break; case EQI_HAND_R: //Left/Right hands case EQI_HAND_L: flag = ( (where&EQP_WEAPON && sd->inventory_data[j]->type == 4) || (where&EQP_SHIELD && sd->inventory_data[j]->type == 5)); break; default: continue; } if (flag) { sd->status.inventory[j].attribute = 1; pc_unequipitem(sd, j, 3); } } clif_equiplist(sd); } return where; //Return list of pieces broken. } /*========================================================================= Used to knock back players, monsters, traps, etc If count&0xf00000, the direction is send in the 6th byte. If count&0x10000, the direction is to the back of the target, otherwise is away from the src. If count&0x20000, position update packets must not be sent. IF count&0X40000, direction is random. --------------------------------------------------------------------------*/ int skill_blown (struct block_list *src, struct block_list *target, int count) { int dx=0,dy=0,nx,ny; int x=target->x,y=target->y; int dir,ret; struct skill_unit *su=NULL; nullpo_retr(0, src); if (src != target && map_flag_gvg(target->m)) return 0; //No knocking back in WoE if (!count&0xffff) return 0; //Actual knockback distance is 0. switch (target->type) { case BL_MOB: if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM) return 0; break; case BL_SKILL: su=(struct skill_unit *)target; break; } if (count&0xf00000) dir = (count>>20)&0xf; else if (count&0x10000 || (target->x==src->x && target->y==src->y)) dir = unit_getdir(target); else if (count&0x40000) //Flag for random pushing. dir = rand()%8; else dir = map_calc_dir(target,src->x,src->y); if (dir>=0 && dir<8){ dx = -dirx[dir]; dy = -diry[dir]; } ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff); nx=ret>>16; ny=ret&0xffff; if (!su) unit_stop_walking(target,0); dx = nx - x; dy = ny - y; if (!dx && !dy) //Could not knockback. return 0; map_foreachinmovearea(clif_outsight,target->m, x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE, dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target); if(su) skill_unit_move_unit_group(su->group,target->m,dx,dy); else map_moveblock(target, nx, ny, gettick()); map_foreachinmovearea(clif_insight,target->m, nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE, -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target); if(!(count&0x20000)) clif_blown(target); return 0; } /* * ========================================================================= * スキル攻撃効果処理まとめ * flagの説明。16進図 * 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_data *sstatus, *tstatus; struct status_change *sc; struct map_session_data *sd=NULL, *tsd=NULL; int type,lv,damage,rdamage=0; if(skillid > 0 && skilllv <= 0) return 0; nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet) nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. nullpo_retr(0, bl); //Target to be attacked. if (src != dsrc) { //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2)) return 0; } else if (flag && skill_get_nk(skillid)&NK_SPLASH) { //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] if (!status_check_skilluse(dsrc, bl, skillid, 2)) return 0; } if (dsrc->type == BL_PC) sd = (struct map_session_data *)dsrc; if (bl->type == BL_PC) tsd = (struct map_session_data *)bl; sstatus = status_get_status_data(dsrc); tstatus = status_get_status_data(bl); // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない return 0; type=-1; lv=(flag>>20)&0xf; dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //Skotlex: Adjusted to the new system if(src->type==BL_PET && (struct pet_data *)src) { // [Valaris] struct pet_data *pd = (struct pet_data *)src; if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid) { int element = skill_get_pl(skillid); if (skillid == -1) element = sstatus->rhw.ele; dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv); dmg.damage2=0; dmg.div_= pd->a_skill->div_; } } sc= status_get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. if (attack_type&BF_MAGIC) { if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2) && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) ) { //Works on players or mobs with level under 80. clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1); if (--sc->data[SC_KAITE].val2 <= 0) status_change_end(bl, SC_KAITE, -1); bl = src; //Just make the skill attack yourself @.@ sc = status_get_sc(bl); tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL; if (sc && !sc->count) sc = NULL; //Don't need it. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD) { //Spirit of Wizard blocks bounced back spells. dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_FLEE; } } if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) { dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex] if(tsd) { int sp = skill_get_sp(skillid,skilllv); sp = sp * sc->data[SC_MAGICROD].val2 / 100; if(skillid == WZ_WATERBALL && skilllv > 1) sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball if(sp > SHRT_MAX) sp = SHRT_MAX; else if(sp < 1) sp = 1; if(sp > tsd->status.max_sp - tsd->status.sp) sp = tsd->status.max_sp - tsd->status.sp; tsd->status.sp += sp; clif_heal(tsd->fd,SP_SP,sp); tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1); } clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1); } } damage = dmg.damage + dmg.damage2; if (damage > 0 && src != bl && src == dsrc) rdamage = battle_calc_return_damage(bl, &damage, dmg.flag); if(lv==15) lv=-1; if( flag&0xff00 ) type=(flag&0xff00)>>8; if((damage <= 0 || damage < dmg.div_) && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] dmg.blewcount = 0; if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス if(battle_config.gx_disptype) dsrc = src; // 敵ダメージ白文字表示 if(src == bl) type = 4; // 反動はダメージモーションなし } //使用者がPCの場合の処理ここから if(sd) { //Sorry for removing the Japanese comments, but they were actually distracting //from the actual code and I couldn't understand a thing anyway >.< [Skotlex] if (sd->sc.data[SC_COMBO].timer!=-1) { //End combo state after skill is invoked. [Skotlex] switch (skillid) { case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: //set this skill as previous one. sd->skillid_old = skillid; sd->skilllv_old = skilllv; if (pc_famerank(sd->char_id,MAPID_TAEKWON)) break; //Do not end combo state. default: status_change_end(src,SC_COMBO,-1); } } switch(skillid) { case MO_TRIPLEATTACK: { int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; if (damage < (signed int)tstatus->hp && pc_checkskill(sd, MO_CHAINCOMBO) > 0) delay += 300 * battle_config.combo_delay_rate / 100; sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay); clif_combo_delay(src, delay); if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv); break; } case MO_CHAINCOMBO: { int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; if(damage < (signed int)tstatus->hp && (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)) delay += 300 * battle_config.combo_delay_rate /100; sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay); clif_combo_delay(src,delay); break; } case MO_COMBOFINISH: { int delay = 700 - 4*sstatus->agi - 2*sstatus->dex; if(damage < (signed int)tstatus->hp && ( (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) || (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) || (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) )) delay += 300 * battle_config.combo_delay_rate /100; sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay); clif_combo_delay(src,delay); break; } case CH_TIGERFIST: { //Tigerfist is now a combo-only skill. [Skotlex] int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; if(damage < (signed int)tstatus->hp && ( (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) || (pc_checkskill(sd, CH_CHAINCRUSH) > 0) )) delay += 300 * battle_config.combo_delay_rate /100; sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay); clif_combo_delay(src,delay); break; } case CH_CHAINCRUSH: { int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; if(damage < (signed int)tstatus->hp) delay += 300 * battle_config.combo_delay_rate /100; sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay); clif_combo_delay(src,delay); break; } case AC_DOUBLE: if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && damage < (signed int)tstatus->hp && pc_checkskill(sd, HT_POWER)) { //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000); clif_combo_delay(src,2000); } break; case TK_COUNTER: { //bonus from SG_FRIEND [Komurka] int level; if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND))) party_skill_check(sd, sd->status.party_id, TK_COUNTER,level); } break; case SL_STIN: case SL_STUN: if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1) sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv)); break; case GS_FULLBUSTER: //Can't attack nor use items until skill's delay expires. [Skotlex] sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; break; } //Switch End } //Display damage. switch(skillid){ //Skills who's damage should't show any skill-animation. case SM_MAGNUM: case AS_SPLASHER: case ASC_METEORASSAULT: case GS_SPREADATTACK: dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); break; case KN_BRANDISHSPEAR: { //Only display skill animation for skill's target. struct unit_data *ud = unit_bl2ud(src); if (ud && ud->skilltarget == bl->id) dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type); else dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); break; } case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); break; case NPC_SELFDESTRUCTION: if(src->type==BL_PC) dmg.blewcount = 10; dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly. case TF_DOUBLE: case GS_CHAINACTION: case SN_SHARPSHOOTING: dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: //Only show animation when hitting yourself. [Skotlex] if (src!=bl) { dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); break; } default: dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type ); } map_freeblock_lock(); if(damage > 0 && dmg.flag&BF_SKILL && tsd && pc_checkskill(tsd,RG_PLAGIARISM) && (!sc || sc->data[SC_PRESERVE].timer == -1) && damage < tsd->status.hp) { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) && can_copy(tsd,skillid)) // Split all the check into their own function [Aru] { //既に盗んでいるスキルがあれば該当スキルを消す if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){ tsd->status.skill[tsd->cloneskill_id].id = 0; tsd->status.skill[tsd->cloneskill_id].lv = 0; tsd->status.skill[tsd->cloneskill_id].flag = 0; } tsd->cloneskill_id = skillid; tsd->status.skill[skillid].id = skillid; tsd->status.skill[skillid].lv = skilllv; if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv) tsd->status.skill[skillid].lv = lv; tsd->status.skill[skillid].flag = 13;//cloneskill flag pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id); pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv); clif_skillinfoblock(tsd); } } if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) { struct skill_unit* su = (struct skill_unit*)bl; if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) damage = 0; //Only Heaven's drive may damage traps. [Skotlex] } if (!dmg.amotion) { status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. if (dmg.dmg_lv == ATK_DEF || damage > 0) { if (!status_isdead(bl)) skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); //Counter status effects [Skotlex] skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick); } } //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] if (dmg.blewcount > 0 && !status_isdead(bl)) skill_blown(dsrc,bl,dmg.blewcount); //Delayed damage must be dealt after the knockback (it needs to know actual position of target) if (dmg.amotion) battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion); if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) { int rate = 50 + skilllv * 5; rate = rate + (status_get_lv(src) - status_get_lv(bl)); if(rand()%100 < rate) skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); } if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) { if (battle_config.left_cardfix_to_right) battle_drain(sd, tsd, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); else battle_drain(sd, tsd, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); } if (rdamage>0) { if (dmg.amotion) battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0); else status_fix_damage(bl,src,rdamage,0); clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick); } if (!(flag & 1) && ( skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT ) && (sc = status_get_sc(src)) && sc->count && sc->data[SC_DOUBLECAST].timer != -1 && rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1) { // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1); skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1); } map_freeblock_unlock(); return damage; /* 与ダメを返す */ } /*========================================== * スキル範囲攻撃用(map_foreachinareaから呼ばれる) * flagについて:16進図を確認 * MSB <- 00fTffff ->LSB * T =ターゲット選択用(BCT_*) * ffff=自由に使用可能 * 0 =予約。0に固定 *------------------------------------------ */ static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */ static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */ static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); int skill_area_sub (struct block_list *bl, va_list ap) { struct block_list *src; int skill_id,skill_lv,flag; unsigned int tick; SkillFunc func; nullpo_retr(0, bl); nullpo_retr(0, ap); src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないので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 skillid,g_skillid; unit = (struct skill_unit *)bl; if(bl->prev == NULL || bl->type != BL_SKILL) return 0; if(!unit->alive) return 0; skillid = va_arg(ap,int); g_skillid = unit->group->skill_id; switch (skillid) { case MG_SAFETYWALL: case AL_PNEUMA: if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA) return 0; break; case AL_WARP: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HT_TALKIEBOX: case HP_BASILICA: //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST) return 0; break; default: //Avoid stacking with same kind of trap. [Skotlex] if (g_skillid != skillid) return 0; break; } return 1; } static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv) { //Non players do not check for the skill's splash-trigger area. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0; int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid); return 0; } range += layout_type; return map_foreachinarea(skill_check_unit_range_sub,bl->m, x-range,y-range,x+range,y+range,BL_SKILL,skillid); } static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { int skillid; if(bl->prev == NULL) return 0; if(status_isdead(bl)) return 0; skillid = va_arg(ap,int); if (skillid==HP_BASILICA && bl->type==BL_PC) return 0; if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM) return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] return 1; } static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv) { int range, type; switch (skillid) { // to be expanded later case WZ_ICEWALL: range = 2; break; default: { int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid); return 0; } range = skill_get_unit_range(skillid,skilllv) + layout_type; } break; } // if the caster is a monster/NPC, only check for players // otherwise just check characters if (bl->type == BL_PC) type = BL_CHAR; else type = BL_PC; return map_foreachinarea(skill_check_unit_range2_sub, bl->m, x - range, y - range, x + range, y + range, type, skillid); } int skill_guildaura_sub (struct block_list *bl, va_list ap) { struct map_session_data *sd; int gid, id, *flag; nullpo_retr(0, sd = (struct map_session_data *)bl); nullpo_retr(0, ap); id = va_arg(ap,int); gid = va_arg(ap,int); if (sd->status.guild_id != gid) return 0; nullpo_retr(0, flag = va_arg(ap,int *)); if (flag && *flag > 0) { if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) { if (sd->sc.data[SC_GUILDAURA].val4 != *flag) { sd->sc.data[SC_GUILDAURA].val4 = *flag; status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]); } return 0; } sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 1000); } return 0; } /*========================================================================= * 範囲スキル使用処理小分けここから */ /* 対象の数をカウントする。(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 1; } int skill_count_water (struct block_list *src, int range) { int i,x,y,cnt = 0,size = range*2+1; struct skill_unit *unit; for (i=0;ix+(i%size-range); y = src->y+(i/size-range); if (map_getcell(src->m,x,y,CELL_CHKWATER)) { cnt++; continue; } unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL); if (unit) { cnt++; skill_delunit(unit); } } return cnt; } /*========================================== * *------------------------------------------ */ static int skill_timerskill (int tid, unsigned int tick, int id, int data) { struct block_list *src = map_id2bl(id),*target; struct unit_data *ud = unit_bl2ud(src); struct skill_timerskill *skl = NULL; int range; nullpo_retr(0, src); nullpo_retr(0, ud); skl = ud->skilltimerskill[data]; nullpo_retr(0, skl); ud->skilltimerskill[data] = NULL; do { if(src->prev == NULL) break; if(skl->target_id) { target = map_id2bl(skl->target_id); if(!target && skl->skill_id == RG_INTIMIDATE) target = src; //Required since it has to warp. if(target == NULL) break; if(target->prev == NULL) break; if(src->m != target->m) break; if(status_isdead(src)) break; if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch(skl->skill_id) { case RG_INTIMIDATE: if (unit_warp(src,-1,-1,-1,3) == 0) { short x,y; map_search_freecell(src, 0, &x, &y, 1, 1, 0); if (target != src && !status_isdead(target)) unit_warp(target, -1, x, y, 3); } break; case BA_FROSTJOKE: /* 寒いジョーク */ case DC_SCREAM: /* スクリーム */ range= skill_get_splash(skl->skill_id, skl->skill_lv); map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range, skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); break; case WZ_WATERBALL: if (!status_isdead(target)) skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); if (skl->type>1 && !status_isdead(target)) { skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); } else { struct status_change *sc = status_get_sc(src); if(sc && sc->data[SC_MAGICPOWER].timer != -1) status_change_end(src,SC_MAGICPOWER,-1); } break; default: skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; } } else { if(src->m != skl->map) break; switch(skl->skill_id) { case WZ_METEOR: if(skl->type >= 0) { skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag); clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } else skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); break; } } } while (0); //Free skl now that it is no longer needed. ers_free(skill_timer_ers, skl); return 0; } /*========================================== * *------------------------------------------ */ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag) { int i; struct unit_data *ud; nullpo_retr(1, src); ud = unit_bl2ud(src); nullpo_retr(1, ud); for(i=0;iskilltimerskill[i]; i++); if (i==MAX_SKILLTIMERSKILL) return 1; ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill); ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i); ud->skilltimerskill[i]->src_id = src->id; ud->skilltimerskill[i]->target_id = target; ud->skilltimerskill[i]->skill_id = skill_id; ud->skilltimerskill[i]->skill_lv = skill_lv; ud->skilltimerskill[i]->map = src->m; ud->skilltimerskill[i]->x = x; ud->skilltimerskill[i]->y = y; ud->skilltimerskill[i]->type = type; ud->skilltimerskill[i]->flag = flag; return 0; } /*========================================== * *------------------------------------------ */ int skill_cleartimerskill (struct block_list *src) { int i; struct unit_data *ud; nullpo_retr(0, src); ud = unit_bl2ud(src); nullpo_retr(0, ud); for(i=0;iskilltimerskill[i]) { delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); ers_free(skill_timer_ers, ud->skilltimerskill[i]); ud->skilltimerskill[i]=NULL; } } return 1; } static int skill_reveal_trap (struct block_list *bl, va_list ap) { TBL_SKILL *su = (TBL_SKILL*)bl; if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] //clif_changetraplook(bl, su->group->unit_id); clif_skill_setunit(su); return 1; } return 0; } /*========================================== * スキル使用(詠唱完了、ID指定攻撃系) * (スパゲッティに向けて1歩前進!(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_data *tstatus; struct status_change *sc; if (skillid > 0 && skilllv <= 0) return 0; nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; if (bl->prev == NULL) return 1; if (src->type == BL_PC) sd = (struct map_session_data *)src; if (bl->type == BL_PC) tsd = (struct map_session_data *)bl; if (status_isdead(src) || (src != bl && status_isdead(bl))) return 1; if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl)) { if (sd) clif_skill_fail(sd,skillid,0,0); //GTB makes all targetted skills silently fail. return 1; } sc = status_get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded tstatus = status_get_status_data(bl); map_freeblock_lock(); switch(skillid) { /* 武器攻撃系スキル */ case SM_BASH: /* バッシュ */ case MC_MAMMONITE: /* メマーナイト */ case TF_DOUBLE: case AC_DOUBLE: /* ダブルストレイフィング */ case AS_SONICBLOW: /* ソニックブロー */ case KN_PIERCE: /* ピアース */ case KN_SPEARBOOMERANG: /* スピアブーメラン */ 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: /* チャージアロー */ case RG_RAID: /* サプライズアタック */ case RG_INTIMIDATE: /* インティミデイト */ case AM_ACIDTERROR: /* アシッドテラー */ case BA_MUSICALSTRIKE: /* ミュージカルストライク */ case DC_THROWARROW: /* 矢撃ち */ case BA_DISSONANCE: /* 不協和音 */ case CR_HOLYCROSS: /* ホーリークロス */ case NPC_DARKCROSS: case CR_SHIELDCHARGE: case CR_SHIELDBOOMERANG: /* 以下MOB専用 */ /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */ case NPC_PIERCINGATT: case NPC_MENTALBREAKER: case NPC_RANGEATTACK: case NPC_CRITICALSLASH: case NPC_COMBOATTACK: /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */ case NPC_GUIDEDATTACK: case NPC_POISON: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */ case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_RANDOMATTACK: /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */ case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */ 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: /* オーラブレード */ case LK_SPIRALPIERCE: /* スパイラルピアース */ case LK_HEADCRUSH: /* ヘッドクラッシュ */ case LK_JOINTBEAT: /* ジョイントビート */ case CG_ARROWVULCAN: /* アローバルカン */ case HW_MAGICCRASHER: /* マジッククラッシャー */ case ASC_METEORASSAULT: /* メテオアサルト */ case ITM_TOMAHAWK: case MO_TRIPLEATTACK: case CH_CHAINCRUSH: /* 連柱崩撃 */ case CH_TIGERFIST: /* 伏虎拳 */ case PA_SHIELDCHAIN: // Shield Chain case PA_SACRIFICE: /* サクリファイス */ case WS_CARTTERMINATION: // Cart Termination case AS_VENOMKNIFE: case HT_PHANTASMIC: case HT_POWER: case TK_DOWNKICK: case TK_COUNTER: case ASC_BREAKER: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case MO_COMBOFINISH: if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK) { //Becomes a splash attack when Soul Linked. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } else skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case TK_STORMKICK: // Taekwon kicks [Dralnu] clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), BL_CHAR, BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; case NJ_SHADOWJUMP: //[blackhole89] case TK_JUMPKICK: if (skillid == TK_JUMPKICK) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (unit_movepos(src, bl->x, bl->y, 0, 0)) clif_slide(src,bl->x,bl->y); break; case SN_SHARPSHOOTING: /* シャープシューティング */ // Does it stop if touch an obstacle? it shouldn't shoot trough walls map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, skill_get_splash(skillid, skilllv),BL_CHAR, BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs break; case MO_INVESTIGATE: /* 発勁 */ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (sc && sc->data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); break; case RG_BACKSTAP: /* バックスタブ */ { int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { if (sc && sc->data[SC_HIDING].timer != -1) status_change_end(src, SC_HIDING, -1); // ハイディング解除 skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] unit_setdir(bl,dir); clif_changed_dir(bl); } else if (sd) clif_skill_fail(sd,skillid,0,0); } break; case MO_FINGEROFFENSIVE: /* 指弾 */ { skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (battle_config.finger_offensive_type && sd) { int i; for (i = 1; i < sd->spiritball_old; i++) skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); // sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex] } if (sc && sc->data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } break; case MO_CHAINCOMBO: /* 連打掌 */ { skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (sc && sc->data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } break; case KN_CHARGEATK: case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ if (skillid == MO_EXTREMITYFIST && sc && sc->count) { if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1) status_change_end(src, SC_EXPLOSIONSPIRITS, -1); if (sc->data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } if(!check_distance_bl(src, bl, 2)) { //Need to move to target. int dx,dy; dx = bl->x - src->x; dy = bl->y - src->y; if(dx > 0) dx++; else if(dx < 0) dx--; if (dy > 0) dy++; else if(dy < 0) dy--; if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex] flag = distance_bl(src, bl); if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } clif_slide(src,src->x,src->y); if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex] skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else if (sd) clif_skill_fail(sd,skillid,0,0); } else //Assume minimum distance of 1 for Charge. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag); break; /* 武器系範囲攻撃スキル */ case AS_GRIMTOOTH: /* グリムトゥース */ case MC_CARTREVOLUTION: /* カートレヴォリューション */ case NPC_SPLASHATTACK: /* スプラッシュアタック */ case AC_SHOWER: //Targetted skill implementation. if(flag&1){ /* 個別にダメージを与える */ if(bl->id!=skill_area_temp[1]){ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, 0x0500); } } else { skill_area_temp[1]=bl->id; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); //Skill-attack at the end in case it has knockback. [Skotlex] skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); } break; case AS_SPLASHER: if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. if (bl->id != skill_area_temp[1]) skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); else skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0); } else { skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex] map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY|1, skill_castend_damage_id); } break; case SM_MAGNUM: if(flag&1) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else { //If we get here, someone changed magnum to be a enemy targetted skill, //so treat it as such. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); //Initiate 10% of your damage becomes fire element. clif_skill_nodamage (src,bl,skillid,skilllv,1); sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); } break; case KN_BOWLINGBASH: /* ボウリングバッシュ */ if(flag&1){ /* 個別にダメージを与える */ 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&効率が悪いっす>< */ /* まずターゲットに攻撃を加える */ c = skill_get_blewcount(skillid,skilllv); if(map_flag_gvg(bl->m) || status_get_mexp(bl)) c = 0; for(i=0;i1) break; } clif_blown(bl); //Update target pos. skill_area_temp[1]=bl->id; /* その後ターゲット以外の範囲内の敵全体に処理を行う */ map_foreachinrange(skill_area_sub,bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); } break; case KN_SPEARSTAB: /* スピアスタブ */ if(flag&1){ /* 個別にダメージを与える */ if (bl->id==skill_area_temp[1]) break; if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl)) skill_blown(src,bl,skill_area_temp[2]); } else { int x=bl->x,y=bl->y,i,dir; /* まずタ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) && !status_get_mexp(bl)) skill_blown(src,bl,skill_area_temp[2]); for (i=0;i<4;i++) { map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1, skill_castend_damage_id); x += dirx[dir]; y += diry[dir]; } } break; case TK_TURNKICK: case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] { skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) map_foreachinrange(skill_area_sub,bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/ clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); break; case ALL_RESURRECTION: /* リザレクション */ case PR_TURNUNDEAD: /* ターンアンデッド */ //Undead check is on unit-use skill skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; /* 魔法系スキル */ case MG_SOULSTRIKE: /* ソウルストライク */ case NPC_DARKSTRIKE: /*闇ソウルストライク*/ case MG_COLDBOLT: /* コールドボルト */ 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_DARKTHUNDER: /*闇ユピテル*/ case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */ case PR_ASPERSIO: /* アスペルシオ */ case MG_FROSTDIVER: /* フロストダイバー */ case WZ_SIGHTBLASTER: case WZ_SIGHTRASHER: /* サイトラッシャー */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case HVAN_CAPRICE: //[blackhole89] { int ran=rand()%4; int sid = 0; switch(ran) { case 0: sid=MG_COLDBOLT; break; case 1: sid=MG_FIREBOLT; break; case 2: sid=MG_LIGHTNINGBOLT; break; case 3: sid=WZ_EARTHSPIKE; break; } skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag); } break; case WZ_WATERBALL: /* ウォーターボール */ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); if (skilllv>1) { int range = skilllv/2; int cnt; if (sd) cnt = skill_count_water(src,range); else { range = 2*range+1; cnt = range*range; } cnt--; if (cnt > 0) skill_addtimerskill(src,tick+125,bl->id,0,0, skillid,skilllv,cnt,flag); } else if (sd) //Eat up deluge tiles. skill_count_water(src,0); break; case PR_BENEDICTIO: /* 聖体降福 */ //Should attack undead and demons. [Skotlex] if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag); break; /* 魔法系範囲攻撃スキル */ case MG_NAPALMBEAT: /* ナパームビート */ case MG_FIREBALL: /* ファイヤーボール */ if (flag & 1) { /* 個別にダメージを与える */ if (bl->id == skill_area_temp[1]) break; if(skillid == MG_FIREBALL) //Store distance. skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]); skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500); } else { skill_area_temp[0]=0; skill_area_temp[1]=bl->id; switch (skillid) { case MG_NAPALMBEAT: /* ナパームビート・ナパームバルカンは分散ダメージなので敵の数を数える */ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY, skill_area_sub_count); break; case MG_FIREBALL: skill_area_temp[2]=bl->x; skill_area_temp[3]=bl->y; break; } /* タ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]); map_foreachinrange(skill_area_sub,bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case HW_NAPALMVULCAN: // Fixed By SteelViruZ if (flag & 1) { if (bl->id != skill_area_temp[1]) skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); } else { skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count); skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case SL_STIN: case SL_STUN: case SL_SMA: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); clif_skill_fail(sd,skillid,0,0); break; } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; /* その他 */ case HT_BLITZBEAT: /* ブリッツビート */ if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); } else { skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex] map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY|1, skill_castend_damage_id); } break; case NPC_DARKBREATH: clif_emotion(src,7); case SN_FALCONASSAULT: case PA_PRESSURE: case CR_ACIDDEMONSTRATION: case TF_THROWSTONE: case NPC_SMOKING: case NPC_SELFDESTRUCTION: case GS_FLING: case NJ_ZENYNAGE: skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; // Celest case PF_SOULBURN: if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 ); status_percent_damage(src, bl, 0, 100); } else { clif_skill_nodamage(src,src,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 ); status_percent_damage(src, src, 0, 100); } if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000)); break; /* HP吸収/HP吸収魔法 */ case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: { int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag); if (heal > 0){ clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); status_heal(src, heal, 0, 0); } } break; //Until they're at right position - gs_damage- [Vicious] case GS_TRIPLEACTION: case GS_MAGICALBULLET: case GS_CRACKER: case GS_TRACKING: case GS_PIERCINGSHOT: case GS_RAPIDSHOWER: case GS_DUST: case GS_FULLBUSTER: case NJ_SYURIKEN: case NJ_KUNAI: case NJ_HUUMA: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case GS_BULLSEYE: if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else if (sd) clif_skill_fail(sd,skillid,0,0); break; case GS_DESPERADO: case GS_SPREADATTACK: if(flag&1) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else { //If we get here, someone changed it to be a enemy targetted skill, //so treat it as such. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } break; case NJ_KASUMIKIRI: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); break; case NJ_KIRIKAGE: status_change_end(src, SC_HIDING, -1); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case NJ_KOUENKA: case NJ_HYOUSENSOU: case NJ_HYOUSYOURAKU: case NJ_HUUJIN: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case NJ_KAMAITACHI: // Does it stop if touch an obstacle? it shouldn't shoot trough walls map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, skill_get_splash(skillid, skilllv),BL_CHAR, BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs break; //Not implemented yet [Vicious] //case NJ_SYURIKEN: //case NJ_KUNAI: //case NJ_HUUMA: //case NJ_KASUMIKIRI: //case NJ_KIRIKAGE: //case NJ_KOUENKA: case NJ_KAENSIN: //case NJ_HYOUSENSOU: //case NJ_HYOUSYOURAKU: //case NJ_HUUJIN: //case NJ_KAMAITACHI: case NJ_ISSEN: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case 0: if(sd) { if (flag & 3){ if (bl->id != skill_area_temp[1]) skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500); } else { skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, sd->splash_range, BL_CHAR, src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id); } } break; default: ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid); map_freeblock_unlock(); return 1; } map_freeblock_unlock(); if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill. battle_consume_ammo(sd, skillid, skilllv); return 0; } /*========================================== * スキル使用(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 status_data *sstatus, *tstatus; struct status_change *tsc; struct mob_data *md = NULL; struct mob_data *dstmd = NULL; int i,type=-1; if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; if (src->type == BL_PC) { sd = (struct map_session_data *)src; } else if (src->type == BL_MOB) { md = (struct mob_data *)src; } if (bl->type == BL_PC){ dstsd = (struct map_session_data *)bl; } else if (bl->type == BL_MOB){ dstmd = (struct mob_data *)bl; } if(bl->prev == NULL) return 1; if(status_isdead(src) && skillid != NPC_REBIRTH) return 1; if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO) return 1; tstatus = status_get_status_data(bl); sstatus = status_get_status_data(src); //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skillid) { case AL_HEAL: case ALL_RESURRECTION: case PR_ASPERSIO: if (battle_check_undead(tstatus->race,tstatus->def_ele)) { if (battle_check_target(src, bl, BCT_ENEMY) < 1) { //Offensive heal does not works on non-enemies. [Skotlex] if (sd) clif_skill_fail(sd,skillid,0,0); return 0; } if(!sd) { //Prevent non-players from casting offensive heal. [Skotlex] clif_emotion(src, 4); return 0; } return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); } break; case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); //These are actually ground placed. case NJ_BAKUENRYU: //Doesn't works on the default because it is enemy-targetted. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); default: if (src == bl && skill_get_unit_id(skillid,0)) //Skill is actually ground placed. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); } if (skillid > 0) type = SkillStatusChangeTable(skillid); tsc = status_get_sc(bl); map_freeblock_lock(); switch(skillid) { case AL_HEAL: /* ヒール */ { int heal = skill_calc_heal(src, skilllv); int heal_get_jobexp; if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM)) heal=0; /* 黄金蟲カード(ヒール量0) */ if (sd) { if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、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ールすると2倍になる } if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal if (--tsc->data[SC_KAITE].val2 <= 0) status_change_end(bl, SC_KAITE, -1); if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided. clif_skill_nodamage (src, src, skillid, heal, 1); heal_get_jobexp = status_heal(src,heal,0,0); } else { clif_skill_nodamage (src, bl, skillid, heal, 1); heal_get_jobexp = status_heal(bl,heal,0,0); } // JOB経験値獲得 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, bl, 0, heal_get_jobexp); } } break; case PR_REDEMPTIO: if (sd && !(flag&1)) { if (sd->status.party_id == 0) { clif_skill_fail(sd,skillid,0,0); break; } skill_area_temp[0] = 0; party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); if (skill_area_temp[0] == 0) { clif_skill_fail(sd,skillid,0,0); break; } skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000; clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_JOBEXP); } status_zap(src, sstatus->hp-1, sstatus->sp-1); break; } else if (status_isdead(bl) && flag&1) { //Revive skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skilllv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; case ALL_RESURRECTION: /* リザレクション */ if(sd && map_flag_gvg(bl->m)) { //No reviving in WoE grounds! clif_skill_fail(sd,skillid,0,0); break; } if (!status_isdead(bl)) break; { int per = 0, sper = 0; if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) break; switch(skilllv){ case 1: per=10; break; case 2: per=30; break; case 3: per=50; break; case 4: per=80; break; } if(dstsd && dstsd->special_state.restart_full_recover) per = sper = 100; if (status_revive(bl, per, sper)) { clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation. if(sd && dstsd && battle_config.resurrection_exp > 0) { int exp = 0,jexp = 0; int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; 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, bl, exp, jexp); } } } break; case AL_DECAGI: /* 速度減少 */ clif_skill_nodamage (src, bl, skillid, skilllv, sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv))); break; case AL_CRUCIS: if (flag & 1) { if (battle_check_target (src, bl, BCT_ENEMY)) sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000); } else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; case PR_LEXDIVINA: /* レックスディビーナ */ if (tsc && tsc->count && tsc->data[type].timer != -1) { status_change_end(bl,type, -1); clif_skill_nodamage (src, bl, skillid, skilllv, 1); } else clif_skill_nodamage (src, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case SA_ABRACADABRA: { int abra_skillid = 0, abra_skilllv; if (sd) { //Crash-fix [Skotlex] //require 1 yellow gemstone even with mistress card or Into the Abyss if ((i = pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!) clif_skill_fail(sd,skillid,0,0); break; } pc_delitem(sd, i, 1, 0); } do { abra_skillid = rand() % MAX_SKILL_ABRA_DB; if ( //Unneeded check, use the "per" field to know if the skill is valid. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out !skill_get_inf(abra_skillid) || //Passive skills cannot be casted skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear rand()%10000 >= skill_abra_db[abra_skillid].per ) abra_skillid = 0; // reset to get a new id } while (abra_skillid == 0); abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid); clif_skill_nodamage (src, bl, skillid, skilllv, 1); if (sd) { //Crash-protection against Abracadabra casting pets sd->skillitem = abra_skillid; sd->skillitemlv = abra_skilllv; sd->state.abra_flag = 1; clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra"); } else { // [Skotlex] struct unit_data *ud = unit_bl2ud(src); int inf = skill_get_inf(abra_skillid); int target_id = 0; if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); } else { //Assume offensive skills if (ud->target) target_id = ud->target; else switch (src->type) { case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; } if (!target_id) break; if (skill_get_casttype(abra_skillid) == CAST_GROUND) { bl = map_id2bl(target_id); if (!bl) bl = src; unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); } else unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv); } } } break; case SA_COMA: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv))); break; case SA_FULLRECOVERY: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (status_isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case SA_SUMMONMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,""); break; case SA_LEVELUP: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0); break; case SA_INSTANTDEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_zap(bl,tstatus->hp-1,0); break; case SA_QUESTION: case SA_GRAVITY: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case SA_CLASSCHANGE: { //クラスチェンジ用ボスモンスターID static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115 ,1157,1159,1190,1272,1312,1373,1492}; int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0])); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_class_change(dstmd,class_); } break; case SA_MONOCELL: { static int poringclass[]={1002}; int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0])); clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_class_change(dstmd,class_); } break; case SA_DEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_kill(bl); break; case SA_REVERSEORCISH: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); break; case SA_FORTUNE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) pc_getzeny(sd,status_get_lv(bl)*100); break; case SA_TAMINGMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && dstmd) { for (i = 0; i < MAX_PET_DB; i++) { if (dstmd->class_ == pet_db[i].class_) { pet_catch_process1 (sd, dstmd->class_); break; } } } break; case AL_INCAGI: /* 速度増加 */ 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: /* レックスエーテルナ */ case PR_SUFFRAGIUM: /* サフラギウム */ case PR_BENEDICTIO: /* 聖体降福 */ clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case CR_PROVIDENCE: /* プロヴィデンス */ if(sd && dstsd){ //Check they are not another crusader [Skotlex] if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case CG_MARIONETTE: /* マリオネットコントロール */ { struct status_change *sc= status_get_sc(src); int type2 = SC_MARIONETTE2; if(sc && tsc){ if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) { sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv)); sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv)); clif_marionette(src, bl); clif_skill_nodamage(src,bl,skillid,skilllv,1); } else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 && sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) { status_change_end(src, type, -1); status_change_end(bl, type2, -1); } else { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } } break; case RG_CLOSECONFINE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && dstsd->sc.data[type].timer == -1 && ( //Allow re-enchanting to lenghten time. [Skotlex] dstsd->sc.data[SC_FIREWEAPON].timer != -1 || dstsd->sc.data[SC_WATERWEAPON].timer != -1 || dstsd->sc.data[SC_WINDWEAPON].timer != -1 || dstsd->sc.data[SC_EARTHWEAPON].timer != -1 || dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 || dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 || dstsd->sc.data[SC_ENCPOISON].timer != -1 )) ) { if (sd) clif_skill_fail(sd,skillid,0,0); clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } } if (sd) { int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]); if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) { clif_skill_fail(sd,skillid,0,0); break; } pc_delitem(sd, i, skill_db[skillid].amount[0], 0); } // 100% success rate at lv4 & 5, but lasts longer at lv5 if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv))) ) { if (sd) clif_skill_fail(sd,skillid,0,0); if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon"); } break; case PR_ASPERSIO: /* アスペルシオ */ if (sd && dstmd) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case TK_SEVENWIND: switch(skilllv){ case 1: type=SC_EARTHWEAPON; break; case 2: type=SC_WINDWEAPON; break; case 3: type=SC_WATERWEAPON; break; case 4: type=SC_FIREWEAPON; break; case 5: type=SC_GHOSTWEAPON; break; case 6: type=SC_SHADOWWEAPON; break; case 7: type=SC_ASPERSIO; break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case PR_KYRIE: /* キリエエレイソン */ clif_skill_nodamage(bl,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); //Initiate 10% of your damage becomes fire element. clif_skill_nodamage (src,src,skillid,skilllv,1); sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); break; case LK_BERSERK: /* バーサーク */ case KN_AUTOCOUNTER: /* オートカウンター */ case KN_TWOHANDQUICKEN: /* ツーハンドクイッケン */ case KN_ONEHAND: case CR_SPEARQUICKEN: /* スピアクイッケン */ case CR_REFLECTSHIELD: case AS_POISONREACT: /* ポイズンリアクト */ case MC_LOUD: /* ラウドボイス */ case MG_ENERGYCOAT: /* エナジーコート */ 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 MO_BLADESTOP: // 白刃取り case LK_AURABLADE: /* オーラブレード */ case LK_PARRYING: /* パリイング */ case LK_CONCENTRATION: /* コンセントレーション */ case WS_CARTBOOST: /* カートブースト */ case SN_SIGHT: /* トゥルーサイト */ case WS_MELTDOWN: /* メルトダウン */ case WS_OVERTHRUSTMAX: // Overthrust Max [Celest] case ST_REJECTSWORD: /* リジェクトソード */ case HW_MAGICPOWER: /* 魔法力増幅 */ case PF_MEMORIZE: /* メモライズ */ case PA_SACRIFICE: case ASC_EDP: // [Celest] case NPC_STOP: case WZ_SIGHTBLASTER: case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: case NPC_HALLUCINATION: case HP_ASSUMPTIO: case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: case GS_CRACKER: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_BUNSINJYUTSU: case NJ_NEN: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case NJ_TATAMIGAESHI: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); i = skill_get_range(skillid, skilllv); //use i for range. type = skill_get_splash(skillid, skilllv); //reuse type for splash map_foreachinpath(skill_attack_area,src->m, src->x,src->y,src->x-i,src->y,type,BL_CHAR, BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); map_foreachinpath(skill_attack_area,src->m, src->x,src->y,src->x+i,src->y,type,BL_CHAR, BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); map_foreachinpath(skill_attack_area,src->m, src->x,src->y,src->x,src->y-i,type,BL_CHAR, BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); map_foreachinpath(skill_attack_area,src->m, src->x,src->y,src->x,src->y+i,type,BL_CHAR, BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); break; case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && battle_config.player_skill_partner_check && (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) { skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); } else skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex] break; /* Was modified to only affect targetted char. [Skotlex] case HP_ASSUMPTIO: if (flag&1) sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); else { map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_PC, src, skillid, skilllv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; */ case SM_ENDURE: /* インデュア */ clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (sd) skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv)); break; case AS_ENCHANTPOISON: // Prevent spamming [Valaris] if (sd && dstsd && dstsd->sc.count) { if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 || dstsd->sc.data[SC_WATERWEAPON].timer != -1 || dstsd->sc.data[SC_WINDWEAPON].timer != -1 || dstsd->sc.data[SC_EARTHWEAPON].timer != -1 || dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 || dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex] ) { clif_skill_nodamage(src,bl,skillid,skilllv,0); clif_skill_fail(sd,skillid,0,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case LK_TENSIONRELAX: /* テンションリラックス */ clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv), skill_get_time(skillid,skilllv))); break; case MC_CHANGECART: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case TK_MISSION: if (sd) { int id; if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one clif_mission_mob(sd, sd->mission_mobid, sd->mission_count); clif_skill_fail(sd,skillid,0,0); break; } id = mob_get_random_id(0,0, sd->status.base_level); if (!id) { clif_skill_fail(sd,skillid,0,0); break; } sd->mission_mobid = id; sd->mission_count = 0; pc_setglobalreg(sd,"TK_MISSION_ID", id); clif_mission_mob(sd, id, 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case AC_CONCENTRATION: /* 集中力向上 */ { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); map_foreachinrange( status_change_timer_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src,status_get_sc(src),type,tick); } break; case SM_PROVOKE: /* プロボック */ /* MVPmobと不死には効かない */ if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { //不死には?かない map_freeblock_unlock(); return 1; } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif_skill_nodamage(src,bl,skillid,skilllv, (i=sc_start(bl,type, 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv)))); if (!i) { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } unit_skillcastcancel(bl, 2); if(tsc && tsc->count){ if(tsc->data[SC_FREEZE].timer!=-1) status_change_end(bl,SC_FREEZE,-1); if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0) status_change_end(bl,SC_STONE,-1); if(tsc->data[SC_SLEEP].timer!=-1) status_change_end(bl,SC_SLEEP,-1); } if(dstmd) { dstmd->state.provoke_flag = src->id; mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); } break; case CR_DEVOTION: /* ディボーション */ if(sd && dstsd) { //転生や養子の場合の元の職業を算出する int lv = sd->status.base_level - dstsd->status.base_level; if (lv < 0) lv = -lv; if (lv > battle_config.devotion_level_difference || (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex] (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex] for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++); if (i == skilllv) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } sd->devotion[i] = bl->id; clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000)); clif_devotion(sd); } else if (sd) clif_skill_fail(sd,skillid,0,0); break; case MO_CALLSPIRITS: // 気功 if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv); } break; case CH_SOULCOLLECT: // 狂気功 if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); for (i = 0; i < 5; i++) pc_addspiritball(sd,skill_get_time(skillid,skilllv),5); } break; case MO_KITRANSLATION: if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] if (skill_area_temp[1] != bl->id) { skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)); skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback } break; case MO_ABSORBSPIRITS: // 気奪 i = 0; if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] i = dstsd->spiritball * 10; pc_delspiritball(dstsd,dstsd->spiritball,0); } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] i = 2 * dstmd->db->lv; mob_target(dstmd,src,0); } if (i) { status_heal(src, 0, i, 3); 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: /* ポーション作成 */ if(sd) { clif_skill_produce_mix_list(sd,22); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SA_CREATECON: if(sd) { clif_skill_produce_mix_list(sd,23); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case BS_HAMMERFALL: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv))); break; case RG_RAID: /* サプライズアタック */ clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); status_change_end(src, SC_HIDING, -1); // ハイディング解除 break; case ASC_METEORASSAULT: /* メテオアサルト */ case GS_SPREADATTACK: clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/ { int c,n=4; int dir = map_calc_dir(src,bl->x,bl->y); struct square tc; int x=bl->x,y=bl->y; skill_brandishspear_first(&tc,dir,x,y); skill_brandishspear_dir(&tc,dir,4); /* 範囲④ */ if(skilllv > 9){ for(c=1;c<4;c++){ map_foreachincell(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); } } /* 範囲③② */ if(skilllv > 6){ skill_brandishspear_dir(&tc,dir,-1); n--; }else{ skill_brandishspear_dir(&tc,dir,-2); n-=2; } if(skilllv > 3){ for(c=0;c<5;c++){ map_foreachincell(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); if(skilllv > 6 && n==3 && c==4){ skill_brandishspear_dir(&tc,dir,-1); n--;c=-1; } } } /* 範囲① */ for(c=0;c<10;c++){ if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); map_foreachincell(skill_area_sub, bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } } break; case WZ_SIGHTRASHER: //Passive side of the attack. status_change_end(src,SC_SIGHT,-1); clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub,src, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case WZ_FROSTNOVA: map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), BL_CHAR, BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; case NPC_SELFDESTRUCTION: clif_skill_nodamage(src, src, skillid, -1, 1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id); status_damage(src, src, sstatus->max_hp,0,0,1); break; /* パーティスキル */ case AL_ANGELUS: /* エンジェラス */ case PR_MAGNIFICAT: /* マグニフィカート */ case PR_GLORIA: /* グロリア */ case SN_WINDWALK: /* ウインドウォーク */ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { clif_skill_nodamage(bl,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } else if (sd) { /* パーティ全体への処理 */ party_foreachsamemap (skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case BS_ADRENALINE: /* アドレナリンラッシュ */ case BS_ADRENALINE2: case BS_WEAPONPERFECT: /* ウェポンパーフェクション */ case BS_OVERTHRUST: /* オーバートラスト */ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { /* 個別の処理 */ clif_skill_nodamage(bl,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv))); } else if (sd) { /* パーティ全体への処理 */ party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case BS_MAXIMIZE: case NV_TRICKDEAD: case CR_DEFENDER: case CR_AUTOGUARD: case TK_READYSTORM: case TK_READYDOWN: case TK_READYTURN: case TK_READYCOUNTER: case TK_DODGE: case CR_SHRINK: case ST_PRESERVE: case SG_FUSION: case GS_GATLINGFEVER: if (tsc && tsc->data[type].timer != -1) i = status_change_end(bl, type, -1); else i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,i); break; case SL_KAITE: case SL_KAAHI: case SL_KAIZEL: case SL_KAUPE: if (sd) { if (!dstsd || !( (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || dstsd->char_id == sd->char_id || dstsd->char_id == sd->status.partner_id || dstsd->char_id == sd->status.child )) { status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8); clif_skill_fail(sd,skillid,0,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); break; case SM_AUTOBERSERK: // Celest if (tsc && tsc->data[type].timer != -1) i = status_change_end(bl, type, -1); else i = sc_start(bl,type,100,skilllv,60000); clif_skill_nodamage(src,bl,skillid,skilllv,i); break; case TF_HIDING: /* ハイディング */ case ST_CHASEWALK: /* ハイディング */ if (tsc && tsc->data[type].timer != -1) i = status_change_end(bl, type, -1); else i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill break; case TK_RUN: if (tsc && tsc->data[type].timer != -1) i = status_change_end(bl, type, -1); else i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0); // If the client receives a skill-use packet inmediately before // a walkok packet, it will discard the walk packet! [Skotlex] // clif_skill_nodamage(src,bl,skillid,skilllv,i); break; case AS_CLOAKING: /* クローキング */ if(tsc && tsc->data[type].timer!=-1 ) /* 解除する */ i = status_change_end(bl, type, -1); else i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,-1,i); if (!i && sd) clif_skill_fail(sd,skillid,0,0); break; case HP_BASILICA: /* バジリカ */ case CG_HERMODE: // Wand of Hermode { struct skill_unit_group *sg; unit_stop_walking(src,1); skill_clear_unitgroup(src); sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); if(skillid == CG_HERMODE) i = sc_start4(src,SC_DANCING,100, skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv)); else i = sc_start4(src,type,100, skilllv,0,BCT_SELF,sg->group_id, skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,i); } break; case PA_GOSPEL: /* ゴスペル */ if (!tsc) break; if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) { i = status_change_end(bl,SC_GOSPEL,-1); } else { struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); if (tsc->data[type].timer != -1) status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex] i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv)); } clif_skill_nodamage(src,bl,skillid,skilllv,i); break; case BD_ADAPTATION: /* アドリブ */ if(tsc && tsc->data[SC_DANCING].timer!=-1){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_stop_dancing(bl); } break; case BA_FROSTJOKE: /* 寒いジョーク */ case DC_SCREAM: /* スクリーム */ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag); if (md) { // Mobは喋れないから、スキル名を叫ばせてみる char temp[128]; if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120) break; //Message won't fit on buffer. [Skotlex] sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc); clif_message(&md->bl,temp); } break; case BA_PANGVOICE://パンボイス clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv))); break; case DC_WINKCHARM://魅惑のウィンク if(dstsd){ clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv))); }else if(dstmd) { if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv))); } else{ clif_skill_nodamage(src,bl,skillid,skilllv,0); if(sd) clif_skill_fail(sd,skillid,0,0); } } break; case TF_STEAL: // スティール 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: // スティールコイン if(sd) { if(pc_steal_coin(sd,bl)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0,0); } break; case MG_STONECURSE: /* ストーンカース */ { if (tstatus->mode&MD_BOSS) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } if(status_isimmune(bl) || !tsc) break; if (dstmd) mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); if (tsc->data[SC_STONE].timer != -1) { status_change_end(bl,SC_STONE,-1); if (sd) clif_skill_fail(sd,skillid,0,0); break; } if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv))) clif_skill_nodamage(src,bl,skillid,skilllv,1); else if(sd) { clif_skill_fail(sd,skillid,0,0); // Level 6-10 doesn't consume a red gem if it fails [celest] if (skilllv > 5) break; } if (sd) { if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD) break; //Do not delete the gemstone. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 ) pc_delitem(sd, i, skill_db[skillid].amount[0], 0); } } break; case NV_FIRSTAID: /* 応急手当 */ clif_skill_nodamage(src,bl,skillid,5,1); status_heal(bl,5,0,0); break; case AL_CURE: /* キュアー */ if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } status_change_end(bl, SC_SILENCE , -1 ); status_change_end(bl, SC_BLIND , -1 ); status_change_end(bl, SC_CONFUSION, -1 ); if(battle_check_undead(tstatus->race,tstatus->def_ele)) sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case TF_DETOXIFY: /* 解毒 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_end(bl, SC_POISON , -1 ); status_change_end(bl, SC_DPOISON , -1 ); break; case PR_STRECOVERY: /* リカバリー */ if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } status_change_end(bl, SC_FREEZE , -1 ); status_change_end(bl, SC_STONE , -1 ); status_change_end(bl, SC_SLEEP , -1 ); status_change_end(bl, SC_STUN , -1 ); //Is this equation really right? It looks so... special. if(battle_check_undead(tstatus->race,tstatus->def_ele) ) { status_change_start(bl, SC_BLIND, 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10); } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_unlocktarget(dstmd,tick); break; case WZ_ESTIMATION: /* モンスター情報 */ if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_estimation((struct map_session_data *)src,bl); } break; case BS_REPAIRWEAPON: /* 武器修理 */ if(sd && dstsd) clif_item_repair_list(sd,dstsd); break; case MC_IDENTIFY: /* アイテム鑑定 */ if(sd) clif_item_identify_list(sd); break; // Weapon Refining [Celest] case WS_WEAPONREFINE: if(sd) clif_item_refine_list(sd); break; case MC_VENDING: /* 露店開設 */ if(sd) { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] if ( pc_can_give_items(pc_isGM(sd)) ) clif_skill_fail(sd,skillid,0,0); else clif_openvendingreq(sd,2+skilllv); } break; case AL_TELEPORT: /* テレポート */ if(sd) { if (map[bl->m].flag.noteleport) { /* テレポ禁止 */ clif_skill_teleportmessage(sd,0); break; } if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel."); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(skilllv == 1) { // possibility to skip menu [LuzZza] if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex] clif_skill_warppoint(sd,skillid,skilllv,"Random","","",""); else pc_randomwarp(sd,3); } else { if (sd->skillitem != AL_TELEPORT) clif_skill_warppoint(sd,skillid,skilllv,"Random", mapindex_id2name(sd->status.save_point.map),"",""); else //Autocasted Teleport level 2?? pc_setpos(sd,sd->status.save_point.map, sd->status.save_point.x,sd->status.save_point.y,3); } } else unit_warp(bl,-1,-1,-1,3); break; case AL_HOLYWATER: /* アクアベネディクタ */ if(sd) { if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0,0); } break; case TF_PICKSTONE: if(sd) { int eflag; struct item item_tmp; struct block_list tbl; clif_skill_nodamage(src,bl,skillid,skilllv,1); memset(&item_tmp,0,sizeof(item_tmp)); memset(&tbl,0,sizeof(tbl)); // [MouseJstr] item_tmp.nameid = 7049; item_tmp.identify = 1; tbl.id = 0; clif_takeitem(&sd->bl,&tbl); eflag = pc_additem(sd,&item_tmp,1); if(eflag) { clif_additem(sd,0,0,eflag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } break; case ASC_CDP: if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. } break; case RG_STRIPWEAPON: /* ストリップウェポン */ case RG_STRIPSHIELD: /* ストリップシールド */ case RG_STRIPARMOR: /* ストリップアーマー */ case RG_STRIPHELM: /* ストリップヘルム */ case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG] case GS_DISARM: // Added disarm. [Reddozen] { int strip_fix, equip = 0; int sclist[4] = {0,0,0,0}; if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM) equip |= EQP_WEAPON; if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP) equip |= EQP_SHIELD; if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP) equip |= EQP_ARMOR; if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP) equip |= EQP_HELM; strip_fix = sstatus->dex - tstatus->dex; if(strip_fix < 0) strip_fix=0; if (rand()%100 >= 5+2*skilllv+strip_fix/5) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } if (dstsd) { for (i=0;i<11;i++) { if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]]) continue; switch (i) { case 8: //Shield / left-hand weapon if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5) { //Shield if (equip&EQP_SHIELD && !(dstsd->unstripable_equip&EQP_SHIELD) && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1) ){ sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon pc_unequipitem(dstsd,dstsd->equip_index[i],3); } continue; } //Continue to weapon case 9: if (equip &EQP_WEAPON && !(dstsd->unstripable_equip&EQP_WEAPON) && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1) ) { sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon pc_unequipitem(dstsd,dstsd->equip_index[i],3); } break; case 7: //Armor if (equip &EQP_ARMOR && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1) ) { sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip pc_unequipitem(dstsd,dstsd->equip_index[i],3); } break; case 6: //Helm if (equip &EQP_HELM && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1) ) { sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip pc_unequipitem(dstsd,dstsd->equip_index[i],3); } break; } } } else if (!(tstatus->mode&MD_BOSS)) { if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)) sclist[0] = SC_STRIPWEAPON; if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)) sclist[1] = SC_STRIPSHIELD; if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) sclist[2] = SC_STRIPARMOR; if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) sclist[3] = SC_STRIPHELM; } equip = 0; //Reuse equip to hold how many stats are invoked. for (i=0;i<4;i++) { if (sclist[i]) // Start the SC only if an equipment was stripped from this location equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2); } if (equip) clif_skill_nodamage(src,bl,skillid,skilllv,1); else if (sd) //Nothing stripped. clif_skill_fail(sd,skillid,0,0); break; } /* PotionPitcher */ case AM_BERSERKPITCHER: case AM_POTIONPITCHER: /* ポーションピッチャー */ { int i,x,hp = 0,sp = 0,bonus=100; if(sd) { x = skilllv%11 - 1; i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); if(i < 0 || skill_db[skillid].itemid[x] <= 0) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } potion_flag = 1; potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; potion_target = bl->id; run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); pc_delitem(sd,i,skill_db[skillid].amount[x],0); potion_flag = potion_target = 0; if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST) bonus += sd->status.base_level; if(potion_per_hp > 0 || potion_per_sp > 0) { hp = tstatus->max_hp * potion_per_hp / 100; hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; if(dstsd) { sp = dstsd->status.max_sp * potion_per_sp / 100; sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; } } else { if(potion_hp > 0) { hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; hp = hp * (100 + (tstatus->vit<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if(potion_sp > 0) { sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; sp = sp * (100 + (tstatus->int_<<1)) / 100; if(dstsd) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; } } } else { hp = (1 + rand()%400) * (100 + skilllv*10) / 100; hp = hp * (100 + (tstatus->vit<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0)) clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); if(sp > 0) clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); status_heal(bl,hp,sp,0); } break; case AM_CP_WEAPON: case AM_CP_SHIELD: case AM_CP_ARMOR: case AM_CP_HELM: { int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON); if(tsc && tsc->data[scid].timer != -1) status_change_end(bl, scid, -1 ); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } break; case AM_TWILIGHT1: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); //Prepare 200 White Potions. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200)) clif_skill_fail(sd,skillid,0,0); } break; case AM_TWILIGHT2: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); //Prepare 200 Slim White Potions. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200)) clif_skill_fail(sd,skillid,0,0); } break; case AM_TWILIGHT3: if (sd) { //check if you can produce all three, if not, then fail: if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle ) { clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100); skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50); skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50); } break; case SA_DISPELL: /* ディスペル */ { int i; clif_skill_nodamage(src,bl,skillid,skilllv,1); i = status_get_sc_def_mdef(bl); if (i >= 10000 || tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG] rand()%10000 >= (10000-i)*(50+10*skilllv)/100) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } if(status_isimmune(bl) || !tsc->count) break; for(i=0;idata[i].timer == -1) continue; if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT || i==SC_SAFETYWALL || i==SC_SMA ) continue; if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100. status_change_end(bl,i,-1); } } break; case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000); break; case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); x = src->x + dirx[dir]*skilllv*2; y = src->y + diry[dir]*skilllv*2; clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1); if(map_getcell(src->m,x,y,CELL_CHKPASS)) { unit_movepos(src, x, y, 1, 0); clif_slide(src,x,y); } } break; case SA_CASTCANCEL: clif_skill_nodamage(src,bl,skillid,skilllv,1); unit_skillcastcancel(src,1); if(sd) { int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); sp = sp * (90 - (skilllv-1)*20) / 100; if(sp < 0) sp = 0; status_zap(src, 0, sp); } break; case SA_SPELLBREAKER: // スペルブレイカー { int sp; if(tsc && tsc->data[SC_MAGICROD].timer != -1) { sp = skill_get_sp(skillid,skilllv); sp = sp * tsc->data[SC_MAGICROD].val2 / 100; if(sp < 1) sp = 1; status_heal(bl,0,sp,2); clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1); status_percent_damage(bl, src, 0, -20); //20% max SP damage. } else { struct unit_data *ud = unit_bl2ud(bl); int bl_skillid=0,bl_skilllv=0,hp = 0; if (!ud || ud->skilltimer == -1) break; //Nothing to cancel. bl_skillid = ud->skillid; bl_skilllv = ud->skilllv; if (tstatus->mode & MD_BOSS) { //Only 10% success chance against bosses. [Skotlex] if (rand()%100 < 90) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] clif_skill_nodamage(src,bl,skillid,skilllv,1); unit_skillcastcancel(bl,0); sp = skill_get_sp(bl_skillid,bl_skilllv); status_zap(bl, hp, sp); if (hp && skilllv >= 5) hp>>=1; //Recover half damaged HP at level 5 [Skotlex] else hp = 0; if (skilllv > 1 && sp) //Recover some of the SP used sp = sp*(25*(skilllv-1))/100; else sp = 0; if(hp || sp) status_heal(src, hp, sp, 2); } } break; case SA_MAGICROD: sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); break; case SA_AUTOSPELL: /* バックステップ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) clif_autospell(sd,skilllv); else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skilllv >= 10) { spellid = MG_FROSTDIVER; // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE) // maxlv = 10; // else maxlv = skilllv - 9; } else if(skilllv >=8) { spellid = MG_FIREBALL; maxlv = skilllv - 7; } else if(skilllv >=5) { spellid = MG_SOULSTRIKE; maxlv = skilllv - 4; } else if(skilllv >=2) { int i = rand()%3; spellid = spellarray[i]; maxlv = skilllv - 1; } else if(skilllv > 0) { spellid = MG_NAPALMBEAT; maxlv = 3; } if(spellid > 0) sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv)); } break; case BS_GREED: if(sd){ clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_greed,bl, skill_get_splash(skillid, skilllv),BL_ITEM,bl); } break; case SA_ELEMENTWATER: case SA_ELEMENTFIRE: case SA_ELEMENTGROUND: case SA_ELEMENTWIND: if(sd && !dstmd) //Only works on monsters. break; if(tstatus->mode&MD_BOSS) break; case NPC_ATTRICHANGE: case NPC_CHANGEWATER: case NPC_CHANGEGROUND: case NPC_CHANGEFIRE: case NPC_CHANGEWIND: case NPC_CHANGEPOISON: case NPC_CHANGEHOLY: case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: case NPC_CHANGEUNDEAD: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0, skill_get_time(skillid, skilllv))); break; case NPC_PROVOCATION: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(md && md->skillidx >= 0) clif_pet_performance(src,md->db->skill[md->skillidx].val[0]); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill_get_time(skillid,skilllv); struct unit_data *ud = unit_bl2ud(bl); if (clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_time)) && ud) { //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = ud->canmove_tick = tick + skill_time; } } break; case NPC_REBIRTH: //New rebirth System uses Kaizel lv1. [Skotlex] sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv)); break; case NPC_DARKBLESSING: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); break; case NPC_SUICIDE: /* 自決 */ clif_skill_nodamage(src,bl,skillid,skilllv,1); status_kill(src); //When suiciding, neither exp nor drops is given. break; case NPC_SUMMONSLAVE: /* 手下召喚 */ case NPC_SUMMONMONSTER: /* MOB召喚 */ if(md && md->skillidx >= 0) mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid); break; case NPC_CALLSLAVE: mob_warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: if (md) { md->next_walktime = tick - 1; mob_randomwalk(md,tick); } break; case NPC_SPEEDUP: { // or does it increase casting rate? just a guess xD int i = SC_ASPDPOTION0 + skilllv - 1; if (i > SC_ASPDPOTION3) i = SC_ASPDPOTION3; clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,i,100,skilllv,skilllv * 60000)); } break; case NPC_REVENGE: // not really needed... but adding here anyway ^^ if (md && md->master_id > 0) { struct block_list *mbl, *tbl; if ((mbl = map_id2bl(md->master_id)) == NULL || (tbl = battle_gettargeted(mbl)) == NULL) break; md->state.provoke_flag = tbl->id; mob_target(md, tbl, sstatus->rhw.range); } break; case NPC_RUN: //後退 { const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. unit_stop_attack(src); //Run skillv tiles. unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0); } break; case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md && md->skillidx >= 0) { int class_ = mob_random_class (md->db->skill[md->skillidx].val,0); if (skilllv > 1) //Multiply the rest of mobs. [Skotlex] mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid); if (class_) mob_class_change(md, class_); } break; case NPC_EMOTION_ON: case NPC_EMOTION: if(md && md->skillidx >= 0) { clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]); if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])) //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used: //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it. sc_start4(src, type, 100, skilllv, md->db->skill[md->skillidx].val[1], skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0, skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0, skill_get_time(skillid, skilllv)); } break; case NPC_DEFENDER: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case NPC_POWERUP: sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv))); break; case NPC_AGIUP: sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv))); break; case NPC_INVISIBLE: //val4 passed as 1 is for "infinite cloak". clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv))); break; case NPC_SIEGEMODE: // not sure what it does clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case WE_MALE: { int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1); } break; case WE_FEMALE: { int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1); } break; // parent-baby skills case WE_BABY: if(sd){ struct map_session_data *f_sd = pc_get_father(sd); struct map_session_data *m_sd = pc_get_mother(sd); // if neither was found if(!f_sd && !m_sd){ clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); } break; case PF_HPCONVERSION: { int hp, sp; hp = sstatus->max_hp/10; sp = hp * 10 * skilllv / 100; if (!status_charge(src,hp,0)) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src, bl, skillid, skilllv, 1); status_heal(bl,0,sp,2); } break; case HT_REMOVETRAP: /* リムーブトラップ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; struct item item_tmp; int flag; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(su->group->skill_id) & INF2_TRAP)) { if(sd && !su->group->state.into_abyss) { //Avoid collecting traps when it does not costs to place them down. [Skotlex] if(battle_config.skill_removetrap_type){ for(i=0;i<10;i++) { if(skill_db[su->group->skill_id].itemid[i] > 0){ memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){ clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } } }else{ memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = 1065; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){ clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } } if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){ struct block_list *target=map_id2bl(su->group->val2); if(target) status_change_end(target,SC_ANKLE,-1); } skill_delunit(su); } } break; case HT_SPRINGTRAP: /* スプリングトラップ */ clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ case UNT_ANKLESNARE: // ankle snare if (su->group->val2 != 0) // if it is already trapping something don't spring it, // remove trap should be used instead break; // otherwise fallthrough to below case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: su->group->unit_id = UNT_USED_TRAPS; clif_changetraplook(bl, UNT_USED_TRAPS); su->group->limit=DIFF_TICK(tick+1500,su->group->tick); su->limit=DIFF_TICK(tick+1500,su->group->tick); } } } break; case BD_ENCORE: /* アンコール */ clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance); break; case AS_SPLASHER: /* ベナムスプラッシャー */ if(tstatus->max_hp*3/4 < tstatus->hp) { map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100, skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000)); break; case PF_MINDBREAKER: { if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele)) { map_freeblock_unlock(); return 1; } //Has a 55% + skilllv*5% success chance. if (!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv)))) { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } unit_skillcastcancel(bl,0); if(tsc && tsc->count){ if(tsc->data[SC_FREEZE].timer!=-1) status_change_end(bl,SC_FREEZE,-1); if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0) status_change_end(bl,SC_STONE,-1); if(tsc->data[SC_SLEEP].timer!=-1) status_change_end(bl,SC_SLEEP,-1); } if(dstmd) mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); } break; case PF_SOULCHANGE: { unsigned int sp1 = 0, sp2 = 0; if (dstmd) { if (dstmd->state.soul_change_flag) { if(sd) clif_skill_fail(sd,skillid,0,0); break; } dstmd->state.soul_change_flag = 1; sp2 = sstatus->max_sp * 3 /100; status_heal(src, 0, sp2, 2); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; } sp1 = sstatus->sp; sp2 = tstatus->sp; //TODO: Will this work correctly once sp1/sp2 go above INT_MAX? status_heal(src, 0, (signed int)(sp2-sp1), 3); status_heal(bl, 0, (signed int)(sp1-sp2), 3); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; // Slim Pitcher case CR_SLIMPITCHER: if (potion_hp || potion_sp) { int hp = potion_hp, sp = potion_sp; hp = hp * (100 + (tstatus->vit<<1))/100; sp = sp * (100 + (tstatus->int_<<1))/100; if (dstsd) { if (hp) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100; if (sp) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100; } if(hp > 0) clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); if(sp > 0) clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); status_heal(bl,hp,sp,0); } break; // Full Chemical Protection case CR_FULLPROTECTION: { int i, skilltime; skilltime = skill_get_time(skillid,skilllv); if (!tsc) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } for (i=0; i<4; i++) { if(tsc->data[SC_STRIPWEAPON + i].timer != -1) status_change_end(bl, SC_STRIPWEAPON + i, -1 ); sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime); } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case RG_CLEANER: //AppleGirl clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case PF_DOUBLECASTING: if (!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv)))) if (sd) clif_skill_fail(sd,skillid,0,0); break; case CG_LONGINGFREEDOM: { if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4 && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } } break; case CG_TAROTCARD: { int eff, count = -1; if (rand() % 100 > skilllv * 8) { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } do { eff = rand() % 14; clif_specialeffect(bl, 523 + eff, AREA); switch (eff) { case 0: // heals SP to 0 status_percent_damage(src, bl, 0, 100); break; case 1: // matk halved sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); break; case 2: // all buffs removed status_change_clear_buffs(bl,1); break; case 3: // 1000 damage, random armor destroyed { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM }; status_fix_damage(src, bl, 1000, 0); clif_damage(src,bl,tick,0,0,1000,0,0,0); skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY); } break; case 4: // atk halved sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); break; case 5: // 2000HP heal, random teleported status_heal(src, 2000, 0, 0); unit_warp(src, -1,-1,-1, 3); break; case 6: // random 2 other effects if (count == -1) count = 3; else count++; //Should not retrigger this one. break; case 7: // stop freeze or stoned { int sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv)); } break; case 8: // curse coma and poison sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv)); break; case 9: // confusion sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); clif_damage(src,bl,tick,0,0,6666,0,0,0); sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); clif_damage(src,bl,tick,0,0,4444,0,0,0); break; case 12: // stun sc_start(bl,SC_STUN,100,skilllv,5000); break; case 13: // atk,matk,hit,flee,def reduced sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv)); break; default: break; } } while ((--count) > 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SL_ALCHEMIST: case SL_ASSASIN: case SL_BARDDANCER: case SL_BLACKSMITH: case SL_CRUSADER: case SL_HUNTER: case SL_KNIGHT: case SL_MONK: case SL_PRIEST: case SL_ROGUE: case SL_SAGE: case SL_SOULLINKER: case SL_STAR: case SL_SUPERNOVICE: case SL_WIZARD: if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; case SL_SWOO: if (tsc && tsc->data[type].timer != -1) { sc_start(src,SC_STUN,100,skilllv,10000); break; } case SL_SKA: // [marquis007] case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif_skill_fail(sd,skillid,0,0); status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); } else clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (skillid == SL_SKE) sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_REGENERATION: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv)); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_RESTORE: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_EMERGENCYCALL: { int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; int j = 0; struct guild *g = NULL; // i don't know if it actually summons in a circle, but oh well. ;P g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src)); if (!g) break; for(i = 0; i < g->max_member; i++, j++) { if (j>8) j=0; if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) { if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m)) continue; clif_skill_nodamage(src,bl,skillid,skilllv,1); if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) dx[j] = dy[j] = 0; pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2); } } if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case SG_FEEL: if (sd) { if(!sd->feel_map[skilllv-1].index) { //AuronX reported you CAN memorize the same map as all three. [Skotlex] clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_parse_ReqFeel(sd->fd,sd, skilllv); } else clif_feel_info(sd, skilllv-1); } break; case SG_HATE: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstsd) //PC { sd->hate_mob[skilllv-1] = dstsd->status.class_; pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1); clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]); } else if(dstmd) // mob { switch(skilllv) { case 1: if (tstatus->size==0) { sd->hate_mob[0] = dstmd->class_; pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1); clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]); } else clif_skill_fail(sd,skillid,0,0); break; case 2: if (tstatus->size==1 && tstatus->max_hp>=6000) { sd->hate_mob[1] = dstmd->class_; pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1); clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]); } else clif_skill_fail(sd,skillid,0,0); break; case 3: if (tstatus->size==2 && tstatus->max_hp>=20000) { sd->hate_mob[2] = dstmd->class_; pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1); clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]); } else clif_skill_fail(sd,skillid,0,0); break; default: clif_skill_fail(sd,skillid,0,0); break; } } } break; //Until they're at right position - gs_nodamage- [Vicious] //Not implemented yet [Vicious] case GS_GLITTERING: if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if(rand()%100 < (50+10*skilllv)) pc_addspiritball(sd,skill_get_time(skillid,skilllv),10); else if(sd->spiritball > 0) pc_delspiritball(sd,1,0); } break; default: ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid); map_freeblock_unlock(); return 1; } if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16)); if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill. battle_consume_ammo(sd, skillid, skilllv); map_freeblock_unlock(); return 0; } /*========================================== * スキル使用(詠唱完了、ID指定) *------------------------------------------ */ int skill_castend_id (int tid, unsigned int tick, int id, int data) { struct block_list *target, *src = map_id2bl(id); struct map_session_data* sd = NULL; struct mob_data* md = NULL; struct unit_data* ud = unit_bl2ud(src); struct status_change *sc; int inf2; nullpo_retr(0, ud); BL_CAST( BL_PC, src, sd); BL_CAST( BL_MOB, src, md); if( src->prev == NULL ) { ud->skilltimer = -1; return 0; } switch (ud->skillid) { //These three should become skill_castend_pos case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: //Find a random spot to place the skill. [Skotlex] inf2 = skill_get_splash(ud->skillid, ud->skilllv); ud->skillx = src->x + inf2; ud->skilly = src->y + inf2; if (!map_random_dir(src, &ud->skillx, &ud->skilly)) { ud->skillx = src->x; ud->skilly = src->y; } return skill_castend_pos(tid,tick,id,data); } if(ud->skillid != SA_CASTCANCEL ) { if( ud->skilltimer != tid ) { ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); ud->skilltimer = -1; return 0; } if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST)) status_freecast_switch(sd); ud->skilltimer=-1; } if (ud->skilltarget == id) target = src; else target = map_id2bl(ud->skilltarget); // Use a do so that you can break out of it when the skill fails. do { if(!target || target->prev==NULL) break; if(src->m != target->m || status_isdead(src)) break; if(ud->skillid == RG_BACKSTAP) { int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) { break; } } if (ud->skillid == PR_LEXDIVINA) { sc = status_get_sc(target); if (battle_check_target(src,target, BCT_ENEMY)<=0 && (!sc || sc->data[SC_SILENCE].timer == -1)) { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0); break; } } else { inf2 = skill_get_inf(ud->skillid); if((inf2&INF_ATTACK_SKILL || (inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills && battle_check_target(src, target, BCT_ENEMY)<=0 ) break; } //Avoid doing double checks for instant-cast skills. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1)) break; //沈黙や状態異常など if(md) { if(ud->skillid != NPC_EMOTION)//Set afterskill delay. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion); if(md->skillidx >= 0) { md->skilldelay[md->skillidx]=tick; if (md->db->skill[md->skillidx].emotion >= 0) clif_emotion(src, md->db->skill[md->skillidx].emotion); } } inf2 = skill_get_inf2(ud->skillid); if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) { inf2 = (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)| (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0); if(battle_check_target(src, target, inf2) <= 0) break; } if(src != target && battle_config.skill_add_range && !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { if (sd) { clif_skill_fail(sd,ud->skillid,0,0); if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] skill_check_condition(sd,ud->skillid, ud->skilllv,1); } break; } if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用条件チェック */ break; if (ud->walktimer != -1 && ud->skillid != TK_RUN) unit_stop_walking(src,1); if (ud->skillid == SA_MAGICROD) ud->canact_tick = tick; else ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE) unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n", src->type, src->id, ud->skillid, ud->skilllv, target->id); if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE) skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0); else skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0); sc = status_get_sc(src); if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL) status_change_end(src,SC_MAGICPOWER,-1); if (ud->skilltimer == -1) { if(md) md->skillidx = -1; else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' ud->skilllv = ud->skilltarget = 0; } return 1; } while(0); //Skill failed. ud->skillid = ud->skilllv = ud->skilltarget = 0; ud->canact_tick = tick; if(sd) sd->skillitem = sd->skillitemlv = -1; if(md) md->skillidx = -1; return 0; } /*========================================== * スキル使用(詠唱完了、場所指定) *------------------------------------------ */ int skill_castend_pos (int tid, unsigned int tick, int id, int data) { struct block_list* src = map_id2bl(id); int maxcount; struct map_session_data *sd = NULL; struct unit_data *ud = unit_bl2ud(src); struct mob_data *md = NULL; nullpo_retr(0, ud); BL_CAST( BL_PC , src, sd); BL_CAST( BL_MOB, src, md); if( src->prev == NULL ) { ud->skilltimer = -1; return 0; } if( ud->skilltimer != tid ) /* タイマIDの確認 */ { ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); ud->skilltimer = -1; return 0; } if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST)) status_freecast_switch(sd); ud->skilltimer=-1; do { if(status_isdead(src)) break; if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) && skill_get_unit_flag(ud->skillid)&UF_NOREITERATION && skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) ) break; if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset && skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET && skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) ) break; if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(ud->skillid)) > 0 ) { int i; for(i=0;iskillunit[i] && maxcount;i++) { if(ud->skillunit[i]->skill_id == ud->skillid) maxcount--; } if(!maxcount) break; } if(tid != -1) { //Avoid double checks on instant cast skills. [Skotlex] if (!status_check_skilluse(src, NULL, ud->skillid, 1)) break; if(battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { if (sd && battle_config.skill_out_range_consume) //Consume items anyway. skill_check_condition(sd,ud->skillid, ud->skilllv,1); break; } } if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用条件チェック */ break; if(md) { md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion); if(md->skillidx >= 0) { md->skilldelay[md->skillidx]=tick; if (md->db->skill[md->skillidx].emotion >= 0) clif_emotion(src, md->db->skill[md->skillidx].emotion); } } if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly); unit_stop_walking(src,1); ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0); if (ud->skilltimer == -1) { if (md) md->skillidx = -1; else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' ud->skilllv = ud->skillx = ud->skilly = 0; } return 1; } while(0); ud->canact_tick = tick; ud->skillid = ud->skilllv = 0; if(sd) { clif_skill_fail(sd,ud->skillid,0,0); sd->skillitem = sd->skillitemlv = -1; } if(md) md->skillidx = -1; return 0; } /*========================================== * スキル使用(詠唱完了、場所指定の実際の処理) *------------------------------------------ */ 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; struct status_change *sc; int i; //if(skilllv <= 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_retr(0, src); if(status_isdead(src)) return 0; if(src->type==BL_PC) sd=(struct map_session_data *)src; sc = status_get_sc(src); //Needed for Magic Power checks. if (sc && !sc->count) sc = NULL; //Unneeded. switch (skillid) { //Skill effect. case WZ_METEOR: case MO_BODYRELOCATION: case CR_CULTIVATION: break; //Effect is displayed on respective switch case. default: if(skill_get_inf(skillid)&INF_SELF_SKILL) clif_skill_nodamage(src,src,skillid,skilllv,1); else clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } switch(skillid) { case PR_BENEDICTIO: skill_area_temp[1] = src->id; i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_PC, src, skillid, skilllv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case BS_HAMMERFALL: i = skill_get_splash(skillid, skilllv); map_foreachinarea (skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|2, skill_castend_nodamage_id); break; case HT_DETECTING: i = skill_get_splash(skillid, skilllv); map_foreachinarea( status_change_timer_sub, src->m, x-i, y-i, x+i,y+i,BL_CHAR, src,status_get_sc(src),SC_SIGHT,tick); if(battle_config.traps_setting&1) map_foreachinarea( skill_reveal_trap, src->m, x-i, y-i, x+i,y+i,BL_SKILL); break; case MG_SAFETYWALL: case MG_FIREWALL: case MG_THUNDERSTORM: case AL_PNEUMA: case WZ_ICEWALL: case WZ_FIREPILLAR: case WZ_QUAGMIRE: case WZ_VERMILION: case WZ_STORMGUST: case WZ_HEAVENDRIVE: case PR_SANCTUARY: case PR_MAGNUS: case CR_GRANDCROSS: case NPC_GRANDDARKNESS: 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 AS_VENOMDUST: case AM_DEMONSTRATION: case PF_FOGWALL: case PF_SPIDERWEB: case HT_TALKIEBOX: case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: case AC_SHOWER: //Ground-placed skill implementation. case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case BD_LULLABY: case BD_RICHMANKIM: case BD_ETERNALCHAOS: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: case BA_DISSONANCE: case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: case BA_APPLEIDUN: case DC_UGLYDANCE: case DC_HUMMING: case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: case GS_DESPERADO: case NJ_SUITON: case NJ_BAKUENRYU: case NJ_KAENSIN: case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). case GS_GROUNDDRIFT: //Ammo should be deleted right away. 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); flag|=1; break; case RG_CLEANER: // [Valaris] i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); break; case WZ_METEOR: //メテオストーム { int flag=0, area = skill_get_splash(skillid, skilllv); short tmpx, tmpy, x1 = 0, y1 = 0; if (sc && sc->data[SC_MAGICPOWER].timer != -1) flag = flag|2; //Store the magic power flag for future use. [Skotlex] for(i=0;i<2+(skilllv>>1);i++) { tmpx = x; tmpy = y; if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1)) continue; if(!(flag&1)){ clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); flag=flag|1; } if(i > 0) skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag x1 = tmpx; y1 = tmpy; } skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag } break; case AL_WARP: /* ワープポータル */ if(sd) { clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map), (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"", (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"", (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):""); } break; case MO_BODYRELOCATION: if (unit_movepos(src, x, y, 1, 1)) { clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick); // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client... if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000); } break; case AM_SPHEREMINE: case AM_CANNIBALIZE: if(sd) { int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1]; struct mob_data *md; // Correct info, don't change any of this! [celest] md = mob_once_spawn_sub(src, src->m, -1, -1, sd->status.name,class_,""); if (md) { md->master_id = src->id; md->special_state.ai = skillid==AM_SPHEREMINE?2:3; md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0); mob_spawn (md); //Now it is ready for spawning. } } break; // Slim Pitcher [Celest] case CR_SLIMPITCHER: if (sd) { int i = skilllv%11 - 1; int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i]) { clif_skill_fail(sd,skillid,0,0); return 1; } potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); pc_delitem(sd,j,skill_db[skillid].amount[i],0); potion_flag = 0; //Apply skill bonuses i = pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5; potion_hp = potion_hp * (100+i)/100; potion_sp = potion_sp * (100+i)/100; if(potion_hp > 0 || potion_sp > 0) { i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } else { int i = skilllv%11 - 1; struct item_data *item = itemdb_search(i); i = skill_db[skillid].itemid[i]; item = itemdb_search(i); potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(item->script,0,src->id,0); potion_flag = 0; i = skill_get_max(CR_SLIMPITCHER)*10; potion_hp = potion_hp * (100+i)/100; potion_sp = potion_sp * (100+i)/100; if(potion_hp > 0 || potion_sp > 0) { i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } break; case HW_GANBANTEIN: if (rand()%100 < 80) { clif_skill_poseffect(src,skillid,skilllv,x,y,tick); i = skill_get_splash(skillid, skilllv); map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL); } else { if (sd) clif_skill_fail(sd,skillid,0,0); return 1; } break; case HW_GRAVITATION: { struct skill_unit_group *sg; clif_skill_poseffect(src,skillid,skilllv,x,y,tick); sg = skill_unitsetting(src,skillid,skilllv,x,y,0); sc_start4(src,SkillStatusChangeTable(skillid),100, skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv)); flag|=1; } break; // Plant Cultivation [Celest] case CR_CULTIVATION: if (sd) { int i = skilllv - 1; int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i]) { clif_skill_fail(sd,skillid,0,0); return 1; } pc_delitem(sd,j,skill_db[skillid].amount[i],0); clif_skill_poseffect(src,skillid,skilllv,x,y,tick); if (rand()%100 < 50) mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, ""); else clif_skill_fail(sd,skillid,0,0); } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: { struct skill_unit_group *sg; sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); clif_skill_nodamage(src,src,skillid,skilllv, sc_start4(src,SkillStatusChangeTable(skillid), 100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv))); } break; default: ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid); map_freeblock_unlock(); return 1; } if (sc && sc->data[SC_MAGICPOWER].timer != -1) status_change_end(&sd->bl,SC_MAGICPOWER,-1); if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex] battle_consume_ammo(sd, skillid, skilllv); return 0; } /*========================================== * スキル使用(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); //Simplify skill_failed code. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; } if( sd->bl.prev == NULL || pc_isdead(sd) ) return 0; if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) { skill_failed(sd); return 0; } //スキルが使えない状態異常中 if(sd->sc.count && ( sd->sc.data[SC_SILENCE].timer!=-1 || sd->sc.data[SC_ROKISWEIL].timer!=-1 || sd->sc.data[SC_AUTOCOUNTER].timer != -1 || sd->sc.data[SC_STEELBODY].timer != -1 || sd->sc.data[SC_DANCING].timer!=-1 || sd->sc.data[SC_BERSERK].timer != -1 || sd->sc.data[SC_MARIONETTE].timer != -1 )) return 0; if( skill_num != sd->menuskill_id) /* 不?ウパケットらしい */ return 0; if (strlen(map) > MAP_NAME_LENGTH-1) { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex] if (battle_config.error_log) ShowError("skill_castend_map: Received map name '%s' too long!\n", map); skill_failed(sd); return 0; } pc_stop_attack(sd); pc_stop_walking(sd,0); if(battle_config.skill_log && battle_config.skill_log&BL_PC) ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); if(strcmp(map,"cancel")==0) { skill_failed(sd); return 0; } switch(skill_num){ case AL_TELEPORT: /* テレポート */ if(strcmp(map,"Random")==0) pc_randomwarp(sd,3); else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here. pc_setpos(sd,sd->status.save_point.map, sd->status.save_point.x,sd->status.save_point.y,3); break; case AL_WARP: /* ワープポータル */ { const struct point *p[4]; struct skill_unit_group *group; int i, lv, wx, wy; int maxcount=0; unsigned short mapindex; mapindex = mapindex_name2id((char*)map); if(!mapindex) { //Given map not found? clif_skill_fail(sd,skill_num,0,0); skill_failed(sd); return 0; } p[0] = &sd->status.save_point; p[1] = &sd->status.memo_point[0]; p[2] = &sd->status.memo_point[1]; p[3] = &sd->status.memo_point[2]; if((maxcount = skill_get_maxcount(skill_num)) > 0) { for(i=0;iud.skillunit[i] && maxcount;i++) { if(sd->ud.skillunit[i]->skill_id == skill_num) maxcount--; } if(!maxcount) { clif_skill_fail(sd,skill_num,0,0); skill_failed(sd); return 0; } } //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num); wx = sd->menuskill_lv>>16; wy = sd->menuskill_lv&0xffff; if(lv <= 0) return 0; for(i=0;imap){ x=p[i]->x; y=p[i]->y; break; } } if(x==0 || y==0) { /* 不正パケット? */ skill_failed(sd); return 0; } if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv... { skill_failed(sd); return 0; } if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) { clif_skill_fail(sd,0,0,0); skill_failed(sd); return 0; } if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) { skill_failed(sd); return 0; } //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex] group->val2=(x<<16)|y; group->val3 = mapindex; } break; } sd->menuskill_id = sd->menuskill_lv = 0; return 0; #undef skill_failed } static int skill_dance_overlap_sub(struct block_list *bl, va_list ap) { struct skill_unit *target = (struct skill_unit*)bl, *src = va_arg(ap, struct skill_unit*); int flag = va_arg(ap, int); if (!target || !target->group || !target->group->state.song_dance) return 0; if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. return 0; if (flag) { //Set dissonance target->val1 = src->val1 = target->val2&UF_SONG?BA_DISSONANCE:DC_UGLYDANCE; target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. } else { //Remove dissonance target->val1 = target->group->skill_id; //Restore skill id target->val2 &= ~UF_ENSEMBLE; } clif_skill_setunit(target); //Update look of affected cell. return 1; } //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. int skill_dance_overlap(struct skill_unit *unit, int flag) { if (!unit || !unit->group || !unit->group->state.song_dance) return 0; if (!flag && !(unit->val2&UF_ENSEMBLE)) return 0; //Nothing to remove, this unit is not overlapped. if (unit->val1 != unit->group->skill_id) { //Reset state unit->val1 = unit->group->skill_id; unit->val2 &= ~UF_ENSEMBLE; } return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag); } /*========================================== * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) * flag&2 is used to determine if this skill was casted with Magic Power active. *------------------------------------------ */ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag) { struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int count=0; int target,interval,range,unit_flag; struct skill_unit_layout *layout; struct map_session_data *sd; struct status_data *status; struct status_change *sc; int active_flag=1; nullpo_retr(0, src); limit = skill_get_time(skillid,skilllv); range = skill_get_unit_range(skillid,skilllv); interval = skill_get_unit_interval(skillid); target = skill_get_unit_target(skillid); unit_flag = skill_get_unit_flag(skillid); layout = skill_get_unit_layout(skillid,skilllv,src,x,y); BL_CAST(BL_PC, src, sd); status = status_get_status_data(src); sc= status_get_sc(src); // for traps, firewall and fogwall - celest if (sc && !sc->count) sc = NULL; switch(skillid){ /* 設定 */ case MG_SAFETYWALL: /* セイフティウォール */ val2=skilllv+1; break; case MG_FIREWALL: /* ファイヤーウォール */ if(sc && sc->data[SC_VIOLENTGALE].timer!=-1) limit = limit*3/2; val2=4+skilllv; break; case AL_WARP: /* ワープポータル */ val1=skilllv+6; if(!(flag&1)) limit=2000; active_flag=0; break; case PR_SANCTUARY: /* サンクチュアリ */ val1=(skilllv+3)*2; val2=(skilllv>6)?777:skilllv*100; break; case WZ_FIREPILLAR: /* ファイアーピラー */ if((flag&1)!=0) limit=1000; val1=skilllv+2; break; case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: if (map_flag_vs(src->m) && battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; case HT_SHOCKWAVE: /* ショックウェーブトラップ */ val1=skilllv*15+10; case HT_SANDMAN: /* サンドマン */ case HT_CLAYMORETRAP: /* クレイモアートラップ */ 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: /* フラッシャー */ case HT_FREEZINGTRAP: /* フリージングトラップ */ case HT_BLASTMINE: /* ブラストマイン */ if (map_flag_gvg(src->m)) limit *= 4; // longer trap times in WOE [celest] if (battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; case SA_LANDPROTECTOR: /* ランドプロテクター */ { int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills val1=skilllv*15+10; aoe_diameter=skilllv+skilllv%2+5; count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul) } //No break because we also have to check if we use gemstones. [Skotlex] case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: { struct skill_unit_group *old_sg; if ((old_sg = skill_locate_element_field(src)) != NULL) { if (old_sg->skill_id == skillid && old_sg->limit > 0) { //Use the previous limit (minus the elapsed time) [Skotlex] limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick); if (limit < 0) //This can happen... limit = skill_get_time(skillid,skilllv); } skill_clear_group(src,1); } break; } case BA_DISSONANCE: case DC_UGLYDANCE: val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] break; case BA_WHISTLE: val1 = skilllv +status->agi/10; // Flee increase val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase if(sd){ val1 += pc_checkskill(sd,BA_MUSICALLESSON); val2 += pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_HUMMING: val1 = 2*skilllv+status->dex/10; // Hit increase if(sd) val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON); break; case BA_POEMBRAGI: val1 = 3*skilllv+status->dex/10; // Casting time reduction val2 = 3*skilllv+status->int_/10; // After-cast delay reduction if(sd){ val1 += pc_checkskill(sd,BA_MUSICALLESSON); val2 += pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_DONTFORGETME: val1 = 30*skilllv+status->dex; // ASPD decrease val2 = 100+2*skilllv+status->agi/10; // Movement speed adjustment. if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON); val2 += pc_checkskill(sd,DC_DANCINGLESSON); } break; case BA_APPLEIDUN: val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery if(sd){ val1 += pc_checkskill(sd,BA_MUSICALLESSON); val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_SERVICEFORYOU: val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON); val2 += pc_checkskill(sd,DC_DANCINGLESSON); } break; case BA_ASSASSINCROSS: val1 = 100+10*skilllv+status->agi; // ASPD increase if(sd) val1 += pc_checkskill(sd,BA_MUSICALLESSON); break; case DC_FORTUNEKISS: val1 = 10+skilllv+(status->luk/10); // Critical increase if(sd) val1 += pc_checkskill(sd,DC_DANCINGLESSON); val1*=10; //Because every 10 crit is an actual cri point. break; case BD_DRUMBATTLEFIELD: val1 = (skilllv+1)*25; //Watk increase val2 = (skilllv+1)*2; //Def increase break; case BD_RINGNIBELUNGEN: val1 = (skilllv+2)*25; //Watk increase break; case BD_RICHMANKIM: val1 = 25 + 11*skilllv; //Exp increase bonus. break; case BD_SIEGFRIED: val1 = 55 + skilllv*5; //Elemental Resistance val2 = skilllv*10; //Status ailment resistance break; case PF_FOGWALL: /* フォグウォール */ if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2; break; case RG_GRAFFITI: /* Graffiti */ count=1; // Leave this at 1 [Valaris] break; case WE_CALLPARTNER: if (sd) val1 = sd->status.partner_id; break; case WE_CALLPARENT: if (sd) { val1 = sd->status.father; val2 = sd->status.mother; } break; case WE_CALLBABY: if (sd) val1 = sd->status.child; break; case NJ_KAENSIN: val1 = skilllv; val2 = (skilllv+1)/2 + 4; break; case NJ_BAKUENRYU: val1 = 3; break; case GS_GROUNDDRIFT: { //Take on the base element, not the elemental one. struct status_data *bstatus = status_get_base_status(src); val1 = bstatus?bstatus->rhw.ele:status->rhw.ele; if (sd) sd->state.arrow_atk = 0; //Disable consumption right away. else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER); break; } } nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count), skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval)); group->val1=val1; group->val2=val2; group->val3=val3; group->target_flag=target; group->bl_flag= skill_get_unit_bl_target(skillid); group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex] group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex] group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)); //Signals if this is a song/dance (does not counts duets) if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){ group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char)); if(group->valstr==NULL){ ShowFatalError("skill_castend_map: out of memory !\n"); exit(1); } memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1); group->valstr[MESSAGE_SIZE-1] = '\0'; } //Why redefine local variables when the ones of the function can be reused? [Skotlex] val1=skilllv; val2=0; limit=group->limit; count=group->unit_count; for(i=0;idx[i]; uy = y + layout->dy[i]; switch (skillid) { case MG_FIREWALL: /* ファイヤーウォール */ val2=group->val2; break; case WZ_ICEWALL: /* アイスウォール */ 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; default: if (group->state.song_dance) { val1 = skillid; //Holds SKILL id to use. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance } break; } //直上スキルの場合設置座標上にランドプロテクターがないかチェック if(range<=0) map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src); if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL)) alive = 0; if (alive && battle_config.skill_wall_check) { //Check if there's a path between cell and center of casting. if (!path_search_long(NULL,src->m,ux,uy,x,y)) alive = 0; } if(alive && skillid == WZ_ICEWALL) { if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG] alive=0; else { val2=map_getcell(src->m,ux,uy,CELL_GETTYPE); if(val2==5 || val2==1) alive=0; else clif_changemapcell(src->m,ux,uy,5,0); } } if(alive){ nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); unit->limit=limit; unit->range=range; if (range==0 && active_flag) map_foreachincell(skill_unit_effect,unit->bl.m, unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); } } return group; } /*========================================== * スキルユニットの発動イベント *------------------------------------------ */ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; struct status_change *sc; int type,skillid; nullpo_retr(0, src); nullpo_retr(0, bl); if(bl->prev==NULL || !src->alive || status_isdead(bl)) return 0; nullpo_retr(0, sg=src->group); nullpo_retr(0, ss=map_id2bl(sg->src_id)); if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) return 0; //AoE skills are ineffective. [Skotlex] if (battle_check_target(&src->bl,bl,sg->target_flag)<=0) return 0; sc = status_get_sc(bl); if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE) return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex] type = SkillStatusChangeTable(sg->skill_id); skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. switch (sg->unit_id) { case UNT_SAFETYWALL: //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex] if (sc && sc->data[type].timer == -1) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit); break; case UNT_WARP_WAITING: if(bl->type==BL_PC){ struct map_session_data *sd = (struct map_session_data *)bl; if((!sd->chatID || battle_config.chat_warpportal) && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) { if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) { if (--sg->val1<=0 || sg->src_id == bl->id) skill_delunitgroup(NULL, sg); } } } else if(battle_config.mob_warpportal && bl->type != BL_PET) unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3); break; case UNT_QUAGMIRE: if(sc && sc->data[type].timer==-1) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: case UNT_SUITON: if(sc && sc->data[type].timer==-1) sc_start(bl,type,100,sg->skill_lv,skill_get_time2(sg->skill_id,sg->skill_lv)); break; case UNT_RICHMANKIM: case UNT_ETERNALCHAOS: case UNT_DRUMBATTLEFIELD: case UNT_RINGNIBELUNGEN: case UNT_ROKISWEIL: case UNT_INTOABYSS: case UNT_SIEGFRIED: case UNT_HERMODE: //Needed to check when a dancer/bard leaves their ensemble area. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER)) return sg->skill_id; if (sc && sc->data[type].timer==-1) sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: case UNT_POEMBRAGI: case UNT_APPLEIDUN: case UNT_HUMMING: case UNT_DONTFORGETME: case UNT_FORTUNEKISS: case UNT_SERVICEFORYOU: if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER)) return 0; if (!sc) return 0; if (sc->data[type].timer==-1) sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); else if (sc->data[type].val4 == 1) { //Readjust timers since the effect will not last long. sc->data[type].val4 = 0; delete_timer(sc->data[type].timer, status_change_timer); sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); } break; case UNT_FOGWALL: if (sc && sc->data[type].timer==-1) { sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick); } break; case UNT_GRAVITATION: if (sc && sc->data[type].timer==-1) sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; case UNT_ICEWALL: //Destroy the cell. [Skotlex] src->val1 = 0; if(src->limit + sg->tick > tick + 700) src->limit = DIFF_TICK(tick+700,sg->tick); break; } return skillid; } /*========================================== * スキルユニットの発動イベント(タイマー発動) *------------------------------------------ */ 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; struct map_session_data *sd; struct status_data *tstatus, *sstatus; struct status_change *tsc, *sc; struct skill_unit_group_tickset *ts; int matk_min = 0, matk_max = 0; //For Magic power... int type, skillid; int diff=0; nullpo_retr(0, src); nullpo_retr(0, bl); if (bl->prev==NULL || !src->alive || status_isdead(bl)) return 0; nullpo_retr(0, sg=src->group); nullpo_retr(0, ss=map_id2bl(sg->src_id)); BL_CAST(BL_PC, ss, sd); tsc = status_get_sc(bl); tstatus = status_get_status_data(bl); if (sg->state.magic_power) //For magic power. { sc = status_get_sc(ss); sstatus = status_get_status_data(ss); } else { sc = NULL; sstatus = NULL; } type = SkillStatusChangeTable(sg->skill_id); skillid = sg->skill_id; if (sg->state.song_dance && src->val2&UF_ENSEMBLE) { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE. //Values will be restored on proper switch case. src->val1 = sg->unit_id; if (src->val2&UF_SONG) { sg->unit_id = UNT_DISSONANCE; sg->skill_id = BA_DISSONANCE; } else { sg->unit_id = UNT_UGLYDANCE; sg->skill_id = DC_UGLYDANCE; } } if (sg->interval == -1) { switch (sg->unit_id) { case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. case UNT_SPIDERWEB: case UNT_FIREPILLAR_ACTIVE: return 0; default: if (battle_config.error_log) ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); return 0; } } if ((ts = skill_unitgrouptickset_search(bl,sg,tick))) { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] diff = DIFF_TICK(tick,ts->tick); if (diff < 0) return 0; ts->tick = tick+sg->interval; // GXは重なっていたら3HITしない if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1); } //Temporarily set magic power to have it take effect. [Skotlex] if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1) { //Store previous values. matk_min = sstatus->matk_min; matk_max = sstatus->matk_max; //Note to NOT return from the function until this is unset! sstatus->matk_min = sc->data[SC_MAGICPOWER].val3; sstatus->matk_min = sc->data[SC_MAGICPOWER].val4; } switch (sg->unit_id) { case UNT_FIREWALL: { int count=0; if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) { //This is the best Aegis approximation we can do without //changing the minimum skill unit interval. [Skotlex] while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl)) skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1); } else { skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); src->val2--; } if (src->val2<=0) skill_delunit(src); break; } case UNT_SANCTUARY: if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON) { //Only damage enemies with offensive Sanctuary. [Skotlex] if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) // reduce healing count if this was meant for damaging [hekate] sg->val1 -= 2; } else { int heal = sg->val2; if (tstatus->hp >= tstatus->max_hp) break; if (status_isimmune(bl)) heal = 0; /* 黄金蟲カード(ヒール量0) */ clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); if (diff >= 500) sg->val1--; } if (sg->val1 <= 0) skill_delunitgroup(NULL,sg); break; case UNT_MAGNUS: if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) break; skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_ATTACK_SKILLS: switch (sg->skill_id) { case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: case SG_STAR_WARM: if(bl->type==BL_PC) //Only damage SP [Skotlex] status_zap(bl, 0, 60); else if(status_charge(bl, 0, 2)) //Otherwise, Knockback attack. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; default: skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } break; case UNT_FIREPILLAR_WAITING: skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); skill_delunit(src); break; case UNT_FIREPILLAR_ACTIVE: map_foreachinrange(skill_attack_area,bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest] sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex] sg->limit=DIFF_TICK(tick,sg->tick) + 1500; break; case UNT_SKIDTRAP: { skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit=DIFF_TICK(tick,sg->tick)+1500; sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] } break; case UNT_SPIDERWEB: case UNT_ANKLESNARE: if(sg->val2==0 && tsc && tsc->data[type].timer==-1){ int sec = skill_get_time2(sg->skill_id,sg->skill_lv); if (sc_start(bl,type,100,sg->skill_lv,sec)) { struct TimerData* td = get_timer(tsc->data[type].timer); if (td) sec = DIFF_TICK(td->tick, tick); map_moveblock(bl, src->bl.x, src->bl.y, tick); clif_fixpos(bl); sg->val2=bl->id; } else sec = 3000; //Couldn't trap it? //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex] // 01AC: long ID // Indicates that an object is trapped, but ID is not a // valid monster or player ID. sg->limit = DIFF_TICK(tick,sg->tick)+sec; sg->interval = -1; src->range = 0; } break; case UNT_VENOMDUST: if(tsc && tsc->data[type].timer==-1 ) status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8); break; case UNT_LANDMINE: skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); sg->limit=DIFF_TICK(tick,sg->tick)+1500; sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] break; case UNT_CLAYMORETRAP: case UNT_BLASTMINE: //Hold number of targets (required for damage calculation) type = map_foreachinrange(skill_count_target,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl); case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick,type); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit=DIFF_TICK(tick,sg->tick)+1500; sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] break; case UNT_TALKIEBOX: if (sg->src_id == bl->id) //自分が踏んでも発動しない break; if (sg->val2 == 0){ clif_talkiebox(&src->bl, sg->valstr); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit = DIFF_TICK(tick, sg->tick) + 5000; sg->val2 = -1; //踏んだ sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] } break; case UNT_LULLABY: if (ss->id == bl->id) break; skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); break; case UNT_UGLYDANCE: //Ugly Dance [Skotlex] if (ss->id != bl->id && bl->type == BL_PC) skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); if (sg->state.song_dance && src->val2&UF_ENSEMBLE) { //Restore values. sg->skill_id = skillid; sg->unit_id = src->val1; src->val1 = DC_UGLYDANCE; } break; case UNT_DISSONANCE: skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); if (sg->state.song_dance && src->val2&UF_ENSEMBLE) { //Restore values. sg->skill_id = skillid; sg->unit_id = src->val1; src->val1 = BA_DISSONANCE; } break; case UNT_APPLEIDUN: //Apple of Idun [Skotlex] { int heal; if (sg->src_id == bl->id) break; heal = sg->val2; clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); break; } case UNT_DEMONSTRATION: skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); break; case UNT_GOSPEL: if (rand()%100 > sg->skill_lv*10) break; if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild int i = rand()%13; // Positive buff count switch (i) { case 0: // Heal 1~9999 HP { int heal = rand() %9999+1; clif_skill_nodamage(ss,bl,AL_HEAL,heal,1); status_heal(bl,heal,0,0); } break; case 1: // End all negative status status_change_clear_buffs(bl,2); break; case 2: // Level 10 Blessing sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 3: // Level 10 Increase AGI sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 4: // Enchant weapon with Holy element sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 5: // Enchant armor with Holy element sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 6: // MaxHP +100% sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 7: // MaxSP +100% sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 8: // All stats +20 sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 9: // DEF +25% sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 10: // ATK +100% sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 11: // HIT/Flee +50 sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 12: // Immunity to all status sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv)); break; } } else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect int i = rand()%9; // Negative buff count switch (i) { case 0: // Deal 1~9999 damage skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 1: // Curse sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 2: // Blind sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 3: // Poison sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 4: // Level 10 Provoke sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 5: // DEF -100% sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 6: // ATK -100% sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 7: // Flee -100% sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 8: // Speed/ASPD -25% sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv)); break; } } break; case UNT_GRAVITATION: skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_DESPERADO: if (!(rand()%10)) //Has a low chance of connecting. [Skotlex] skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_GROUNDDRIFT: skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1); break; case UNT_KAENSIN: { skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); src->val2--; if (--src->val2<=0) skill_delunit(src); } } if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1) { //Unset magic power. sstatus->matk_min = matk_min; sstatus->matk_max = matk_max; } if (bl->type == BL_MOB && ss != bl) mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16)); return skillid; } /*========================================== * スキルユニットから離脱する(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; int type; nullpo_retr(0, src); nullpo_retr(0, bl); nullpo_retr(0, sg=src->group); sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; type = SkillStatusChangeTable(sg->skill_id); if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB)) return 0; switch(sg->unit_id){ case UNT_SAFETYWALL: if (sc && sc->data[type].timer!=-1) status_change_end(bl,type,-1); break; case UNT_ANKLESNARE: { struct block_list *target = map_id2bl(sg->val2); if(target && target == bl){ status_change_end(bl,SC_ANKLE,-1); sg->limit=DIFF_TICK(tick,sg->tick)+1000; sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] } else return 0; break; } case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex] case UNT_HERMODE: //Clear Hermode if the owner moved. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id) status_change_end(bl,type,-1); break; case UNT_SPIDERWEB: /* スパイダーウェッブ */ { struct block_list *target = map_id2bl(sg->val2); if (target && target==bl) { status_change_end(bl,SC_SPIDERWEB,-1); sg->limit = DIFF_TICK(tick,sg->tick)+1000; } break; } } return sg->skill_id; } /*========================================== * Triggered when a char steps out of a skill group [Skotlex] *------------------------------------------ */ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick) { struct status_change *sc; int type; sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; type = SkillStatusChangeTable(skill_id); switch (skill_id) { case WZ_QUAGMIRE: if (bl->type==BL_MOB) break; if (sc && sc->data[type].timer != -1) status_change_end(bl, type, -1); break; case BD_LULLABY: case BD_RICHMANKIM: case BD_ETERNALCHAOS: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id) { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. skill_stop_dancing(bl); } case MG_SAFETYWALL: case AL_PNEUMA: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case CG_HERMODE: case HW_GRAVITATION: case NJ_SUITON: if (sc && sc->data[type].timer != -1) status_change_end(bl, type, -1); break; case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: case BA_APPLEIDUN: case DC_HUMMING: case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: if (sc && sc->data[type].timer != -1) { delete_timer(sc->data[type].timer, status_change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type); } break; case PF_FOGWALL: if (sc && sc->data[type].timer != -1) { status_change_end(bl,type,-1); if (sc->data[SC_BLIND].timer!=-1) { if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] status_change_end(bl, SC_BLIND, -1); else { delete_timer(sc->data[SC_BLIND].timer, status_change_timer); sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND); } } } break; case UNT_GOSPEL: if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex] status_change_end(bl, type, -1); break; } return skill_id; } /*========================================== * Invoked when a unit cell has been placed/removed/deleted. * flag values: * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------ */ int skill_unit_effect (struct block_list *bl, va_list ap) { struct skill_unit *unit; struct skill_unit_group *group; int flag; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit=va_arg(ap,struct skill_unit*)); tick = va_arg(ap,unsigned int); flag = va_arg(ap,unsigned int); if (!unit->alive || bl->prev==NULL) return 0; nullpo_retr(0, group=unit->group); if (flag&1) skill_unit_onplace(unit,bl,tick); else skill_unit_onout(unit,bl,tick); if (flag&4) skill_unit_onleft(group->skill_id, bl, tick); return 0; } /*========================================== * スキルユニットの限界イベント *------------------------------------------ */ int skill_unit_onlimit (struct skill_unit *src, unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, sg=src->group); switch(sg->unit_id){ case UNT_WARP_ACTIVE: /* ワープポータル(発動前) */ { struct skill_unit_group *group= skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv, src->bl.x,src->bl.y,1); if(group == NULL) return 0; group->val2=sg->val2; //Copy the (x,y) position you warp to group->val3=sg->val3; //as well as the mapindex to warp to. } break; case UNT_ICEWALL: /* アイスウォール */ clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1); break; case UNT_CALLFAMILY: /* あなたに会いたい */ { struct map_session_data *sd = NULL; if(sg->val1) { sd = map_charid2sd(sg->val1); sg->val1 = 0; if (sd && !map[sd->bl.m].flag.nowarp) pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3); } if(sg->val2) { sd = map_charid2sd(sg->val2); sg->val2 = 0; if (sd && !map[sd->bl.m].flag.nowarp) pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3); } } break; } return 0; } /*========================================== * スキルユニットのダメージイベント *------------------------------------------ */ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, sg=src->group); if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0) skill_delunitgroup(NULL,sg); else switch(sg->unit_id){ case UNT_ICEWALL: src->val1-=damage; break; default: damage = 0; break; } return damage; } static int skill_moonlit_sub(struct block_list *bl, va_list ap) { struct block_list *src = va_arg(ap, struct block_list*); struct block_list *partner = va_arg(ap, struct block_list*); int blowcount = va_arg(ap, int); if (bl == src || bl == partner) return 0; skill_blown(src, bl, blowcount); return 1; } /*========================================== * Starts the moonlit effect by first knocking back all other characters in the vecinity. * partner may be null, but src cannot be. *------------------------------------------ */ static void skill_moonlit (struct block_list* src, struct block_list* partner, int skilllv) { int range = skill_get_splash(CG_MOONLIT, skilllv); int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv); map_foreachinrange(skill_moonlit_sub,src, range, BL_CHAR,src,partner,blowcount); if(partner) map_foreachinrange(skill_moonlit_sub,partner, range, BL_CHAR,src,partner,blowcount); sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000); sc_start4(src,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time); if (partner) { sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000); sc_start4(partner,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time); } } /*========================================== * 範囲内キャラ存在確認判定処理(foreachinarea) *------------------------------------------ */ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { int *c, skillid; struct block_list *src; struct map_session_data *sd; struct map_session_data *tsd; int *p_sd; //Contains the list of characters found. nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, tsd=(struct map_session_data*)bl); nullpo_retr(0, src=va_arg(ap,struct block_list *)); nullpo_retr(0, sd=(struct map_session_data*)src); c=va_arg(ap,int *); p_sd = va_arg(ap, int *); skillid = va_arg(ap,int); if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex] if (bl == src) return 0; if(pc_isdead(tsd)) return 0; if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1)) return 0; switch(skillid) { case PR_BENEDICTIO: /* 聖体降福 */ { int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. && sd->status.sp >= 10) p_sd[(*c)++]=tsd->bl.id; return 1; } default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] { int skilllv; if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) return 0; if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && (skilllv = pc_checkskill(tsd, skillid)) > 0 && (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id && tsd->sc.data[SC_DANCING].timer == -1) { p_sd[(*c)++]=tsd->bl.id; return skilllv; } else { return 0; } } break; } return 0; } /*========================================== * Checks and stores partners for ensemble skills [Skotlex] *------------------------------------------ */ int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag) { static int c=0; static int p_sd[2] = { 0, 0 }; int i; if (cast_flag) { //Execute the skill on the partners. struct map_session_data* tsd; switch (skill_id) { case PR_BENEDICTIO: for (i = 0; i < c; i++) { if ((tsd = map_id2sd(p_sd[i])) != NULL) status_charge(&tsd->bl, 0, 10); } return c; case CG_MOONLIT: if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL) { clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); skill_moonlit(&sd->bl, &tsd->bl, *skill_lv); tsd->skillid_dance = skill_id; tsd->skilllv_dance = *skill_lv; } return c; default: //Warning: Assuming Ensemble skills here (for speed) if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING].val4= tsd->bl.id; sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skillid_dance = skill_id; tsd->skilllv_dance = *skill_lv; } return c; } } //Else: new search for partners. c = 0; memset (p_sd, 0, sizeof(p_sd)); i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. return c; } /*========================================== * 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(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; } static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap) { struct npc_data *nd; nd=(struct npc_data*)bl; if (nd->bl.subtype == WARP) return 1; return 0; } /*========================================== * Determines if a given skill should be made to consume ammo * when used by the player. [Skotlex] *------------------------------------------ */ int skill_isammotype (TBL_PC *sd, int skill) { return ( (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET && skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE) ); } /*========================================== * Checks that you have the requirements for casting a skill. * Flag: * &1: finished casting the skill (invoke hp/sp/item consumption) * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) *------------------------------------------ */ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type) { struct status_data *status; struct status_change *sc; int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp; int index[10],itemid[10],amount[10]; int force_gem_flag = 0; int delitem_flag = 1, checkitem_flag = 1; nullpo_retr(0, sd); if (lv <= 0) return 0; if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill) { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->skillitem = sd->skillitemlv = -1; return 1; } status = &sd->battle_status; sc = &sd->sc; if (!sc->count) sc = NULL; if(pc_is90overweight(sd)) { clif_skill_fail(sd,skill,9,0); sd->skillitem = sd->skillitemlv = -1; return 0; } if (sd->state.abra_flag) { sd->skillitem = sd->skillitemlv = -1; if(type&1) sd->state.abra_flag = 0; return 1; } if (sd->menuskill_id == AM_PHARMACY && (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON || skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3 )) { sd->skillitem = sd->skillitemlv = -1; return 0; } if(sd->skillitem == skill) { /* アイテムの場合無条件成功 */ if(!type) //When a target was selected { //Consume items that were skipped in pc_use_item [Skotlex] if((i = sd->itemindex) == -1 || sd->status.inventory[i].nameid != sd->itemid || sd->inventory_data[i] == NULL || !sd->inventory_data[i]->flag.delay_consume || sd->status.inventory[i].amount < 1 ) { //Something went wrong, item exploit? sd->itemid = sd->itemindex = -1; return 0; } //Consume sd->itemid = sd->itemindex = -1; if(skill == WZ_EARTHSPIKE && sc && sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007] ; //Do not consume item. else pc_delitem(sd,i,1,0); } if (type&1) //Casting finished sd->skillitem = sd->skillitemlv = -1; return 1; } // for the guild skills [celest] if (skill >= GD_SKILLBASE) j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE; else j = skill; if (j < 0 || j >= MAX_SKILL_DB) return 0; //Code speedup, rather than using skill_get_* over and over again. if (lv < 1 || lv > MAX_SKILL_LEVEL) return 0; hp = skill_db[j].hp[lv-1]; /* 消費HP */ sp = skill_db[j].sp[lv-1]; /* 消費SP */ if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) sp=sp/2; //アンコール時はSP消費が半分 hp_rate = skill_db[j].hp_rate[lv-1]; sp_rate = skill_db[j].sp_rate[lv-1]; zeny = skill_db[j].zeny[lv-1]; weapon = skill_db[j].weapon; ammo = skill_db[j].ammo; ammo_qty = skill_db[j].ammo_qty[lv-1]; state = skill_db[j].state; spiritball = skill_db[j].spiritball[lv-1]; mhp = skill_db[j].mhp[lv-1]; /* 消費HP */ for(i = 0; i < 10; i++) { itemid[i] = skill_db[j].itemid[i]; amount[i] = skill_db[j].amount[i]; } if(mhp > 0) hp += (status->max_hp * mhp)/100; if(hp_rate > 0) hp += (status->hp * hp_rate)/100; else hp += (status->max_hp * (-hp_rate))/100; if(sp_rate > 0) sp += (status->sp * sp_rate)/100; else sp += (status->max_sp * (-sp_rate))/100; if (!ammo && skill && skill_isammotype(sd, skill)) { //Assume this skill is using the weapon, therefore it requires arrows. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times. ammo_qty = skill_get_num(skill, lv); if (ammo_qty < 0) ammo_qty *= -1; } switch(skill) { // Check for cost reductions due to skills & SCs case MC_MAMMONITE: if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0) zeny -= zeny*10/100; break; case AL_HOLYLIGHT: if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST) sp *= 5; break; case SL_SMA: case SL_STUN: case SL_STIN: { int kaina_lv = pc_checkskill(sd,SL_KAINA); if(kaina_lv==0 || sd->status.base_level<70) break; if(sd->status.base_level>=90) sp -= sp*7*kaina_lv/100; else if(sd->status.base_level>=80) sp -= sp*5*kaina_lv/100; else if(sd->status.base_level>=70) sp -= sp*3*kaina_lv/100; } break; case MO_TRIPLEATTACK: case MO_CHAINCOMBO: case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK) sp -= sp*25/100; //FIXME: Need real data. this is a custom value. break; } if(sd->dsprate!=100) sp=sp*sd->dsprate/100; /* 消費SP修正 */ switch(skill) { case SA_CASTCANCEL: if(sd->ud.skilltimer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: case CR_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1) return 1; //Allow turning off. break; case AL_WARP: if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex] delitem_flag = 0; if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] clif_displaymessage(sd->fd, "Duel: Can't use warp in duel."); return 0; } break; case MO_CALLSPIRITS: /* 気功 */ if(sd->spiritball >= lv) { clif_skill_fail(sd,skill,0,0); return 0; } break; case CH_SOULCOLLECT: /* 狂気功 */ if(sd->spiritball >= 5) { clif_skill_fail(sd,skill,0,0); return 0; } break; case MO_FINGEROFFENSIVE: //指弾 case GS_FLING: if (sd->spiritball > 0 && sd->spiritball < spiritball) { spiritball = sd->spiritball; sd->spiritball_old = sd->spiritball; } else sd->spiritball_old = spiritball; break; case MO_BODYRELOCATION: if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1) spiritball = 0; break; case MO_CHAINCOMBO: //連打掌 if(!sc) return 0; if(sc->data[SC_BLADESTOP].timer!=-1) break; if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK) break; return 0; case MO_COMBOFINISH: //猛龍拳 if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO) return 0; break; case CH_TIGERFIST: //伏虎拳 if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH) return 0; break; case CH_CHAINCRUSH: //連柱崩撃 if(!sc || sc->data[SC_COMBO].timer == -1) return 0; if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST) return 0; break; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this... // return 0; if(sc && sc->data[SC_BLADESTOP].timer!=-1) spiritball--; else if (sc && sc->data[SC_COMBO].timer != -1) { switch(sc->data[SC_COMBO].val1) { case MO_COMBOFINISH: spiritball = 4; break; case CH_TIGERFIST: spiritball = 3; break; case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. spiritball = sd->spiritball?sd->spiritball:1; break; default: return 0; } } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif_skill_fail(sd,skill,0,0); return 0; } break; case TK_MISSION: //Does not works on Non-Taekwon if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) { clif_skill_fail(sd,skill,0,0); return 0; } break; case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1) return 1; //Enable disabling them regardless of who you are. case TK_JUMPKICK: if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) { //They do not work on Soul Linkers. clif_skill_fail(sd,skill,0,0); return 0; } break; case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) return 0; //Anti-Soul Linker check in case you job-changed with Stances active. if(!sc || sc->data[SC_COMBO].timer == -1) return 0; //Combo needs to be ready if (pc_famerank(sd->char_id,MAPID_TAEKWON)) { //Unlimited Combo if (skill == sd->skillid_old) { status_change_end(&sd->bl, SC_COMBO, -1); sd->skillid_old = sd->skilllv_old = 0; return 0; //Can't repeat previous combo skill. } break; } else if(sc->data[SC_COMBO].val1 == skill) break; //Combo ready. return 0; case BD_ADAPTATION: /* アドリブ */ { struct skill_unit_group *group=NULL; int time; if(!sc || sc->data[SC_DANCING].timer==-1) { clif_skill_fail(sd,skill,0,0); return 0; } group=(struct skill_unit_group*)sc->data[SC_DANCING].val2; time = 1000*(sc->data[SC_DANCING].val3>>16); if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv))) { clif_skill_fail(sd,skill,0,0); return 0; } } break; case PR_BENEDICTIO: /* 聖体降福 */ { if (!battle_config.player_skill_partner_check || (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) ) break; //No need to do any partner checking [Skotlex] if (!(type&1)) { //Started casting. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) { clif_skill_fail(sd,skill,0,0); return 0; } } else { //Done casting //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex] skill_check_pc_partner(sd, skill, &lv, 1, 1); } } break; case AM_CANNIBALIZE: /* バイオプラント */ case AM_SPHEREMINE: /* スフィアーマイン */ if(type&1){ int c=0; int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill); int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c ); if(c >= maxcount){ clif_skill_fail(sd,skill,0,0); return 0; } } } break; case WZ_FIREPILLAR: // celest if (lv <= 5) // no gems required at level 1-5 itemid[0] = 0; break; case SL_SMA: if(type) break; //Only do the combo check when the target is selected (type == 0) if(!sc || sc->data[SC_SMA].timer == -1) return 0; break; case HT_POWER: if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill) return 0; break; case HW_GANBANTEIN: force_gem_flag = 1; break; case AM_BERSERKPITCHER: case AM_POTIONPITCHER: case CR_SLIMPITCHER: case MG_STONECURSE: case CR_CULTIVATION: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: delitem_flag = 0; break; case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: { //Does not consumes if the skill is already active. [Skotlex] struct skill_unit_group *sg; if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill) { if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) checkitem_flag = delitem_flag = 0; else sg->limit = 0; //Disable it. } break; } case CG_HERMODE: if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl, skill_get_splash(skill, lv), BL_NPC) < 1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] { int i,x,y,range = skill_get_splash(skill, lv)+1; int size = range*2+1; for (i=0;ibl.x+(i%size-range); y = sd->bl.y+(i/size-range); if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) { clif_skill_fail(sd,skill,0,0); return 0; } } } break; case PR_REDEMPTIO: { int exp; if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) || ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) { clif_skill_fail(sd,skill,0,0); //Not enough exp. return 0; } break; } case AM_TWILIGHT2: case AM_TWILIGHT3: if (!party_skill_check(sd, sd->status.party_id, skill, lv)) { clif_skill_fail(sd,skill,0,0); return 0; } break; //SHOULD BE OPTIMALIZED [Komurka] //Optimized #1. optimize comfort later. [Vicious] case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1)) break; clif_skill_fail(sd,skill,0,0); return 0; break; case SG_SUN_COMFORT: if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1)) break; clif_skill_fail(sd,skill,0,0); return 0; case SG_MOON_COMFORT: if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1)) break; clif_skill_fail(sd,skill,0,0); return 0; case SG_STAR_COMFORT: if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1)) break; clif_skill_fail(sd,skill,0,0); return 0; case SG_FUSION: if (!sc || sc->data[SC_FUSION].timer!=-1) return 1; if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR) break; return 0; case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: case GD_EMERGENCYCALL: if (!sd->status.guild_id || !sd->state.gmaster_flag) return 0; if (lv <= 0) return 0; if (skill == GD_EMERGENCYCALL) { if (!map_flag_gvg(sd->bl.m)) { //if not allowed to warp to the map (castles are always allowed) clif_skill_fail(sd,skill,0,0); return 0; } } else if (!agit_flag) { clif_skill_fail(sd,skill,0,0); return 0; } break; //Until they're at right position - gs_skillcheck- [Vicious] case GS_GLITTERING: if(sd->spiritball >= 10) { clif_skill_fail(sd,skill,0,0); return 0; } break; case NJ_ISSEN: if (sc && sc->data[SC_NEN].timer!=-1) return 0; break; case NJ_ZENYNAGE: if(sd->status.zeny < zeny) { clif_skill_fail(sd,skill,5,0); return 0; } zeny = 0; //Zeny is reduced on skill_attack. break; } if(!(type&2)){ if( hp>0 && status->hp <= (unsigned int)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 && status->sp < (unsigned int)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<status.weapon) ) ) { clif_skill_fail(sd,skill,6,0); return 0; } if(ammo) { //Skill requires stuff equipped in the arrow slot. if((i=sd->equip_index[10]) < 0 || !sd->inventory_data[i] || sd->status.inventory[i].amount < ammo_qty ) { clif_arrow_fail(sd,0); return 0; } if (!(ammo&1<inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message //which is the closest we have to wrong ammo type. [Skotlex] clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] //clif_skill_fail(sd,skill,6,0); return 0; } } if( spiritball > 0 && sd->spiritball < spiritball) { clif_skill_fail(sd,skill,0,0); // 氣球不足 return 0; } } switch(state) { case ST_HIDING: if(!(sc && sc->option&OPTION_HIDE)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_CLOAKING: if(!pc_iscloaking(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_HIDDEN: if(!pc_ishiding(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_RIDING: if(!pc_isriding(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_FALCON: if(!pc_isfalcon(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_CART: if(!pc_iscarton(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_SHIELD: if(sd->status.shield <= 0) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_SIGHT: if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_EXPLOSIONSPIRITS: if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_CARTBOOST: if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_RECOV_WEIGHT_RATE: if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_MOVE_ENABLE: if(type)//Check only on begin casting. [Skotlex] break; if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill) sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] if (!unit_can_move(&sd->bl)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_WATER: if ( (!sc || (sc->data[SC_DELUGE].timer == -1 && sc->data[SC_SUITON].timer == -1)) && (!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) ) { clif_skill_fail(sd,skill,0,0); return 0; } break; } if (checkitem_flag) { for(i=0;i<10;i++) { int x = lv%11 - 1; index[i] = -1; if(itemid[i] <= 0) continue; if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag) continue; if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sc && sc->data[SC_INTOABYSS].timer != -1 && !force_gem_flag) continue; if((skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != x) continue; index[i] = pc_search_inventory(sd,itemid[i]); if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { if(itemid[i] == 716 || itemid[i] == 717) clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0); else clif_skill_fail(sd,skill,0,0); return 0; } if((itemid[i] >= 715 && itemid[i] <= 717) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD) index[i] = -1; //Gemstones are checked, but not substracted from inventory. } } if(!(type&1)) return 1; sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end. if(delitem_flag) { for(i=0;i<10;i++) { if(index[i] >= 0) pc_delitem(sd,index[i],amount[i],0); // アイテム消費 } // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex] // if (ammo && battle_config.arrow_decrement) // pc_delitem(sd,sd->equip_index[10],ammo_qty,0); } if(type&2) return 1; if(sp || hp) status_zap(&sd->bl, hp, sp); if(zeny > 0) // Zeny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 skill_id, int skill_lv) { int castnodex = skill_get_castnodex(skill_id, skill_lv); int time = skill_get_cast(skill_id, skill_lv); struct map_session_data *sd; nullpo_retr(0, bl); BL_CAST(BL_PC, bl, sd); // calculate base cast time (reduced by dex) if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89] int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) // not instant cast time = time * scale / battle_config.castrate_dex_scale; else return 0; // instant cast } // calculate cast time reduced by card bonuses if (sd && sd->castrate != 100) time = time * sd->castrate / 100; // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // calculate cast time reduced by skill bonuses if (!(castnodex&2)) time = skill_castfix_sc(bl, time); // return final cast time return (time > 0) ? time : 0; } /*========================================== * Does cast-time reductions based on sc data. *------------------------------------------ */ int skill_castfix_sc (struct block_list *bl, int time) { struct status_change *sc = status_get_sc(bl); if (time <= 0) return 0; if (sc && sc->count) { if (sc->data[SC_SUFFRAGIUM].timer != -1) { time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100; status_change_end(bl, SC_SUFFRAGIUM, -1); } if (sc->data[SC_MEMORIZE].timer != -1) { time>>=1; if ((--sc->data[SC_MEMORIZE].val2) <= 0) status_change_end(bl, SC_MEMORIZE, -1); } if (sc->data[SC_POEMBRAGI].timer != -1) time -= time * sc->data[SC_POEMBRAGI].val2 / 100; } return (time > 0) ? time : 0; } /*========================================== * ディレイ計算 *------------------------------------------ */ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) { int delaynodex = skill_get_delaynodex(skill_id, skill_lv); int time = skill_get_delay(skill_id, skill_lv); nullpo_retr(0, bl); if (bl->type&battle_config.no_skill_delay) return battle_config.min_skill_delay_limit; // instant cast attack skills depend on aspd as delay [celest] if (time == 0) { if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) time = status_get_adelay(bl); //Use attack delay as default delay. else time = battle_config.default_skill_delay; } else if (time < 0) time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill casttime is allowed to be reduced by dex int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) time = time * scale / battle_config.castrate_dex_scale; else //To be capped later to minimum. time = 0; } if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100) time = time * ((TBL_PC*)bl)->delayrate / 100; if (battle_config.delay_rate != 100) time = time * battle_config.delay_rate / 100; if (!(delaynodex&2)) { /* ブラギの詩 */ struct status_change *sc; sc= status_get_sc(bl); if (sc && sc->count) { if (sc->data[SC_POEMBRAGI].timer != -1) time -= time * sc->data[SC_POEMBRAGI].val3 / 100; if (sc->data[SC_SPIRIT].timer != -1) switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER) time /=2; break; case AS_SONICBLOW: if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN) time /= 2; break; } } } return (time < battle_config.min_skill_delay_limit)? battle_config.min_skill_delay_limit:time; } /*========================================= * ブランディッシュスピア 初期範囲決定 *---------------------------------------- */ 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 範囲拡張 *----------------------------------------- */ void skill_brandishspear_dir (struct square *tc, int dir, int are) { int c; nullpo_retv(tc); for(c=0;c<5;c++){ if(dir==0){ tc->val2[c]+=are; }else if(dir==1){ tc->val1[c]-=are; tc->val2[c]+=are; }else if(dir==2){ tc->val1[c]-=are; }else if(dir==3){ tc->val1[c]-=are; tc->val2[c]-=are; }else if(dir==4){ tc->val2[c]-=are; }else if(dir==5){ tc->val1[c]+=are; tc->val2[c]-=are; }else if(dir==6){ tc->val1[c]+=are; }else if(dir==7){ tc->val1[c]+=are; tc->val2[c]+=are; } } } /*========================================== * Weapon Repair [Celest/DracoRPG] *------------------------------------------ */ void skill_repairweapon (struct map_session_data *sd, int idx) { int material; int materials[4] = { 1002, 998, 999, 756 }; struct item *item; struct map_session_data *target_sd; nullpo_retv(sd); target_sd = map_id2sd(sd->menuskill_lv); if (!target_sd) //Failed.... return; if(idx==0xFFFF) // No item selected ('Cancel' clicked) return; if(idx < 0 || idx >= MAX_INVENTORY) return; //Invalid index?? item = &target_sd->status.inventory[idx]; if(item->nameid <= 0 || item->attribute == 0) return; //Again invalid item.... if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){ clif_item_repaireffect(sd,item->nameid,1); return; } if (itemdb_type(item->nameid)==4) material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon else material = materials [2]; // Armors consume 1 Steel if (pc_search_inventory(sd,material) < 0 ) { clif_skill_fail(sd,sd->menuskill_id,0,0); return; } item->attribute=0; clif_equiplist(target_sd); pc_delitem(sd,pc_search_inventory(sd,material),1,0); clif_item_repaireffect(sd,item->nameid,0); if(sd!=target_sd) clif_item_repaireffect(target_sd,item->nameid,0); } /*========================================== * Item Appraisal *------------------------------------------ */ void skill_identify (struct map_session_data *sd, int idx) { int flag=1; nullpo_retv(sd); if(idx >= 0 && idx < MAX_INVENTORY) { if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ flag=0; sd->status.inventory[idx].identify=1; } } clif_item_identified(sd,idx,flag); } /*========================================== * Weapon Refine [Celest] *------------------------------------------ */ void skill_weaponrefine (struct map_session_data *sd, int idx) { int i = 0, ep = 0, per; int material[5] = { 0, 1010, 1011, 984, 984 }; struct item *item; nullpo_retv(sd); if (idx >= 0 && idx < MAX_INVENTORY) { struct item_data *ditem = sd->inventory_data[idx]; item = &sd->status.inventory[idx]; if(item->nameid > 0 && ditem->type == 4) { if (item->refine >= sd->menuskill_lv || item->refine >= MAX_REFINE || // if it's no longer refineable ditem->flag.no_refine || // if the item isn't refinable (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!) clif_skill_fail(sd,sd->menuskill_id,0,0); return; } per = percentrefinery [ditem->wlv][(int)item->refine]; per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex] if (per > rand() % 100) { item->refine++; pc_delitem(sd, i, 1, 0); if(item->equip) { ep = item->equip; pc_unequipitem(sd,idx,3); } clif_refine(sd->fd,sd,0,idx,item->refine); clif_delitem(sd,idx,1); clif_additem(sd,idx,1,0); if (ep) pc_equipitem(sd,idx,ep); clif_misceffect(&sd->bl,3); if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG] switch(ditem->wlv){ case 1: pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point break; case 2: pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point break; case 3: pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point break; } } } else { pc_delitem(sd, i, 1, 0); item->refine = 0; if(item->equip) pc_unequipitem(sd,idx,3); clif_refine(sd->fd,sd,1,idx,item->refine); pc_delitem(sd,idx,1,0); clif_misceffect(&sd->bl,2); clif_emotion(&sd->bl, 23); } } } } /*========================================== * オートスペル *------------------------------------------ */ int skill_autospell (struct map_session_data *sd, int skillid) { int skilllv; int maxlv=1,lv; nullpo_retr(0, sd); skilllv = sd->menuskill_lv; lv=pc_checkskill(sd,skillid); if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] if(skillid==MG_NAPALMBEAT) maxlv=3; else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE) maxlv =10; //Soul Linker bonus. [Skotlex] else if(skilllv==2) maxlv=1; else if(skilllv==3) maxlv=2; else if(skilllv>=4) maxlv=3; } else if(skillid==MG_SOULSTRIKE){ if(skilllv==5) maxlv=1; else if(skilllv==6) maxlv=2; else if(skilllv>=7) maxlv=3; } else if(skillid==MG_FIREBALL){ if(skilllv==8) maxlv=1; else if(skilllv>=9) maxlv=2; } else if(skillid==MG_FROSTDIVER) maxlv=1; else return 0; if(maxlv > lv) maxlv = lv; sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv)); return 0; } /*========================================== * ギャングスターパラダイス判定処理(foreachinarea) *------------------------------------------ */ static int skill_gangster_count (struct block_list *bl, va_list ap) { struct map_session_data *sd; sd=(struct map_session_data*)bl; if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) return 1; return 0; } static int skill_gangster_in (struct block_list *bl, va_list ap) { struct map_session_data *sd; sd=(struct map_session_data*)bl; if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) sd->state.gangsterparadise=1; return 0; } static int skill_gangster_out (struct block_list *bl, va_list ap) { struct map_session_data *sd; sd=(struct map_session_data*)bl; if(sd && sd->state.gangsterparadise) sd->state.gangsterparadise=0; return 0; } int skill_gangsterparadise (struct map_session_data *sd, int type) { int range; nullpo_retr(0, sd); if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0) return 0; range = skill_get_splash(RG_GANGSTER, range); if(type==1) {/* 座った時の処理 */ if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1) { /*ギャングスター成功したら自分にもギャングスター属性付与*/ map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC); sd->state.gangsterparadise = 1; } return 0; } else if(type==0) {/* 立ち上がったときの処理 */ if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2) map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC); sd->state.gangsterparadise = 0; return 0; } return 0; } /*========================================== * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu] *------------------------------------------ */ static int skill_rest_count (struct block_list *bl, va_list ap) { struct map_session_data *sd; sd=(struct map_session_data*)bl; if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) return 1; return 0; } static int skill_rest_in(struct block_list *bl, va_list ap) { struct map_session_data *sd; nullpo_retr(0, bl); nullpo_retr(0, ap); sd=(struct map_session_data*)bl; if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){ sd->state.rest=1; status_calc_pc(sd,0); } return 0; } static int skill_rest_out(struct block_list *bl, va_list ap) { struct map_session_data *sd; sd=(struct map_session_data*)bl; if(sd && sd->state.rest != 0) sd->state.rest=0; return 0; } int skill_rest(struct map_session_data *sd, int type) { int range; nullpo_retr(0, sd); if((range = pc_checkskill(sd,TK_HPTIME)) > 0) range = skill_get_splash(TK_HPTIME, range); else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0) range = skill_get_splash(TK_SPTIME, range); else return 0; if(type==1) { //When you sit down if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1) { map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC); sd->state.rest = 1; status_calc_pc(sd,0); } return 0; } else if(type==0) { //When you stand up if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2) map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC); sd->state.rest = 0; status_calc_pc(sd,0); return 0; } return 0; } /*========================================== * 寒いジョーク・スクリーム判定処理(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 bl->prev == NULL || status_isdead(bl)) return 0; if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; if (sd && sd->sc.option&OPTION_INVISIBLE) return 0; } //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] if(battle_check_target(src,bl,BCT_ENEMY) > 0) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); return 0; } /*========================================== * バジリカのセルを設定する *------------------------------------------ */ void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag) { int i,x,y,range = skill_get_unit_range(skill_num,skill_lv); int size = range*2+1; for (i=0;ibl.x+(i%size-range); y = src->bl.y+(i/size-range); map_setcell(src->bl.m,x,y,flag); } } /*========================================== * Sets a map cell around the caster, according to the skill's splash range. *------------------------------------------ */ void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag) { int i,x,y,range = skill_get_splash(skill_num, skill_lv); int size = range*2+1; for (i=0;ix+(i%size-range); y = src->y+(i/size-range); map_setcell(src->m,x,y,flag); } } /*========================================== * *------------------------------------------ */ int skill_attack_area (struct block_list *bl, va_list ap) { struct block_list *src,*dsrc; int atk_type,skillid,skilllv,flag,type; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); atk_type = va_arg(ap,int); if((src=va_arg(ap,struct block_list*)) == NULL) return 0; if((dsrc=va_arg(ap,struct block_list*)) == NULL) return 0; skillid=va_arg(ap,int); skilllv=va_arg(ap,int); if(skillid > 0 && skilllv <= 0) return 0; // celest tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); type=va_arg(ap,int); if(battle_check_target(dsrc,bl,type) > 0) skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); return 0; } /*========================================== * *------------------------------------------ */ int skill_clear_group (struct block_list *bl, int flag) { struct unit_data *ud = unit_bl2ud(bl); struct skill_unit_group *group[MAX_SKILLUNITGROUP]; int i, count=0; nullpo_retr(0, bl); if (!ud) return 0; //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] for (i=0;iskillunit[i];i++) { switch (ud->skillunit[i]->skill_id) { case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: if (flag&1) group[count++]= ud->skillunit[i]; break; default: if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) group[count++]= ud->skillunit[i]; break; } } for (i=0;iskillunit[i];i++) { switch (ud->skillunit[i]->skill_id) { case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: return ud->skillunit[i]; } } return NULL; } // for graffiti cleaner [Valaris] int skill_graffitiremover (struct block_list *bl, va_list ap) { struct skill_unit *unit=NULL; nullpo_retr(0, bl); nullpo_retr(0, ap); if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) return 0; if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) skill_delunit(unit); return 0; } int skill_greed (struct block_list *bl, va_list ap) { struct block_list *src; struct map_session_data *sd=NULL; struct flooritem_data *fitem=NULL; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src = va_arg(ap, struct block_list *)); if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl)) pc_takeitem(sd, fitem); return 0; } /*========================================== * ランドプロテクターチェック(foreachinarea) *------------------------------------------ */ int skill_landprotector (struct block_list *bl, va_list ap) { int skillid; int *alive; struct skill_unit *unit; struct block_list *src; skillid = va_arg(ap,int); alive = va_arg(ap,int *); src = va_arg(ap,struct block_list *); unit = (struct skill_unit *)bl; if (unit == NULL || unit->group == NULL) return 0; if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR && battle_check_target(bl, src, BCT_ENEMY) > 0) { //Check for offensive Land Protector to delete both. [Skotlex] (*alive) = 0; skill_delunit(unit); return 1; } if (skill_get_type(unit->group->skill_id) != BF_MAGIC) return 0; //Only blocks out magical skills. if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) { skill_delunit(unit); } else if (unit->group->skill_id == SA_LANDPROTECTOR) { (*alive) = 0; } else if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] (*alive) = 0; } else return 0; return 1; } /*========================================== * variation of skill_landprotector *------------------------------------------ */ int skill_ganbatein (struct block_list *bl, va_list ap) { struct skill_unit *unit; nullpo_retr(0, bl); nullpo_retr(0, ap); if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL) return 0; // Apparently, it REMOVES traps. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP) // return 0; //Do not remove traps. if (unit->group->skill_id == SA_LANDPROTECTOR) skill_delunit(unit); else skill_delunitgroup(NULL, unit->group); return 1; } /*========================================== * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea) *------------------------------------------ */ int skill_count_target (struct block_list *bl, va_list ap) { struct block_list *src = va_arg(ap,struct block_list *); if (battle_check_target(src,bl,BCT_ENEMY) > 0) return 1; return 0; } /*========================================== * トラップ範囲処理(foreachinarea) *------------------------------------------ */ int skill_trap_splash (struct block_list *bl, va_list ap) { struct block_list *src; int tick; struct skill_unit *unit; struct skill_unit_group *sg; struct block_list *ss; int i,count; src = va_arg(ap,struct block_list *); unit = (struct skill_unit *)src; tick = va_arg(ap,int); count = va_arg(ap,int); nullpo_retr(0, sg = unit->group); nullpo_retr(0, ss = map_id2bl(sg->src_id)); if(battle_check_target(src,bl,BCT_ENEMY) > 0){ switch(sg->unit_id){ case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); break; case UNT_BLASTMINE: case UNT_CLAYMORETRAP: //Special property: Each target is hit N times (N = number of targets on splash area) if (!count) count = 1; for(i=0;iskill_id,sg->skill_lv,tick,0); break; case UNT_FREEZINGTRAP: skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); break; } } return 0; } /*========================================== * ステータス異常 *------------------------------------------ */ int skill_enchant_elemental_end (struct block_list *bl, int type) { struct status_change *sc; nullpo_retr(0, bl); nullpo_retr(0, sc= status_get_sc(bl)); if (!sc->count) return 0; if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) status_change_end(bl, SC_ENCPOISON, -1); if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) status_change_end(bl, SC_ASPERSIO, -1); if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) status_change_end(bl, SC_FIREWEAPON, -1); if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) status_change_end(bl, SC_WATERWEAPON, -1); if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) status_change_end(bl, SC_WINDWEAPON, -1); if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) status_change_end(bl, SC_EARTHWEAPON, -1); if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1) status_change_end(bl, SC_SHADOWWEAPON, -1); if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1) status_change_end(bl, SC_GHOSTWEAPON, -1); return 0; } int skill_check_cloaking(struct block_list *bl, struct status_change *sc) { static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; int end = 1,i; if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1)) { //Check for walls. for (i = 0; i < 8; i++) if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS)) { end = 0; break; } } else end = 0; //No wall check. if(end){ if (sc->data[SC_CLOAKING].timer != -1) { if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking. status_change_end(bl, SC_CLOAKING, -1); else if(sc->data[SC_CLOAKING].val4&2) { //Remove wall bonus sc->data[SC_CLOAKING].val4&=~2; status_calc_bl(bl,SCB_SPEED); } } } else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2)) { //Add wall speed bonus sc->data[SC_CLOAKING].val4|=2; status_calc_bl(bl,SCB_SPEED); } return end; } /* *---------------------------------------------------------------------------- * スキルユニット *---------------------------------------------------------------------------- */ /*========================================== * 演奏/ダンスをやめる * flag 1で合奏中なら相方にユニットを任せる * *------------------------------------------ */ void skill_stop_dancing (struct block_list *src) { struct status_change* sc; struct skill_unit_group* group; struct map_session_data* dsd = NULL; nullpo_retv(src); nullpo_retv(sc = status_get_sc(src)); if(!sc->count || sc->data[SC_DANCING].timer == -1) return; group = (struct skill_unit_group *)sc->data[SC_DANCING].val2; sc->data[SC_DANCING].val2 = 0; if (sc->data[SC_DANCING].val4) { if (sc->data[SC_DANCING].val4 != BCT_SELF) dsd = map_id2sd(sc->data[SC_DANCING].val4); sc->data[SC_DANCING].val4 = 0; } if (group) skill_delunitgroup(NULL, group); if (dsd) { dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0; status_change_end(&dsd->bl, SC_DANCING, -1); } status_change_end(src, SC_DANCING, -1); } /*========================================== * スキルユニット初期化 *------------------------------------------ */ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { 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->alive=1; unit->val1=val1; unit->val2=val2; map_addblock(&unit->bl); switch (group->skill_id) { case AL_PNEUMA: skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA); break; case MG_SAFETYWALL: skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL); break; case SA_LANDPROTECTOR: skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR); break; case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA); break; case WZ_ICEWALL: skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL); break; default: if (group->state.song_dance) //Check for dissonance. skill_dance_overlap(unit, 1); break; } clif_skill_setunit(unit); 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() ); if (group->state.song_dance) //Restore dissonance effect. skill_dance_overlap(unit, 0); /* ondeleteイベント呼び出し */ if (!unit->range) { map_foreachincell(skill_unit_effect,unit->bl.m, unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4); } switch (group->skill_id) { case AL_PNEUMA: skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA); break; case MG_SAFETYWALL: skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL); break; case SA_LANDPROTECTOR: skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR); break; case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA); break; case WZ_ICEWALL: skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL); break; } clif_skill_delunit(unit); unit->group=NULL; unit->alive=0; map_delobjectnofree(unit->bl.id); if(--group->alive_count==0) skill_delunitgroup(NULL, group); return 0; } /*========================================== * スキルユニットグループ初期化 *------------------------------------------ */ 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 limit, int interval) { struct unit_data *ud = unit_bl2ud(src); struct skill_unit_group *group=NULL; int i; if(skilllv <= 0) return 0; nullpo_retr(NULL, src); nullpo_retr(NULL, ud); for(i=0;iskillunit[i]; i++); if(i == MAX_SKILLUNITGROUP) { int j=0; unsigned maxdiff=0,x,tick=gettick(); for(i=0;iskillunit[i];i++) if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){ maxdiff=x; j=i; } skill_delunitgroup(src, ud->skillunit[j]); //Since elements must have shifted, we use the last slot. i = MAX_SKILLUNITGROUP-1; } if (!ud->skillunit[i]) ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group); group=ud->skillunit[i]; group->src_id=src->id; group->party_id=status_get_party_id(src); group->guild_id=status_get_guild_id(src); group->group_id=skill_unit_group_newid++; if(skill_unit_group_newid<=0) skill_unit_group_newid = MAX_SKILL_DB; group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); group->unit_count=count; group->alive_count=0; group->val1=group->val2=group->val3=0; group->skill_id=skillid; group->skill_lv=skilllv; group->unit_id=unit_id; group->map=src->m; group->limit=limit; group->interval=interval; group->tick=gettick(); if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] group->tick += 1500; else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex] group->tick += interval; group->valstr=NULL; i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex] if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { struct map_session_data *sd = NULL; if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){ sd->skillid_dance=skillid; sd->skilllv_dance=skilllv; } sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000); //合奏スキルは相方をダンス状態にする if (sd && i&UF_ENSEMBLE && battle_config.player_skill_partner_check && (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) ) { skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); } } return group; } /*========================================== * スキルユニットグループ削除 *------------------------------------------ */ int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group) { struct unit_data *ud; int i,j; nullpo_retr(0, group); if (!src) src=map_id2bl(group->src_id); ud = unit_bl2ud(src); if(!src || !ud) { ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); return 0; } if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { struct status_change* sc = status_get_sc(src); if (sc && sc->data[SC_DANCING].timer != -1) { sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex] status_change_end(src,SC_DANCING,-1); } } if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex] struct status_change *sc = status_get_sc(src); if(sc && sc->data[SC_GOSPEL].timer != -1) { sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex] status_change_end(src,SC_GOSPEL,-1); } } if (group->skill_id == SG_SUN_WARM || group->skill_id == SG_MOON_WARM || group->skill_id == SG_STAR_WARM) { struct status_change *sc = status_get_sc(src); if(sc && sc->data[SC_WARM].timer != -1) { sc->data[SC_WARM].val4 = 0; status_change_end(src,SC_WARM,-1); } } if (src->type==BL_PC && group->state.ammo_consume) battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); group->alive_count=0; if(group->unit!=NULL){ for(i=0;iunit_count;i++) if(group->unit[i].alive) skill_delunit(&group->unit[i]); } if(group->valstr!=NULL){ aFree(group->valstr); group->valstr=NULL; } map_freeblock((struct block_list*)group->unit); /* aFree()の替わり */ group->unit=NULL; group->group_id=0; group->unit_count=0; //Locate and clear this unit from the array. for (i=0; iskillunit[i]!=group; i++); for (j=i; jskillunit[j]; j++); j--; if (iskillunit[i] = ud->skillunit[j]; ud->skillunit[j] = NULL; ers_free(skill_unit_ers, group); } else ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); return 1; } /*========================================== * スキルユニットグループ全削除 *------------------------------------------ */ int skill_clear_unitgroup (struct block_list *src) { struct unit_data *ud = unit_bl2ud(src); nullpo_retr(0, ud); while (ud->skillunit[0]) skill_delunitgroup(src, ud->skillunit[0]); return 1; } /*========================================== * スキルユニットグループの被影響tick検索 *------------------------------------------ */ 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 unit_data *ud; struct skill_unit_group_tickset *set; nullpo_retr(0, bl); if (group->interval==-1) return NULL; ud = unit_bl2ud(bl); if (!ud) return NULL; set = ud->skillunittick; if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP) id = s = group->skill_id; else id = s = group->group_id; for (i=0; i0 || set[k].id==0)) j=k; } if (j == -1) { if(battle_config.error_log) { ShowWarning ("skill_unitgrouptickset_search: tickset is full\n"); } j = id % MAX_SKILLUNITGROUPTICKSET; } set[j].id = id; set[j].tick = tick; return &set[j]; } /*========================================== * スキルユニットタイマー発動処理用(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 (!unit->alive || bl->prev==NULL) return 0; nullpo_retr(0, group=unit->group); if (skill_get_type(group->skill_id)==BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) return 0; //AoE skills are ineffective. [Skotlex] if (battle_check_target(&unit->bl,bl,group->target_flag)<=0) return 0; skill_unit_onplace_timer(unit,bl,tick); return 0; } /*========================================== * スキルユニットタイマー処理用(foreachobject) *------------------------------------------ */ int skill_unit_timer_sub (struct block_list *bl, va_list ap) { struct skill_unit *unit; struct skill_unit_group *group; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, unit=(struct skill_unit *)bl); tick=va_arg(ap,unsigned int); if(!unit->alive) return 0; group=unit->group; nullpo_retr(0, group); /* onplace_timerイベント呼び出し */ if (unit->range>=0 && group->interval!=-1) { if (battle_config.skill_wall_check) map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag,bl,tick); else map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag,bl,tick); if (!unit->alive) return 0; } /* 時間切れ削除 */ if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){ switch(group->unit_id){ case UNT_BLASTMINE: group->unit_id = UNT_USED_TRAPS; clif_changetraplook(bl, UNT_USED_TRAPS); group->limit=DIFF_TICK(tick+1500,group->tick); unit->limit=DIFF_TICK(tick+1500,group->tick); break; case UNT_SKIDTRAP: case UNT_ANKLESNARE: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: { struct block_list *src=map_id2bl(group->src_id); if(group->unit_id == UNT_ANKLESNARE && group->val2); else{ if(src && src->type==BL_PC && !group->state.into_abyss) { //Avoid generating trap items when it did not cost to create them. [Skotlex] struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=1065; item_tmp.identify=1; map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // 罠返還 } } skill_delunit(unit); } break; case 0xc1: case 0xc2: case 0xc3: case 0xc4: { struct block_list *src=map_id2bl(group->src_id); if (src) group->tick = tick; } break; default: skill_delunit(unit); } } if(group->unit_id == UNT_ICEWALL) { unit->val1 -= 5; if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700) unit->limit = DIFF_TICK(tick+700,group->tick); } return 0; } /*========================================== * スキルユニットタイマー処理 *------------------------------------------ */ 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処理用(foreachinarea) *------------------------------------------ */ int skill_unit_move_sub (struct block_list *bl, va_list ap) { struct skill_unit *unit = (struct skill_unit *)bl; struct block_list *target; unsigned int tick,flag,result; int skill_id; target=va_arg(ap,struct block_list*); tick = va_arg(ap,unsigned int); flag = va_arg(ap,int); nullpo_retr(0, unit->group); if (!(unit->group->bl_flag&target->type)) return 0; //we don't target this type of bl skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] if (unit->group->interval!=-1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex] return 0; if (!unit->alive || target->prev==NULL) return 0; if (flag&1) { result = skill_unit_onplace(unit,target,tick); if (flag&2 && result) { //Clear skill ids we have stored in onout. int i; for(i=0; i<8 && skill_unit_temp[i]!=result; i++); if (i<8) skill_unit_temp[i] = 0; } } else { result = skill_unit_onout(unit,target,tick); if (flag&2 && skill_unit_index < 7 && result) //Store this unit id. skill_unit_temp[skill_unit_index++] = result; } if (flag&4) skill_unit_onleft(skill_id,target,tick); return 1; } /*========================================== * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) * Flag values: * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) * flag&2: this function is being invoked twice as a bl moves, store in memory the affected * units to figure out when they have left a group. * flag&4: Force a onleft event (triggered when the bl is killed, for example) *------------------------------------------ */ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { nullpo_retr(0, bl); if(bl->prev==NULL ) return 0; if (flag&2 && !(flag&1)) { //Onout, clear data memset (&skill_unit_temp,0,sizeof(skill_unit_temp)); skill_unit_index=0; } map_foreachincell(skill_unit_move_sub, bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); if (flag&2 && flag&1) { //Onplace, check any skill units you have left. int i; for (i=0; i< 8 && skill_unit_temp[i]>0; i++) skill_unit_onleft(skill_unit_temp[i], bl, tick); } return 0; } /*========================================== * スキルユニット自体の移動時処理 * 引数はグループと移動量 *------------------------------------------ */ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy) { int i,j; unsigned int tick = gettick(); int *m_flag; struct skill_unit *unit1; struct skill_unit *unit2; nullpo_retr(0, group); if (group->unit_count<=0) return 0; if (group->unit==NULL) return 0; if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around. return 0; m_flag = (int *) aMalloc(sizeof(int)*group->unit_count); memset(m_flag,0,sizeof(int)*group->unit_count); // m_flag // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) // 3: Both 1+2. for(i=0;iunit_count;i++){ unit1=&group->unit[i]; if (!unit1->alive || unit1->bl.m!=m) continue; for(j=0;junit_count;j++){ unit2=&group->unit[j]; if (!unit2->alive) continue; if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ m_flag[i] |= 0x1; } if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ m_flag[i] |= 0x2; } } } j = 0; for (i=0;iunit_count;i++) { unit1=&group->unit[i]; if (!unit1->alive) continue; if (!(m_flag[i]&0x2)) { if (group->state.song_dance) //Restore dissonance effect. skill_dance_overlap(unit1, 0); map_foreachincell(skill_unit_effect,unit1->bl.m, unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); } //Move Cell using "smart" criteria (avoid useless moving around) switch(m_flag[i]) { case 0: //Cell moves independently, safely move it. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); break; case 1: //Cell moves unto another cell, look for a replacement cell that won't collide //and has no cell moving into it (flag == 2) for(;junit_count;j++) { if(m_flag[j]!=2 || !group->unit[j].alive) continue; //Move to where this cell would had moved. unit2 = &group->unit[j]; map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); j++; //Skip this cell as we have used it. break; } break; case 2: case 3: break; //Don't move the cell as a cell will end on this tile anyway. } if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 if (group->state.song_dance) //Check for dissonance effect. skill_dance_overlap(unit1, 1); clif_skill_setunit(unit1); map_foreachincell(skill_unit_effect,unit1->bl.m, unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); } } aFree(m_flag); return 0; } /*---------------------------------------------------------------------------- * アイテム合成 *---------------------------------------------------------------------------- */ /*========================================== * 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 qty) { int i,j; nullpo_retr(0, sd); if(nameid<=0) return 0; for(i=0;i= MAX_SKILL_PRODUCE_DB ) /* データベースにない */ return 0; if(trigger>=0){ if(trigger>20) { // Non-weapon, non-food item (itemlv must match) if(skill_produce_db[i].itemlv!=trigger) return 0; } else if(trigger>10) { // Food (any item level between 10 and 20 will do) if(skill_produce_db[i].itemlv<=10) return 0; } else { // Weapon (itemlv must be higher or equal) if(skill_produce_db[i].itemlv>trigger) return 0; } } if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 ) return 0; /* スキルが足りない */ for(j=0;jstatus.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; if(xbl); if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* 条件不足 */ return 0; idx--; if (qty < 1) qty = 1; if (!skill_id) //A skill can be specified for some override cases. skill_id = skill_produce_db[idx].req_skill; slot[0]=slot1; slot[1]=slot2; slot[2]=slot3; /* 埋め込み処理 */ for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! int j; if( slot[i]<=0 ) continue; j = pc_search_inventory(sd,slot[i]); if(j < 0) /* 不正パケット(アイテム存在)チェック */ continue; if(slot[i]==1000){ /* Star Crumb */ pc_delitem(sd,j,1,1); sc++; } if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ static const int ele_table[4]={3,1,4,2}; pc_delitem(sd,j,1,1); ele=ele_table[slot[i]-994]; } } /* 材料消費 */ for(i=0;i= 0){ y = sd->status.inventory[j].amount; if(y>x)y=x; /* 足りている */ pc_delitem(sd,j,y,0); }else { if(battle_config.error_log) ShowError("skill_produce_mix: material item error\n"); } x-=y; /* まだ足りない個数を計算 */ }while( j>=0 && x>0 ); /* 材料を消費するか、エラーになるまで繰り返す */ } if((equip=itemdb_isequip(nameid))) wlv = itemdb_wlv(nameid); if(!equip) { switch(skill_id){ case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] i = pc_checkskill(sd,skill_id); make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance switch(nameid){ case 998: // Iron make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 break; case 999: // Steel make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 break; case 1000: //Star Crumb make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] break; default: // Enchanted Stones make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 break; } break; case ASC_CDP: make_per = (2000 + 40*status->dex + 20*status->luk); break; case AL_HOLYWATER: make_per = 100000; //100% success break; case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + status->int_*5 + status->dex*10+status->luk*10; switch(nameid){ case 501: // Red Potion case 503: // Yellow Potion case 504: // White Potion case 605: // Anodyne case 606: // Aloevera make_per += 2000; break; case 505: // Blue Potion make_per -= 500; break; case 545: // Condensed Red Potion case 546: // Condensed Yellow Potion case 547: // Condensed White Potion make_per -= 1000; break; case 970: // Alcohol make_per += 1000; break; case 7139: // Glistening Coat make_per -= 1000; break; case 7135: // Bottle Grenade case 7136: // Acid Bottle case 7137: // Plant Bottle case 7138: // Marine Sphere Bottle default: break; } if(battle_config.pp_rate != 100) make_per = make_per * battle_config.pp_rate / 100; break; case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG] make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex] sd->status.job_level*20 + status->int_*10 + status->dex*10; switch(nameid){ case 12114: flag = pc_checkskill(sd,SA_FLAMELAUNCHER); if (flag > 0) make_per += 1000*flag-500; break; case 12115: flag = pc_checkskill(sd,SA_FROSTWEAPON); if (flag > 0) make_per += 1000*flag-500; break; case 12116: flag = pc_checkskill(sd,SA_SEISMICWEAPON); if (flag > 0) make_per += 1000*flag-500; break; case 12117: flag = pc_checkskill(sd,SA_LIGHTNINGLOADER); if (flag > 0) make_per += 1000*flag-500; break; } break; default: if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_lv > 10 && sd->menuskill_lv <= 20) { //Assume Cooking Dish if (sd->menuskill_lv >= 15) //Legendary Cooking Set. make_per = 10000; //100% Success else make_per = 120*(sd->menuskill_lv-10) //12% chance per set level. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level break; } make_per = 5000; break; } } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? if(battle_config.wp_rate != 100) make_per = make_per * battle_config.wp_rate / 100; } // - Baby Class Penalty = 80% (from adult's chance) ----// if (sd->class_&JOBL_BABY) //if it's a Baby Class make_per = (make_per * 80) / 100; //Lupus if(make_per < 1) make_per = 1; if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. struct item tmp_item; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid=nameid; tmp_item.amount=1; tmp_item.identify=1; if(equip){ tmp_item.card[0]=0x00ff; tmp_item.card[1]=((sc*5)<<8)+ele; tmp_item.card[2]=GetWord(sd->char_id,0); // CharId tmp_item.card[3]=GetWord(sd->char_id,1); } else { //Flag is only used on the end, so it can be used here. [Skotlex] switch (skill_id) { case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: flag = battle_config.produce_potion_name_input; break; case AL_HOLYWATER: flag = battle_config.holywater_name_input; break; case ASC_CDP: flag = battle_config.cdp_name_input; break; default: flag = battle_config.produce_item_name_input; break; } if (flag) { tmp_item.card[0]=0x00fe; tmp_item.card[1]=0; tmp_item.card[2]=GetWord(sd->char_id,0); // CharId tmp_item.card[3]=GetWord(sd->char_id,1); } } // if(log_config.produce > 0) // log_produce(sd,nameid,slot1,slot2,slot3,1); //TODO update PICKLOG if(equip){ clif_produceeffect(sd,0,nameid); clif_misceffect(&sd->bl,3); if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point } else { int fame = 0; tmp_item.amount = 0; for (i=0; i< qty; i++) { //Apply quantity modifiers. if (rand()%10000 < make_per || qty == 1) { //Success tmp_item.amount++; if(nameid < 545 || nameid > 547) continue; if(skill_id != AM_PHARMACY && skill_id != AM_TWILIGHT1 && skill_id != AM_TWILIGHT2 && skill_id != AM_TWILIGHT3) continue; //Add fame as needed. switch(++sd->potion_success_counter) { case 3: fame+=1; // Success to prepare 3 Condensed Potions in a row break; case 5: fame+=3; // Success to prepare 5 Condensed Potions in a row break; case 7: fame+=10; // Success to prepare 7 Condensed Potions in a row break; case 10: fame+=50; // Success to prepare 10 Condensed Potions in a row sd->potion_success_counter = 0; break; } } else //Failure sd->potion_success_counter = 0; } if (fame) pc_addfame(sd,fame); //Visual effects and the like. switch (skill_id) { case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: case ASC_CDP: clif_produceeffect(sd,2,nameid); clif_misceffect(&sd->bl,5); break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif_produceeffect(sd,0,nameid); clif_misceffect(&sd->bl,3); break; default: //Those that don't require a skill? if (skill_produce_db[idx].itemlv>10 && skill_produce_db[idx].itemlv<= 20) //Cooking items. clif_specialeffect(&sd->bl, 608, AREA); break; } } if (tmp_item.amount) { //Success if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } return 1; } } //Failure // if(log_config.produce) // log_produce(sd,nameid,slot1,slot2,slot3,0); //TODO update PICKLOG if(equip){ clif_produceeffect(sd,1,nameid); clif_misceffect(&sd->bl,2); } else { switch (skill_id) { case ASC_CDP: //50% Damage yourself, and display same effect as failed potion. status_percent_damage(NULL, &sd->bl, -50, 0); case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: clif_produceeffect(sd,3,nameid); clif_misceffect(&sd->bl,6); sd->potion_success_counter = 0; // Fame point system [DracoRPG] break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif_produceeffect(sd,1,nameid); clif_misceffect(&sd->bl,2); break; default: if (skill_produce_db[idx].itemlv>10 && skill_produce_db[idx].itemlv<= 20) //Cooking items. clif_specialeffect(&sd->bl, 609, AREA); } } 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;ichar_id,0); // CharId tmp_item.card[3]=GetWord(sd->char_id,1); } if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) continue; if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); } } return 0; } /*========================================== * *------------------------------------------ */ int skill_blockpc_end (int tid, unsigned int tick, int id, int data) { struct map_session_data *sd = map_id2sd(id); if (data <= 0 || data >= MAX_SKILL) return 0; if (sd) sd->blockskill[data] = 0; return 1; } int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) { nullpo_retr (-1, sd); if (skillid >= GD_SKILLBASE) skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE; if (skillid < 1 || skillid > MAX_SKILL) return -1; sd->blockskill[skillid] = 1; return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid); } /*---------------------------------------------------------------------------- * 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= step; j--) if ((val[j]-val[j-step]) != diff) break; if (j>=step) //No match, try next step. continue; for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase val[i] = val[i-step]+diff; if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases. { val[i] = 1; diff = 0; step = 1; } } return i; } //Okay.. we can't figure this one out, just fill out the stuff with the previous value. for (;i= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n"); continue; } if (i >= GD_SKILLBASE) i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; if(i<=0 || i>MAX_SKILL_DB) continue; skill_split_atoi(split[1],skill_db[i].range); skill_db[i].hit=atoi(split[2]); skill_db[i].inf=atoi(split[3]); skill_db[i].pl=atoi(split[4]); skill_db[i].nk=atoi(split[5]); skill_split_atoi(split[6],skill_db[i].splash); skill_db[i].max=atoi(split[7]); skill_split_atoi(split[8],skill_db[i].num); if(strcmpi(split[9],"yes") == 0) skill_db[i].castcancel=1; else skill_db[i].castcancel=0; skill_db[i].cast_def_rate=atoi(split[10]); skill_db[i].inf2=atoi(split[11]); skill_db[i].maxcount=atoi(split[12]); if(strcmpi(split[13],"weapon") == 0) skill_db[i].skill_type=BF_WEAPON; else if(strcmpi(split[13],"magic") == 0) skill_db[i].skill_type=BF_MAGIC; else if(strcmpi(split[13],"misc") == 0) skill_db[i].skill_type=BF_MISC; else skill_db[i].skill_type=0; skill_split_atoi(split[14],skill_db[i].blewcount); for (j = 0; skill_names[j].id != 0; j++) if (skill_names[j].id == i) { skill_db[i].name = skill_names[j].name; skill_db[i].desc = skill_names[j].desc; break; } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); sprintf(path, "%s/skill_require_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } while(fgets(line,1020,fp)){ char *split[50]; if(line[0]=='/' && line[1]=='/') continue; j = skill_split_str(line,split,32); if(j < 32 || split[31]==NULL) continue; i=atoi(split[0]); if (i >= GD_SKILLBASE) i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; if(i<=0 || i>MAX_SKILL_DB) continue; skill_split_atoi(split[1],skill_db[i].hp); skill_split_atoi(split[2],skill_db[i].mhp); skill_split_atoi(split[3],skill_db[i].sp); skill_split_atoi(split[4],skill_db[i].hp_rate); skill_split_atoi(split[5],skill_db[i].sp_rate); skill_split_atoi(split[6],skill_db[i].zeny); p = split[7]; for(j=0;j<32;j++){ l = atoi(p); if (l==99) { skill_db[i].weapon = 0xffffffff; break; } else skill_db[i].weapon |= 1<= GD_SKILLBASE) i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; if(i<=0 || i>MAX_SKILL_DB) continue; skill_split_atoi(split[1],skill_db[i].cast); skill_split_atoi(split[2],skill_db[i].delay); skill_split_atoi(split[3],skill_db[i].walkdelay); skill_split_atoi(split[4],skill_db[i].upkeep_time); skill_split_atoi(split[5],skill_db[i].upkeep_time2); } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); /* スキルユニットデータベース */ sprintf(path, "%s/skill_unit_db.txt", db_path); fp=fopen(path,"r"); if (fp==NULL) { ShowError("can't read %s\n", path); return 1; } k = 0; while (fgets(line,1020,fp)) { char *split[50]; if (line[0]=='/' && line[1]=='/') continue; j = skill_split_str(line,split,8); if (split[7]==NULL || j<8) continue; i=atoi(split[0]); if (i >= GD_SKILLBASE) i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; if(i<=0 || i>MAX_SKILL_DB) continue; skill_db[i].unit_id[0] = strtol(split[1],NULL,16); skill_db[i].unit_id[1] = strtol(split[2],NULL,16); skill_split_atoi(split[3],skill_db[i].unit_layout_type); skill_split_atoi(split[4],skill_db[i].unit_range); skill_db[i].unit_interval = atoi(split[5]); if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY; else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY; else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY; else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD; else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL; else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY; else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF; else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE; else skill_db[i].unit_target = strtol(split[6],NULL,16); skill_db[i].unit_flag = strtol(split[7],NULL,16); if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) skill_db[i].unit_target=BCT_NOENEMY; //By default, target just characters. skill_db[i].unit_target |= BL_CHAR; if (skill_db[i].unit_flag&UF_NOPC) skill_db[i].unit_target &= ~BL_PC; if (skill_db[i].unit_flag&UF_NOMOB) skill_db[i].unit_target &= ~BL_MOB; if (skill_db[i].unit_flag&UF_SKILL) skill_db[i].unit_target |= BL_SKILL; k++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); skill_init_unit_layout(); /* 製造系スキルデータベース */ memset(skill_produce_db,0,sizeof(skill_produce_db)); for(m=0;m<2;m++){ sprintf(path, "%s/%s", db_path, filename[m]); fp=fopen(path,"r"); if(fp==NULL){ if(m>0) continue; ShowError("can't read %s\n",path); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[6 + MAX_PRODUCE_RESOURCE * 2]; int x,y; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2)); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if(i<=0) continue; skill_produce_db[k].nameid=i; skill_produce_db[k].itemlv=atoi(split[1]); skill_produce_db[k].req_skill=atoi(split[2]); for(x=3,y=0; split[x] && split[x+1] && y= MAX_SKILL_PRODUCE_DB) break; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path); } memset(skill_arrow_db,0,sizeof(skill_arrow_db)); sprintf(path, "%s/create_arrow_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; int x,y; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,13); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if(i<=0) continue; skill_arrow_db[k].nameid=i; for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){ skill_arrow_db[k].cre_id[y]=atoi(split[x]); skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]); } k++; if(k >= MAX_SKILL_ARROW_DB) break; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path); memset(skill_abra_db,0,sizeof(skill_abra_db)); sprintf(path, "%s/abra_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,13); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if(i<=0) continue; skill_abra_db[i].req_lv=atoi(split[2]); skill_abra_db[i].per=atoi(split[3]); k++; if(k >= MAX_SKILL_ABRA_DB) break; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path); sprintf(path, "%s/skill_castnodex_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } while(fgets(line,1020,fp)){ char *split[50]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,3); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if (i >= GD_SKILLBASE) i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; if(i<=0 || i>MAX_SKILL_DB) continue; skill_split_atoi(split[1],skill_db[i].castnodex); if (!split[2]) continue; skill_split_atoi(split[2],skill_db[i].delaynodex); } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); sprintf(path, "%s/skill_nocast_db.txt", db_path); fp=fopen(path,"r"); if(fp==NULL){ ShowError("can't read %s\n", path); return 1; } k=0; while(fgets(line,1020,fp)){ char *split[16]; if(line[0]=='/' && line[1]=='/') continue; memset(split,0,sizeof(split)); j = skill_split_str(line,split,2); if(split[0]==0) //fixed by Lupus continue; i=atoi(split[0]); if (i >= GD_SKILLBASE) i = GD_SKILLRANGEMIN + i - GD_SKILLBASE; if(i<=0 || i>MAX_SKILL_DB) continue; skill_db[i].nocast|=atoi(split[1]); k++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path); return 0; } /*=============================================== * For reading leveluseskillspamount.txt [Celest] *----------------------------------------------- */ static int skill_read_skillspamount (void) { char *buf,*p; struct skill_db *skill = NULL; int s, idx, new_flag=1, level=1, sp=0; buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s); if(buf==NULL) return -1; buf[s]=0; for(p=buf;p-bufsp[level-1]=sp; level++; } p=strchr(p,10); if(!p) break; p++; } aFree(buf); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt"); return 0; } void skill_reload (void) { skill_readdb(); if (battle_config.skill_sp_override_grffile) skill_read_skillspamount(); } /*========================================== * スキル関係初期化処理 *------------------------------------------ */ int do_init_skill (void) { skill_readdb(); skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group)); skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill)); if (battle_config.skill_sp_override_grffile) skill_read_skillspamount(); add_timer_func_list(skill_unit_timer,"skill_unit_timer"); add_timer_func_list(skill_castend_id,"skill_castend_id"); add_timer_func_list(skill_castend_pos,"skill_castend_pos"); add_timer_func_list(skill_timerskill,"skill_timerskill"); add_timer_func_list(skill_blockpc_end, "skill_blockpc_end"); add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); return 0; } int do_final_skill(void) { ers_destroy(skill_unit_ers); ers_destroy(skill_timer_ers); return 0; }